Kin/Regen, starting to put it together


Live_Wyre

 

Posted

I'm 36 now, starting to put together the lower level pieces in my eventual planned build. This is with i19 in mind.

I think it's a pretty solid plan, but there could be something I'm not thinking of someone else can point out.

I also designed a version with a couple purple sets, but let's not worry about that for now.


The focus here is Melee and Psionic Defense, with a nice chunk of Recharge as well.

I'm not going to take Fighting because the first power is a total waste.

Any suggestions for altering slotting or enhancements OR any other power choices (other than Fighting)? Think I should throw a Rectified Retical: +Perception in Tactics?



Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Super Schoolgirl: Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Quick Strike

  • (A) Touch of Death - Accuracy/Damage
  • (13) Touch of Death - Damage/Endurance
  • (13) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (15) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Chance of Damage(Negative)
Level 1: Fast Healing
  • (A) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Heal/Recharge
  • (23) Numina's Convalescence - Heal
  • (43) Numina's Convalescence - +Regeneration/+Recovery
  • (45) Regenerative Tissue - +Regeneration
Level 2: Body Blow
  • (A) Touch of Death - Accuracy/Damage
  • (3) Touch of Death - Damage/Endurance
  • (3) Touch of Death - Damage/Recharge
  • (9) Touch of Death - Accuracy/Damage/Endurance
  • (11) Touch of Death - Damage/Endurance/Recharge
  • (11) Touch of Death - Chance of Damage(Negative)
Level 4: Smashing Blow
  • (A) Touch of Death - Accuracy/Damage
  • (5) Touch of Death - Damage/Endurance
  • (5) Touch of Death - Damage/Recharge
  • (7) Touch of Death - Accuracy/Damage/Endurance
  • (7) Touch of Death - Damage/Endurance/Recharge
  • (9) Touch of Death - Chance of Damage(Negative)
Level 6: Power Siphon
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 8: Repulsing Torrent
  • (A) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Damage/Recharge
  • (39) Positron's Blast - Damage/Range
  • (39) Positron's Blast - Accuracy/Damage/Endurance
Level 10: Reconstruction
  • (A) Numina's Convalescence - Heal/Recharge
  • (29) Numina's Convalescence - Heal/Endurance/Recharge
  • (31) Doctored Wounds - Heal/Recharge
  • (31) Miracle - Heal/Recharge
Level 12: Dull Pain
  • (A) Numina's Convalescence - Heal/Recharge
  • (27) Numina's Convalescence - Heal/Endurance/Recharge
  • (27) Doctored Wounds - Heal/Recharge
  • (29) Miracle - Heal/Recharge
Level 14: Quick Recovery
  • (A) Performance Shifter - EndMod
  • (40) Performance Shifter - Chance for +End
  • (42) Endurance Modification IO
Level 16: Integration
  • (A) Miracle - Heal/Endurance
  • (25) Miracle - Endurance/Recharge
  • (25) Miracle - Heal/Recharge
  • (45) Miracle - Heal/Endurance/Recharge
  • (50) Miracle - Heal
  • (50) Miracle - +Recovery
Level 18: Burst
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (21) Obliteration - Accuracy/Damage/Recharge
  • (21) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (23) Obliteration - Chance for Smashing Damage
Level 20: Resilience
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 22: Hasten
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 24: Super Speed
  • (A) Celerity - +Stealth
  • (40) Celerity - RunSpeed
Level 26: Focused Burst
  • (A) Devastation - Accuracy/Damage
  • (36) Devastation - Damage/Endurance
  • (37) Devastation - Damage/Recharge
  • (37) Devastation - Accuracy/Damage/Recharge
  • (48) Devastation - Accuracy/Damage/Endurance/Recharge
  • (50) Devastation - Chance of Hold
Level 28: Instant Healing
  • (A) Numina's Convalescence - Heal/Recharge
  • (34) Numina's Convalescence - Heal/Endurance/Recharge
  • (36) Doctored Wounds - Heal/Recharge
  • (36) Miracle - Heal/Recharge
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (45) Luck of the Gambler - Recharge Speed
Level 32: Concentrated Strike
  • (A) Touch of Death - Accuracy/Damage
  • (33) Touch of Death - Damage/Endurance
  • (33) Touch of Death - Damage/Recharge
  • (33) Touch of Death - Accuracy/Damage/Endurance
  • (34) Touch of Death - Damage/Endurance/Recharge
  • (34) Touch of Death - Chance of Damage(Negative)
Level 35: Revive
  • (A) Healing IO
Level 38: Moment of Glory
  • (A) Impervium Armor - Resistance/Recharge
  • (40) Impervium Armor - Endurance/Recharge
  • (46) Impervium Armor - Resistance/Endurance/Recharge
  • (46) Luck of the Gambler - Defense/Recharge
  • (46) Luck of the Gambler - Recharge Speed
Level 41: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 44: Tactics
  • (A) Endurance Reduction IO
Level 47: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 49: Assault
  • (A) Endurance Reduction IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Healing IO
  • (43) Healing IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (42) Performance Shifter - Chance for +End
  • (43) Endurance Modification IO
------------
Set Bonus Totals:
  • 16% DamageBuff
  • 12.4% Defense(Smashing)
  • 12.4% Defense(Lethal)
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 10.5% Defense(Psionic)
  • 21.8% Defense(Melee)
  • 3% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 11% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 35% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 190.8 HP (14.2%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 14.3%
  • MezResist(Immobilize) 13.2%
  • MezResist(Stun) 2.2%
  • 7.5% (0.13 End/sec) Recovery
  • 90% (5.03 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 10% RunSpeed



I don't think these totals at the bottom include some of the special IOs that are slotted, but the totals in Mids should if you look at it there.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Before you continue leveling, consider switching defensive sets. Regeneration is just not as good as it used to be when the game first came out. Enemies easily outdamage your regeneration rates, making most situations a kill-them-before-they-kill-you scenario. When it was released, Willpower basically became the new Regen set. It includes some defense and resistance to everything.

Quote:
The focus here is Melee and Psionic Defense, with a nice chunk of Recharge as well.
I don't know why you think you need Psionic Defense over any other damage type. Psionic is hated by most players because few sets provide protection against it, not because it does more damage than other types.

I see you have 28% melee defense. That is nice, but many enemies will primarily use ranged attacks. Switching to Willpower would give you more defense against non-melee attacks, and more defense overall.


Quote:
I'm not going to take Fighting because the first power is a total waste.
That is some bad reasoning for not taking a power that can easily grant over 5% defense to everything. That doesn't even include the extra survivability gained from Tough.

The entire Leadership pool is a waste on a scrapper. The base values are low and the endurance cost cuts into your potential DPS. You also should not even need the to-hit at 50 when you get your powers slotted and get a few global accuracy bonuses.

The self-rez power is another that I would not take. Awakens are easy to get. If you die in many situations, you don't have enough time to turn your toggles back on after rezzing anyways.

Moment of Glory does not need to be slotted with anything. The base defense values are far over the soft cap. The resistance values are just below the scrapper cap. I think it is a waste of a power choice because of the 15 second duration and long recharge.

An epic power pool might help. It is hard to say which one is right because they all offer different things that would be useful to any build.


I don't feel like putting together a build right now. Maybe someone else will put together a Kinetics/WP build for you. Willpower will feel a lot more survivable than regen. If you don't want to switch, that's your choice. Level 36 or even level 50 is not too far in the game to abandon a character.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Moment of Glory........I think it is a waste of a power choice because of the 15 second duration and long recharge.

Any suggestions from someone with a little more credibility?


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

I'll agree that Regen isn't what it was, but then again, what it was was overpowered. I certainly disagree that it's not a good set. It's still very good, if you've got a bit of skill and the willingness to use it.

I'll agree with taking the Fighting pool. Weave is going to help provide a good chunk of defense, which you're going for, and I don't think any single power made as big a boost in survivability for my MA/Regen as Tough. I would swap Revive/Tactics for Kick(Boxing)/Tough. Even unslotted it'll make a difference. I just think it's worth considering the Fighting pool since you're not even slotting two of the Leadership power you are taking.

I would focus more on Recharge bonuses for a Regen character and just ignore Psi defense.

And I really need to get the I19 version of Mids.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Wavicle View Post
Any suggestions from someone with a little more credibility?
Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...

Its your build. Take the powers you want, especially if you feel they are worth it.

Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by?


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...

Its your build. Take the powers you want, especially if you feel they are worth it.

Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by?
I judged you not by post count or join date (although the fact that your date is what it is and you're talking to me like I don't know the sets in question does irk me a little; I have in fact played Willpower AND Regen to 50 before), but by your assessment of MoG.

Anyone who thinks the new MoG isn't worth taking doesn't understand the game.





But my other point stands: it doesn't matter how good Tough and Weave are, Boxing is still COMPLETELY WORTHLESS. You can't even use it as a mule. Essentially Tough takes 2 power slots. That's too much investment for the return in question.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

First off, when it comes to builds you have the ultimate say.

That being said, I think slotting for Psi defense is a little bit of waste. I think you'd do better to slot for recharge and damage. I personally like the leadership powers, although I only took Assault and Tactics for my elec/regen. I also took Boxing/Tough. I'd rather have decent s/l resistance.

As for Kinetic Melee, it looks awesome and I can't wait to try it. Just a few more months and I'll get the chance.

Starflier, I too pine for the I19 version of Mids.


 

Posted

Quote:
Originally Posted by Wavicle View Post
I judged you not by post count or join date (although the fact that your date is what it is and you're talking to me like I don't know the sets in question does irk me a little; I have in fact played Willpower AND Regen to 50 before), but by your assessment of MoG.

Anyone who thinks the new MoG isn't worth taking doesn't understand the game.





But my other point stands: it doesn't matter how good Tough and Weave are, Boxing is still COMPLETELY WORTHLESS. You can't even use it as a mule. Essentially Tough takes 2 power slots. That's too much investment for the return in question.
Not true, it takes stun sets. You can 5 slot absolute amazement in it- one of the cheaper purple sets.
With Regen,for best survivability you should shoot for lots of recharge first then defense second. Unless you have an unsaid specific reason for wanting psionic def, go for melee defense.

The fighting pool is certainly worth it, even if you don't use boxing as a mule.
The survivability it adds is huge. Weave +tough will have an obvious and immediate change to survivability.

I would slot MoG for recharge only, slotting it for survivability is sorta wasted. Its one of the best powers in the game, recharge helps it the most!

I would also drop revive, its only as a good a medium wakey. There are myriad other powers that would be much better.

I think that leadership is fine on a scrapper, but it should be picked after fighting.


 

Posted

Quote:
Originally Posted by Wavicle View Post
Any suggestions from someone with a little more credibility?
I have a level 50 kat/regen. I slotted sets for the recharge. I have about 68% now with room for another 7.5 LotG and another 6.25% targeted AoE set if I play my cards right. I figure if I have a heal for 600+ every 15-20 secs I shouldn't die.

MoG is great...once you throw recharge at it. It just makes a balanced set even better. There are plenty of things people could want instead of that, but I like having it for that one-off chance something may get close to killing me. And the self rez is handy for the one time a night I die... The set works well enough that it is it's own weakness. Plenty of stuff can break through defense but hardly anything can take all that regen. But on the same token, it takes more to add defense to the set. That's all the info I have on the regen side, but defense is not what I built for and I seem overpowered, except for the fact that everything resistsw Katana.


 

Posted

the thing about recharge is that its returns diminish very fast

so how much recharge would I want (say, other than Hasten, but including LotGs) to really notice a big boost out of it?

How much +Recharge is Speed Boost, for example?


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
the thing about recharge is that its returns diminish very fast

so how much recharge would I want (say, other than Hasten, but including LotGs) to really notice a big boost out of it?

How much +Recharge is Speed Boost, for example?
Slot MoG with 3 recharge IOs for the best return per slot. After that, get as much recharge as you can afford from IO sets, Luck of the Gambler: Global Recharges, and hasten. Global bonuses, set bonuses, and bonuses from buffs are not affected by diminishing returns. IO sets are affected by the rule of five, meaning more than five of a specific bonus and value won't affect you. Read Paragon Wiki if you want to know more.


 

Posted

30+ % Recharge would be my aim. 30% would give you an extra SO worth of Recharge in everything, which is significant. My MA/Fire hit 55% while levelling and it made a big difference. Was going for perma-Hasten, but I don't play 50's so I never got around to picking up the purples/lotg's I needed for that. Nevertheless, that much recharge is very noticeable, bringing up heals, attacks and Focus Chi/Fiery Embrace much faster.

For Kin/Regen, you'll want Power Siphon and Reconstruction cycling quickly which is where the bonuses will really help.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Santorican View Post
You are insane if you don't take MoG.
I still haven't gotten around to respeccing my MA/Regen since they changed it. So lazy, but I don't play her, so it's okay.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Just FYI, I'm not running the I19 version, so I'm not certain I'm looking at all the right stuff. I'm also no expert on Kinetic Melee, so I'm mostly restricting my comments to the survivability side of things.

Mid range budget, I gather.

Take Fighting even though the first power is a total waste. Tough adds so so much to a Regen, and Weave is very good to IF you're going with some other defense, which obviously you are. There are several great slotting options if you want to turn Boxing into a set mule to make it feel more useful - Absolute Amazement, Stupefy and Razzle Dazzle.

Too much effort spent on hit point bonuses. With accolades and Dull Pain up, you are WELL over the hit point cap. Those extra hit points are usually literally doing you no good whatsoever.

"Needs" more recharge. Much more recharge. Regeneration thrives on recharge, and I have no idea what you're talking about as far as diminishing returns. You honestly can't have too much recharge on a Regen. As a slotting for instance, Doctored wounds in Reconstruction, Dull Pain and Instant Healing. Absolute Amazement or Stupefy in Boxing. Luck of the Gambler in Weave. Another recharge in Hasten.

Moment of Glory is a core power, but you appear to understand that since you laughed at the suggestion that it be removed. However, it comes with so much resistance and defense out of the box that slotting for it is essentially pointless. It typically gets a luck of the Gambler global, and then just straight recharges until you're happy.

Don't target regeneration bonuses. It's not that it's bad for you, but more regeneration is your lowest priority on a Regen since you're already swimming in it. What you need is recharge, recharge, more recharge and defense.

Gaussian set in Tactics.

Blessing of the Zephyr is still worth consideration even after the nerf.

I'd slot a Kismet unique, though if you take Tactics and don't hunt +4s, you can probably get away without it.

I wouldn't target psionic defense. It's the second least common type of damage (cold is the least common), and you aren't particularly weak to it (unless you count the hole in Moment of Glory). I've beaten both Malaise and Mother Mayhem on my ancient Katana/Regen with no special emphasis on psionic defense, and with much much lower recharge than I'm advocating. Psionic is not a problem.

I'm personally in the "don't take revive powers" camp. I don't die often enough to find them useful, and I'd rather spend the power pick keeping myself from dying than recovering from death.

Leadership is good, even if it plays second fiddle to Fighting. I wouldn't take Vengeance personally since I mostly solo and when I don't, the people I play with don't die much. Your teams may vary. And if I really needed an extra power pick, the next on the chopping block would be Assault, though obviously more damage is a good thing. I'd find a way to keep Maneuvers and Tactics.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Syntax42 View Post
Just consider the numbers. If you want 15 seconds of being invincible every 2-4 minutes, go ahead and take it. I'm sure you can fit it in your build and still get all the other power choices you need. However, using it does not guarantee victory as much as other sets' emergency powers do. Even in the best situations, that boss, EB, or AV will probably still be alive and ready to pound on you some more when MoG wears off. If you want to survive in dire situations, you need something that lasts a bit longer. Inspirations come to mind, and those last 1 minute with no recharge...

Its your build. Take the powers you want, especially if you feel they are worth it.

Why is my credibility in question? Does someone's forum join date have anything to do with how long they have played the game? Does a post count really matter? Or is there something else you are judging me by?
There is pretty much universal agreement among the number crunching min/maxing power gamers that Moment of Glory is one of the core powers of the Regeneration secondary. I'd probably give up Instant Healing before I gave up Moment of Glory, and possibly Reconstruction. High-end end-game builds are going to have it recharging much faster than the 2-4 minutes you mention. Even this mid-range end-game build has it recharging in 83 seconds while Hasten is up. Anyone with a 2+ minute recharge on Moment of Glory is doing it wrong.

Treating it like other tier 9s is also doing it wrong. It's not a god mode power. It's a Build Up power for your survivability - short but sweet, and with no crash. Regeneration doesn't NEED a long-duration tier 9. A short duration is fine, because it has other powers it can cycle through, like Dull Pain and Instant Healing, and possibly Shadow Meld these days. Regeneration has the ability to get consistent survivability by cycling carefully through its various powers, or to get extreme spike survivability as necessary by blowing its wad all at once.

Here are some of the useful things you can do with Moment of Glory:

Absorb alpha strikes. This is otherwise one of Regeneration's weaknesses. Some people advocate hitting Dull Pain before jumping into a fight as your alpha absorber, but those people are doing it wrong. Even if Moment of Glory is down, you always take damage first, THEN use Dull Pain. And if Moment of Glory is up, that's your go to power, though even then, I'd personally advocate taking some major damage first, because Moment of Glory allows you to...

Give yourself breathing room to passively heal. When you're regenerating 67.5 hit points per second, such as on this build with Dull Pain running and Instant Healing not running, 15 seconds of near invulnerability is kind of like using a 1000 hit point heal. That's significantly more than you're getting from Reconstruction, even if it isn't as frequently available. But it's more frequent than Dull Pain.

Stop cascading defense failure. This is often not much of a problem on Regens due to lack of defense to fail, but a problem on Regens that rely on a fairly high level of defense for much of their mitigation. This build might qualify. I know my Katana/Regen does.

Recover endurance. It's not much, but 15 seconds of +100% endurance recovery can make the difference between sustainable endurance and unsustainable endurance for whittling down an AV or a pylon. Not a huge benefit, of course, but nice to have, and can be a reason for using Moment of Glory even when your hit points are fine and you aren't in any particular danger.

So as far as judging your credibility, I doubt anyone cares about your post count. All that really does is explain why you wouldn't know that we "all" agree that Moment of Glory is great, and why we agree that it's great.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Wavicle View Post
But my other point stands: it doesn't matter how good Tough and Weave are, Boxing is still COMPLETELY WORTHLESS. You can't even use it as a mule. Essentially Tough takes 2 power slots. That's too much investment for the return in question.
You can absolutely use Boxing as a set mule. My previous post mentioned several great sets you can put in it. Even if you don't use it as a mule, and consider it a complete throw away, Tough and Weave are worth three power picks. They just are. It is NOT too much investment for the return, particularly in I19, which frees up three power picks on a typical build. To vehemently insist that they're not worth it because of Boxing to me sounds just as silly as insisting that Moment of Glory is worthless. Both the Fighting pool and Moment of Glory are key aspects of a good Regeneration build. You can do fine without either of them, but you'll do better with both of them.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Wavicle View Post
the thing about recharge is that its returns diminish very fast

so how much recharge would I want (say, other than Hasten, but including LotGs) to really notice a big boost out of it?

How much +Recharge is Speed Boost, for example?
Speed Boost is 50%. Hasten is 70%.

With Regen, a second or two faster on the recharge of many of its powers can be huge. I'd shoot for 60+ percent myself (before Hasten), if I was concerned about power.

Melee defense is helpful, of course. Psi defense is interesting. If you actually got an appreciable value of Psi D, it might help vs. the -recharge those attacks normally have. Also, when I play my regens, DRMs are near the top of the list of bad news and Psi D could help there. Getting that amount seems unlikely, however.

I made some changes trying to work within your goals while getting more recharge. I have to say, I'd rather just dump the idea of going for Psi D, but you would have to make that call.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Super Schoolgirl: Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(23), Numna-Heal/Rchg(43)
Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(9)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(48)
Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 10: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(42)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(43)
Level 14: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(31)
Level 16: Integration -- Mrcl-Rcvry+(A), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx(40), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-Heal(50)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 24: Super Speed -- Clrty-Stlth(A)
Level 26: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Hold%(50)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(46)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Revive -- Heal-I(A)
Level 38: Moment of Glory -- ImpArm-ResDam/Rchg(A), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(42), LkGmblr-Rchg+(45)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 44: Char -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Dmg/Rchg(48), Dev'n-Hold%(50)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Heal-I(A)
Level 1: Stamina -- P'Shift-End%(A)
------------
Set Bonus Totals:
  • 19% DamageBuff(Smashing)
  • 19% DamageBuff(Lethal)
  • 19% DamageBuff(Fire)
  • 19% DamageBuff(Cold)
  • 19% DamageBuff(Energy)
  • 19% DamageBuff(Negative)
  • 19% DamageBuff(Toxic)
  • 19% DamageBuff(Psionic)
  • 12.4% Defense(Smashing)
  • 12.4% Defense(Lethal)
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 14.3% Defense(Psionic)
  • 21.8% Defense(Melee)
  • 3% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 17% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 56.2% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 205.8 HP (15.4%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 17.6%
  • MezResist(Immobilize) 11%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 6.6%
  • 7.5% (0.13 End/sec) Recovery
  • 46% (2.57 HP/sec) Regeneration
  • 5.36% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 5% RunSpeed


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Couple things:

Werner, you make some very good points and I will seriously consider it. I could drop Revive, maybe Vengeance, possibly even Repulsion Torrent.

When I said Boxing was useless as a mule, I meant Unslotted, since I was looking to maximize slotting in many other powers. I understand that was a misconception on my part.

What I meant regarding diminishing returns on Recharge is this: Haste bonuses function in this game by dividing the recharge time of a power by 1 plus your Haste bonus. The resulting equation means that each point of Haste is less effective than the point before. This is why even Training Enhancements can have a decent effect in recharge. My point is just that once you have significant recharge slotting on your powers, unless they have Very long recharge times on your powers, you will have to add a TON more haste to improve significantly. Even on powers with recharge as long as Instant Healing, it very quickly gets down to a matter of seconds in the single digits. I don't like investing powers and slotting that won't actually be utilized in combat on a difference of 5 seconds on Recon or MoG. But I'll repeat, I'll give Fighting some real consideration.

The reason I'm not bothering with Epic powersets is that they actually don't offer me much. Kinetics already has sufficient range (both single target and aoe) for my tastes. It also has sufficient stuns that I don't feel the need for a Hold. The damage buffing of Melt Armor is essentially not any better than having Tactics and Assault. Almost identical, actually.

Finally, the reason I was looking at Psionic defense is because of Master Illusionists. I tend to do a lot of soloing of Radio and Alignment missions, and lately I've been getting missions with spawns containing TWO MIs. DRMs are actually a bit less threatening (post 38) because Mask of Vitiation is blocked by Negative Defense, not Psi, so MoG works against it. Also, DRMs don't Phase or Hover, so Knockdowns and Stuns are much more effective against them.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
What I meant regarding diminishing returns on Recharge is this: Haste bonuses function in this game by dividing the recharge time of a power by 1 plus your Haste bonus. The resulting equation means that each point of Haste is less effective than the point before. This is why even Training Enhancements can have a decent effect in recharge. My point is just that once you have significant recharge slotting on your powers, unless they have Very long recharge times on your powers, you will have to add a TON more haste to improve significantly. Even on powers with recharge as long as Instant Healing, it very quickly gets down to a matter of seconds in the single digits. I don't like investing powers and slotting that won't actually be utilized in combat on a difference of 5 seconds on Recon or MoG.
OK, yes, in that sense, it's diminishing returns. But let's take a look at what it actually does to a power. Let's say Reconstruction. For the sake of argument, let's say we have it healing 600 hit points. With no additional recharge (100% recharge), you can fire it every minute, giving you 10 HP/S of healing. Moving up from there:
100% recharge: 600/(60/100%) = 10 HP/S
110% recharge: 600/(60/110%) = 11 HP/S
120% recharge: 600/(60/120%) = 12 HP/S
130% recharge: 600/(60/130%) = 13 HP/S
140% recharge: 600/(60/140%) = 14 HP/S
150% recharge: 600/(60/150%) = 15 HP/S
Hopefully the trend is obvious. What's happening is that there's a non-linear effect of recharge time on healing that cancels out the non-linear effect of +recharge enhancement on recharge time. The result is a linear effect of +recharge enhancement on the amount of healing you get out of the power, and thus the amount of incoming damage you can survive. Double your recharge, and you double the amount of incoming damage that Reconstruction lets you survive. Those returns do not diminish.

(Edit: Technically the above is wrong because Reconstruction takes time to fire. But the effect is minor.)


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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