KM/Regen Scrapper Critique


AlienMafia

 

Posted

Hi Guys,

I've been playing this game for year's and I finally decided to dip into PvP. I've been hearing some great things about Kinetic Melee / Regeneration Scrappers, so i decided to roll one. I had no idea on how to build one, so someone gave me his build via mids hero designer. The build was extremely expensive, but after breaking down some old toons, selling purples, and doing tons and tons of farming, in addition to rolling rare salvage and selling on the market, I was finally able to make the build. Problem is, some of the same Archtypes are pwning me. I've noticed some people went with summon monster instead of water spout, and that seem's to be a great advantage to them. The guy that beat me told me he's getting way better regeneration and hit points then me. Some people told me that could already tell that I was slotted wrong in the heals and other area's of the build. I'm really really really new to this and i'm not sure how to correct the build. The build was crazy expensive but im willing to change it of course per advice from you guys, the experts. So please, post your build, change the IO's around, pick different powers....and do whatever you gotta do to help me out! Thanks a ton. Also, i'm more looking at this build for dueling or clubfighting.....whatever it's called..... more then arena, but if there is a build that would work for both, it would be greatly appreciated. If it's not to much trouble, and you guys do change the build, please post the changes via mids hero designer rather then saying to change 100 different things as that is confusing for me.

Thanks!

-Kibowi

The following build I have now:



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|0A4FB07A535F089|
|-------------------------------------------------------------------|


 

Posted

Aww, I hope this isn't going to be one of those posts where there's 105 views but nobody posts anything ;-(


 

Posted

Quote:
Originally Posted by Kibowi View Post
Aww, I hope this isn't going to be one of those posts where there's 105 views but nobody posts anything ;-(
Probably is yeah


 

Posted

Disguise it with a kool catchy title.


Hollows

Beware the Woods at Night.
Miles to go and Skies to Fly!

 

Posted

Quote:
Originally Posted by Hollows View Post
Disguise it with a kool catchy title.
LOL, not sure if that' going to make a difference.


 

Posted

Well one thing you don't actually have any heals in your health pool. If you are worried about regen rate then you will need to cut elsewhere. Played around a bit on Mids and got the result below

Regen rate to 761 in pvp mode whereas your build has 667 for a regen rate and 1662 with fast healing on, and the one below is at 1765 with fast healing on:

|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|

(edit) or if you went hero and added body mastery you could have a regen rate at 803 normal and with fast healing 1807:

|-------------------------------------------------------------------|
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|393081D9142A41119441691436C21BE23E6BF01A0267DF1|
|-------------------------------------------------------------------|

Of course I am no regen expert but it seems to me you get biggest increase after 500 by set bonuses. You just have to play around with it and tinker a bit. Also be aware I have not pvp'd in two years (only came back last month) so I am not up on all the new limits and such... but that is what Mids is for, right?

Hope this helps.


 

Posted

Just one other thing, pvp builds are always tight no matter what game you are doing pvp in. You have to make some hard cuts. It is better to have a few good solid attacks that do good to really good damage than try to squeeze in a bunch of weaker attacks and wasting slots for them to even be viable. Plus it is easier to wrap your mind around.

The new pvp system seems to have made everyone get more gimmicky so maybe I am wrong in thinking having a solid, efficient and compact build is better than having a bunch of tricks. How many buttons can you press in 15 seconds anyway?


 

Posted

Hehe, anything helps. Thanks Bromin.


 

Posted

Anyone else? I mean seriously, this sucks. I see a lot of complaints from people about how upset they are with the activeness of PvP and so forth, and yet, I see all these new people trying it out, looking for advice, and nobody want's to help? No wonder why nobody wants to play. I mean seriously, i'm trying to learn, trying to get help, and it's like impossible? I might just go back to farming everyday.


 

Posted

And like many people have said, if you are new you should "learn" to PvP on something that is not a lol/regin, you will pick up so many bad habits but if you insist and this will need to be redone when I19 goes live.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

KM regen: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Quick Strike -- Mako-Dam%(A), Mako-Acc/Dmg(3), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), GS-%Dam(5), Hectmb-Dam%(29)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(50)
Level 2: Smashing Blow -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dmg/Rchg(9), GS-%Dam(11)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Rchg(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), P'Shift-EndMod/Acc(43), Efficacy-EndMod(43), Efficacy-EndMod/EndRdx(43)
Level 8: Power Siphon -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(37)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(15)
Level 16: Integration -- Panac-Heal/EndRedux(A), Panac-Heal(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux/Rchg(19), Panac-Heal/+End(19)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod/Acc(27)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(25)
Level 26: Super Jump -- HO:Micro(A), HO:Micro(27)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 30: Focused Burst -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Dmg(31), GJ-Dam%(31), GJ-Acc/Dmg(34)
Level 32: Concentrated Strike -- GS-Acc/Dmg(A), GS-Dam/Rech(33), GS-Acc/End/Rech(33), GS-Acc/Dmg/End/Rech(33), GS-%Dam(34), GS-Dam/End/Rech(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(36)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-ToHit/Rchg(40), Rec'dRet-Pcptn(40)
Level 41: Water Spout -- JavVoll-Dam%(A), JavVoll-Acc/Dmg(45), JavVoll-Dam/Rech(45), JavVoll-Dam/End/Rech(46), JavVoll-Acc/End/Rech(46), JavVoll-Acc/Dmg/End/Rech(46)
Level 44: Hibernate -- RechRdx-I(A)
Level 47: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 3.125% Defense(Smashing)
  • 3.125% Defense(Lethal)
  • 3.125% Defense(Energy)
  • 3.125% Defense(Negative)
  • 1.563% Defense(Melee)
  • 1.563% Defense(Ranged)
  • 2.25% Max End
  • 47% Enhancement(Accuracy)
  • 22.5% Enhancement(Range)
  • 87.5% Enhancement(RechargeTime)
  • 12% Enhancement(Heal)
  • 10% FlySpeed
  • 200.79 HP (15%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 15%
  • MezResist(Held) 15%
  • MezResist(Immobilize) 18.3%
  • MezResist(Repel) 2000% (10% chance)
  • MezResist(Sleep) 15%
  • MezResist(Stun) 15%
  • MezResist(Terrorized) 21.6%
  • 20% Perception
  • 16% (0.267 End/sec) Recovery
  • 58% (3.242 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(RunSpeed)
  • 6.465% Resistance(Smashing)
  • 6.465% Resistance(Lethal)
  • 11.19% Resistance(Fire)
  • 11.19% Resistance(Cold)
  • 5.52% Resistance(Energy)
  • 5.52% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 10% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

Quote:
Originally Posted by Kibowi View Post
Anyone else? I mean seriously, this sucks. I see a lot of complaints from people about how upset they are with the activeness of PvP and so forth, and yet, I see all these new people trying it out, looking for advice, and nobody want's to help? No wonder why nobody wants to play. I mean seriously, i'm trying to learn, trying to get help, and it's like impossible? I might just go back to farming everyday.
The people complaining about the lack of PvP activity are talking about large-team arena (hell, any arena these days), where this build will be pretty much useless anyways, so...


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Psyrene View Post
And like many people have said, if you are new you should "learn" to PvP on something that is not a lol/regin, you will pick up so many bad habits but if you insist and this will need to be redone when I19 goes live.
I learned on a regen and I like to think I'm a decent player.


 

Posted

well you may be the 1 out of 100 that is. The diamond in the ruff, if you will.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

I love when people who never duel melees try to make a build for it.

Don't be fooled by the people here, they only play squishy ranged toons and on teams.

SJ isn't needed, it's waste. And no tough and resilience? I can't wait to hit that guy for 900 with a critical EC.

I had a claws/regen without either and i actually got hit for over 1000 i think it was, and it didn't matter how many heals i had taking that about 3 times.

The recharge on MoG should always be maxed, i've never seen someone put it so low at 45%.

Quick strike, procs are there to add extra damage ontop of the damage %. Replace that mako proc with a damage IO and the attack would be doing more damage overall, of course i wouldn't that. I would probably do 4 glad, 1 heca and 1 acc/dmg HO.

Yea because stamina and QR really need that many slots, i 3 slot them. 1 +end proc, 2 end mod IOs. I've seen regens 1 slot them and 2 of my regens don't even have stamina. MoG and QR are enough, but if you want stamina that's fine. They just need to be slotted less.

aside from that, it's got good rech/hp, the regen is sub-par, inbetween what my real regens have and what my recharge regens have. You can tell the health is slotted like a blaster, not a regen scrap.

If you want one for dueling, you don't really want hib/water spout anyway. They usually just hibernate for zone wars which is fine, but personally when i didn't take FA or Targeting drone and hate fighting any sort of dark/storm. I took blaze mastery on my claws for the mez, hated fighting thiose WPs with RttC on, was horrible.

Anyway, I'll make one later today when i have time and put it up for everyone to hate on. But I know how to build regens for dueling.


Oh and i was talking about the build Psyrene put up, as it was the latest one and people pretty much go with the last one put up.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

No offense but dueling is retarded. I've fought a few people and they usually get pissed because I won't stand there and get wailed on.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Sentry4 View Post
I love when people who never duel melees try to make a build for it.

SJ isn't needed, it's waste. And no tough and resilience?
Dueling is stupid, but even if you are going to make a dueling build you are going to need SJ, unless of course you are going to lol fiteklub just stand there and trade attacks. If he wants to play this in a zone then SJ is pretty much a requirement and by-the-by those sets are there for the....wait a minute....oh that is right, the set bonuses and the one I made has perma dull pain, so it is always hp capped, reconstruction recharging in 16ish seconds if I remember correctly. Procing out quick strike is the way to go, it will do more damage over time with the procs hitting.

It is built like a blaster since really that is about what they are now, just spam CS. Mog up every 75ish seconds. Between MoG, perma dull pain, reconstruction, instant healing and hibernate, the OP should mostly never die. I can't wait to see your lol fightklubber build so hurry up with it.


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
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Posted

NOTE: THIS IS NOT A PVP build. I dont know a lot about Regen scrappers yet but i built one that i have not tested yet. The post that was posted with 803% to regen. Thats amazing but it only transitioned to 49.07hp/s. Not i know the other powers are not slotted and it only had 2 slots left available. My DB/Regen build (PvE) has only 734% to regen but at the same time its 57.56hp/s and 1882.815 HP. So play around with it and REMEMBER ONLY 5 sets of Bonuses. MORE then 5 is useless. If u have more then try and twick it to get more bonuses out of it and if not that then add a REG Heal IO instead of a Set IO.

Here is my DB/REGEN build for Ideas.
EDIT: Dont mind the order of the powers lol i just threw them in anywhere.

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Power Slice

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (13) Accuracy IO: Level 50
  • (36) Kinetic Combat - Damage/Endurance: Level 35
  • (36) Kinetic Combat - Damage/Recharge: Level 35
Level 1: Fast Healing
  • (A) Numina's Convalescence - Heal: Level 50
  • (3) Numina's Convalescence - Heal/Endurance: Level 50
  • (3) Numina's Convalescence - Heal/Recharge: Level 50
  • (7) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (7) Regenerative Tissue - +Regeneration: Level 30
Level 2: Reconstruction
  • (A) Regenerative Tissue - Heal/Endurance: Level 30
  • (9) Regenerative Tissue - Endurance/Recharge: Level 30
  • (9) Regenerative Tissue - Heal/Recharge: Level 30
  • (11) Regenerative Tissue - Heal/Endurance/Recharge: Level 30
Level 4: Quick Recovery
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (5) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (5) Performance Shifter - Chance for +End: Level 50
Level 6: Boxing
  • (A) Empty
Level 8: Hurdle
  • (A) Jumping IO: Level 50
Level 10: Dull Pain
  • (A) Numina's Convalescence - Heal/Recharge: Level 50
  • (15) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (15) Miracle - Heal/Recharge: Level 40
  • (23) Miracle - Heal/Endurance/Recharge: Level 40
  • (25) Recharge Reduction IO: Level 50
Level 12: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
Level 14: Tough
  • (A) Aegis - Resistance/Endurance: Level 50
  • (23) Aegis - Resistance: Level 50
  • (25) Aegis - Psionic/Status Resistance: Level 50
Level 16: Integration
  • (A) Numina's Convalescence - Heal: Level 50
  • (17) Numina's Convalescence - Heal/Endurance: Level 50
  • (17) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (45) Numina's Convalescence - Heal/Recharge: Level 50
Level 18: Health
  • (A) Numina's Convalescence - Heal: Level 50
  • (19) Numina's Convalescence - Heal/Endurance: Level 50
  • (19) Numina's Convalescence - Heal/Recharge: Level 50
  • (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
Level 20: Resilience
  • (A) Steadfast Protection - Resistance/Endurance: Level 30
  • (27) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 22: Vengeful Slice
  • (A) Hecatomb - Chance of Damage(Negative): Level 50
  • (29) Hecatomb - Damage: Level 50
  • (29) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (39) Hecatomb - Accuracy/Recharge: Level 50
  • (50) Hecatomb - Damage/Endurance: Level 50
Level 24: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Defense/Endurance: Level 50
  • (33) Winter's Gift - Slow Resistance (20%): Level 50
Level 26: Ablating Strike
  • (A) Analyze Weakness - Accuracy/Defense Debuff: Level 50
  • (27) Analyze Weakness - Accuracy/Recharge: Level 50
  • (31) Analyze Weakness - Defense Debuff/Endurance/Recharge: Level 50
  • (33) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
  • (37) Analyze Weakness - Defense Debuff: Level 50
Level 28: Instant Healing
  • (A) Regenerative Tissue - Heal/Endurance: Level 30
  • (34) Regenerative Tissue - Endurance/Recharge: Level 30
  • (34) Regenerative Tissue - Heal/Recharge: Level 30
  • (34) Regenerative Tissue - Heal/Endurance/Recharge: Level 30
Level 30: Sweeping Strike
  • (A) Eradication - Accuracy/Recharge: Level 30
  • (37) Eradication - Damage/Recharge: Level 30
  • (39) Eradication - Accuracy/Damage/Recharge: Level 30
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (46) Damage Increase IO: Level 50
Level 32: Blinding Feint
  • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
  • (40) Adjusted Targeting - Endurance/Recharge: Level 50
  • (40) Adjusted Targeting - To Hit Buff/Endurance: Level 50
  • (50) Accuracy IO: Level 50
Level 35: Typhoon's Edge
  • (A) Eradication - Accuracy/Recharge: Level 30
  • (36) Eradication - Damage/Recharge: Level 30
  • (37) Eradication - Accuracy/Damage/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (46) Damage Increase IO: Level 50
Level 38: Moment of Glory
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 41: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 44: Physical Perfection
  • (A) Numina's Convalescence - Heal: Level 50
  • (45) Numina's Convalescence - Heal/Endurance: Level 50
  • (45) Numina's Convalescence - Heal/Recharge: Level 50
  • (46) Performance Shifter - Chance for +End: Level 50
Level 47: One Thousand Cuts
  • (A) Armageddon - Chance for Fire Damage: Level 50
  • (48) Armageddon - Damage/Recharge: Level 50
  • (48) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (48) Armageddon - Accuracy/Recharge: Level 50
  • (50) Armageddon - Damage/Endurance: Level 50
Level 49: Revive
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) HamiO:Microfilament Exposure
  • (33) Unbounded Leap - +Stealth: Level 50
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 1: Ninja Run
------------
Set Bonus Totals:
  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 7.375% Defense(Fire)
  • 7.375% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 7.375% Defense(Melee)
  • 8.625% Defense(Ranged)
  • 7.063% Defense(AoE)
  • 3.6% Max End
  • 26% Enhancement(Heal)
  • 35% Enhancement(RechargeTime)
  • 50% Enhancement(Accuracy)
  • 5% FlySpeed
  • 276.09 HP (20.62%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 2.75%
  • MezResist(Stun) 2.2%
  • 14.5% (0.242 End/sec) Recovery
  • 80% (4.472 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 18% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Power Slice)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Numina's Convalescence
(Fast Healing)
  • 12% (0.671 HP/sec) Regeneration
  • 25.1 HP (1.874%) HitPoints
  • 6% Enhancement(Heal)
Regenerative Tissue
(Reconstruction)
  • 4% RunSpeed
  • 20.08 HP (1.5%) HitPoints
  • 4% Enhancement(Heal)
Efficacy Adaptor
(Quick Recovery)
  • 15.06 HP (1.125%) HitPoints
Numina's Convalescence
(Dull Pain)
  • 12% (0.671 HP/sec) Regeneration
Miracle
(Dull Pain)
  • 2.5% (0.042 End/sec) Recovery
Aegis
(Tough)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 3% Resistance(Psionic)
Numina's Convalescence
(Integration)
  • 12% (0.671 HP/sec) Regeneration
  • 25.1 HP (1.874%) HitPoints
  • 6% Enhancement(Heal)
Numina's Convalescence
(Health)
  • 12% (0.671 HP/sec) Regeneration
  • 25.1 HP (1.874%) HitPoints
  • 6% Enhancement(Heal)
Steadfast Protection
(Resilience)
  • 1.5% (0.025 End/sec) Recovery
  • 3% Defense(All)
Hecatomb
(Vengeful Slice)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.559 HP/sec) Regeneration
  • 15.06 HP (1.125%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Winter's Gift
(Combat Jumping)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Analyze Weakness
(Ablating Strike)
  • 10% (0.559 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 11% Enhancement(Accuracy)
Regenerative Tissue
(Instant Healing)
  • 4% RunSpeed
  • 20.08 HP (1.5%) HitPoints
  • 4% Enhancement(Heal)
Eradication
(Sweeping Strike)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 30.12 HP (2.249%) HitPoints
Adjusted Targeting
(Blinding Feint)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
Eradication
(Typhoon's Edge)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 30.12 HP (2.249%) HitPoints
Luck of the Gambler
(Moment of Glory)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Focused Accuracy)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.874%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Numina's Convalescence
(Physical Perfection)
  • 12% (0.671 HP/sec) Regeneration
  • 25.1 HP (1.874%) HitPoints
Armageddon
(One Thousand Cuts)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)



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Thorns - Spines/Willpower Scrapper (1366 Badges)

 

Posted

Quote:
Originally Posted by Psyrene View Post
Dueling is stupid, but even if you are going to make a dueling build you are going to need SJ, unless of course you are going to lol fiteklub just stand there and trade attacks. If he wants to play this in a zone then SJ is pretty much a requirement and by-the-by those sets are there for the....wait a minute....oh that is right, the set bonuses and the one I made has perma dull pain, so it is always hp capped, reconstruction recharging in 16ish seconds if I remember correctly. Procing out quick strike is the way to go, it will do more damage over time with the procs hitting.

It is built like a blaster since really that is about what they are now, just spam CS. Mog up every 75ish seconds. Between MoG, perma dull pain, reconstruction, instant healing and hibernate, the OP should mostly never die. I can't wait to see your lol fightklubber build so hurry up with it.
Whether dueling is stupid or not isn't the topic at hand, and thank god, we all know i could argue that with you for a few good months like i used to. The OP said he was looking at this build for dueling and fight club (he said clubfighting but we all know what he meant).

So yes, lolfightclub is what he wants. And this is what my build will provide, if you guys still haven't gotten it, that's sad, but to clear it up, some people like lolfightclub. So i'm gonna go ahead and post a build for what he's asking, not just putting out different builds.

Yes please go ahead and brag about perma DP when it isn't. Your build has 157.5% rech and DP has a recharge % of 88. It "says" DP comes up every 104.2 seconds. let's compare it to my claws/regen with 182.5% rech and DP having a recharge % of 97. It says DP comes up every 94.7 seconds. In zone my DP is down for about 20 seconds at best, DR hits recharge very hard. I can't even perma it with Geas giving me an extra 100% for 1 of those minutes. So you don't have perma DP, no. Check your numbers, maybe go to the game and try it yourself.

Maybe if you knew how to calculate procs and how often they go off then divide by the damage you'd know that the it's much much better to replace that Mako proc with a regular damage IO. 20% chance for 72 damage isn't worth changing the actual damage from 45% to around 85%. That's factoring in the mako 3% damage bonus you lose as well.

I put some time into the build i made because it's actually for some friends of my own, i'm just giving it to the OP because giving my friends a link to this page is simplier and i play on virtue so who cares if there is a good FC player on freedom.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

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I'll explain the build if you're interested why i did what. To put it very quickly, this is the damage per time of each attack but also factoring in arcanatime. Which means when someone is standing still, like in fightclub and melee duels, you want to do as much damage in as little time as you can. These numbers are taken off mids without any enhancements, the animation times were taken from CoH, then i had to include arcanatime for each one individually.

Attack...Damage / animation time = DPS
Quick strike...81.7 / 0.924 = 88.4 DPS
Body blow...107.6 / 1.188 = 90.5 DPS
Smashing blow...103.3 / 1.32 = 78.3 DPS
Repulsing torrent...178.5 / 2.112 = 84.5 DPS
Burst...208 / 2.772 = 75 DPS
Focused burst...169 / 2.112 = 80 DPS
Concentrated strike...441.2 / 2.904 = 151 DPS

This means smashing blow and burst are bad, body blow is the 2nd best, quick strike is pretty good and CS is just plain OP in every single way. The build i provide uses focused burst rather than repulsing torrent because of 2 reasons. First, you want Apoc and devast IOs for their awesome regeneration and hp bonuses, and 2nd, the recharge is of focused burst is low enough that against colds or slows or whatever comes your way, you will still have a perfect attack chain. Just looking at it breifly it may be...CS/quick/body/quick/focused burst/quick/body/quick and restart. That should work, and i gave you sharks for ranged toons, but mostly for apoc and devast again.

The build has 794% regeneration, having three 16% (2 apoc and 1 soulbound), five 12% (3 numina and 2 devast), and finally five 10% (1 LotG, 1 shield wall, 3 panaceas). I assume you know the rule of 5 bonuses so i aimed for just about as much as i could without including 8% regen bonuses which would wreck your attacks. You have 67.4 hp/sec which is what most people have with DP on, but with DP on you jump to 79.9 hp/sec. Which is extremely good for a regen. I believe i've only seen 2 regens that have passed 80 hp/sec without sacraficing everything for it.

Your HP is 2048, some may see this as useless as you hit cap with DP, but it isn't always on. I usually beat regens once their DP drops, it's as if they are squishy again. Therefore with a very high HP, no matter what you are not squishy. Actually the most survivable regens i have ever seen had a lot of resistence and a lot of health, usually around 1900, and you instead have 2048. You also have 46.9 resistence to S/L (not DRed).

Recon has perfect heal/rech %s, DP is lacking a little tiny bit of recharge but your massive amount of hp makes up for that. IH is lacking a bit of recharge but you never use it twice against another regen, while MoG has a perfect recharge as well. Your end will be perfectly fine as you have low end consumption/high recovery/MoG for end. IMO your chance of hitting people will be fine too. There's Power siphon and other regens don't have defense anyway. That is obviously who you are currently losing to.

Your damage should be very good, since your attacks reflect the DPS i showed at the beginning.while having good Dmg %s and then procs accordingly. If you look at the top attacks and their DPS, you can see why Burst is a good set mule but horrible attack in a duel.

Also, most people think recharge is the only way to go, but in fact it isn't and the only reason i get recharge on a regen is for my damage and attacks. It doesn't matter if recon comes back 3-5 seconds earlier than normal if you have this much hp and regen. Let's say you have 55 hp/sec in zone with this, that means within 12 seconds you have healed as much as recon would but you didn't need to stop attacking or waste a single heal. Regen over recharge for dueling.

Even if you don't use this build, i've had a few friends who have been bugging me to build a km/regen for them, so i'll just direct them to this page. I would be surprised to see this KM/Regen build lose in a duel, not before KM gets nerfed anyway, hopefully it will.

I'm very tempted to take a slot from hasten and put another numina in integration to make you hit over 80 hp/sec, but as a regen and not having the best recharge in the world...you need it.

Good luck.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Kibowi View Post
but if there is a build that would work for both, it would be greatly appreciated. |
From the OP's original post, looking for a build that would work for both, and a dueling fiteklub build without sj is just not really very viable in an arena setting, and not much better in a zone. I am going to bet the guy/girl is going to be PvPing in the zones more than asking for arena duels.

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the recharge is of focused burst is low enough that against colds or slows or whatever comes your way
Any cold that has half a brain is not going to stand and TRU WARRIR toe-to-toe a scrapper, that would be just plain...well, idiotic.

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and i play on virtue so who cares if there is a good FC player on freedom
and enough said right there...


OLD SCHOOL PvP
Rad/Psi,Psi/Em,Fire/Em,Cld/Sonic,FF/Sonic,Grav/Ta,Storm/Psi,Sp/WP,Fire/Psi,Sonic/Pain
RIP:Southern Comfort PvP,PE PvP,INTEGRITY PvP,After School Special PvP Test SG's,TPvPL Season1+2 Runner ups

 

Posted

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Originally Posted by Sentry4 View Post
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I'll explain the build if you're interested why i did what. To put it very quickly, this is the damage per time of each attack but also factoring in arcanatime. Which means when someone is standing still, like in fightclub and melee duels, you want to do as much damage in as little time as you can. These numbers are taken off mids without any enhancements, the animation times were taken from CoH, then i had to include arcanatime for each one individually.

Attack...Damage / animation time = DPS
Quick strike...81.7 / 0.924 = 88.4 DPS
Body blow...107.6 / 1.188 = 90.5 DPS
Smashing blow...103.3 / 1.32 = 78.3 DPS
Repulsing torrent...178.5 / 2.112 = 84.5 DPS
Burst...208 / 2.772 = 75 DPS
Focused burst...169 / 2.112 = 80 DPS
Concentrated strike...441.2 / 2.904 = 151 DPS

This means smashing blow and burst are bad, body blow is the 2nd best, quick strike is pretty good and CS is just plain OP in every single way. The build i provide uses focused burst rather than repulsing torrent because of 2 reasons. First, you want Apoc and devast IOs for their awesome regeneration and hp bonuses, and 2nd, the recharge is of focused burst is low enough that against colds or slows or whatever comes your way, you will still have a perfect attack chain. Just looking at it breifly it may be...CS/quick/body/quick/focused burst/quick/body/quick and restart. That should work, and i gave you sharks for ranged toons, but mostly for apoc and devast again.

The build has 794% regeneration, having three 16% (2 apoc and 1 soulbound), five 12% (3 numina and 2 devast), and finally five 10% (1 LotG, 1 shield wall, 3 panaceas). I assume you know the rule of 5 bonuses so i aimed for just about as much as i could without including 8% regen bonuses which would wreck your attacks. You have 67.4 hp/sec which is what most people have with DP on, but with DP on you jump to 79.9 hp/sec. Which is extremely good for a regen. I believe i've only seen 2 regens that have passed 80 hp/sec without sacraficing everything for it.

Your HP is 2048, some may see this as useless as you hit cap with DP, but it isn't always on. I usually beat regens once their DP drops, it's as if they are squishy again. Therefore with a very high HP, no matter what you are not squishy. Actually the most survivable regens i have ever seen had a lot of resistence and a lot of health, usually around 1900, and you instead have 2048. You also have 46.9 resistence to S/L (not DRed).

Recon has perfect heal/rech %s, DP is lacking a little tiny bit of recharge but your massive amount of hp makes up for that. IH is lacking a bit of recharge but you never use it twice against another regen, while MoG has a perfect recharge as well. Your end will be perfectly fine as you have low end consumption/high recovery/MoG for end. IMO your chance of hitting people will be fine too. There's Power siphon and other regens don't have defense anyway. That is obviously who you are currently losing to.

Your damage should be very good, since your attacks reflect the DPS i showed at the beginning.while having good Dmg %s and then procs accordingly. If you look at the top attacks and their DPS, you can see why Burst is a good set mule but horrible attack in a duel.

Also, most people think recharge is the only way to go, but in fact it isn't and the only reason i get recharge on a regen is for my damage and attacks. It doesn't matter if recon comes back 3-5 seconds earlier than normal if you have this much hp and regen. Let's say you have 55 hp/sec in zone with this, that means within 12 seconds you have healed as much as recon would but you didn't need to stop attacking or waste a single heal. Regen over recharge for dueling.

Even if you don't use this build, i've had a few friends who have been bugging me to build a km/regen for them, so i'll just direct them to this page. I would be surprised to see this KM/Regen build lose in a duel, not before KM gets nerfed anyway, hopefully it will.

I'm very tempted to take a slot from hasten and put another numina in integration to make you hit over 80 hp/sec, but as a regen and not having the best recharge in the world...you need it.

Good luck.
Very Nice Sentry! Thank's alot bro. Your the only person that actually didn't put their 2 cents in about fightclubbin or duelin, and what I mean by that is saying something dumb or stupid like half the other people like to do. You actually responded positively and helped me out with exactly what I need. I love the build. Can't wait to respec. Imma hit you up for other builds in the sentry... LOL

-Kib


 

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Originally Posted by Kibowi View Post
Very Nice Sentry! Thank's alot bro. Your the only person that actually didn't put their 2 cents in about fightclubbin or duelin, and what I mean by that is saying something dumb or stupid like half the other people like to do. You actually responded positively and helped me out with exactly what I need. I love the build. Can't wait to respec. Imma hit you up for other builds in the sentry... LOL

-Kib
Kib, Sentry was talking about melee on melee fightclub but in his build he is talking about colds and debuffs? Hmmm, I think he got sidetracked. My understanding is you were looking for a KM/Regen build to fight other melee in a fightclub (toe to toe) situation. Based on that, here are a couple of things to keep in mind that Sentry either forgot to mention or does not understand:

1. Regen is all well and good in downtime (not in combat) but during combat your regen goes bye-bye during travel suppresion (which just about 100% of the time in fightclub.) Don't ask me why but the devs have failed to fix this.

2. All that damage in his attacks is getting resisted. Purple, PVP, and a number of other procs (like Mako's, check Mids) are UNresisted damage which far and away make them more valuable to have in your attacks than that extra 10-15% he's going to get slotted for damage.

For fightclub, your best damage is going to be fast animating, low recharge attacks (ala quick strike, and boxing, yes...boxing.) Slot one with five purples (Acc/Dam/Rech, Acc/rech, Dam/End, Dam/Rech, Proc) and a Glad Strike proc. The other slots three glad strikes (Quad, Acc/Dam, Proc) and three mako's (Quad, Dam/End or Dam/Rech, Proc.) Slotted with enough recharge you can spam just those two attacks and win.

Now, KM being what it is and getting a bonus for using only KM attacks + Power Siphon... Quick strike, body blow, and smashing blow can be used in place of quick strike and boxing (leave boxing unslotted in this case) and cycle between those three attacks. Personally, I still like boxing and quick strike. You can skip the ranged attack for fightclub (people generally don't move for fightclub) and get concentrated strike for those heavy hits once you've gone through your attack chain while power siphon is on.

Sentry's advice to ignore recharge on a regen is not good advice, especially since your regen is going to get killed every time travel suppresion kicks in (check it out in real numbers in game.) You need those heals and having to wait an extra five seconds makes all the difference in fightclub. In zone, it's not as important because you can run away.

I'll toss a fightclub build together later when I get home.

I use a DM/SR scrap for fightclub (in the past I have also used ma/regen, dm/regen, inv/ss, elec/ss, and ice/energy) and use shadow punch and boxing back to back with the occasional siphon life for heavy hits/small heals. In hundreds of fightclub duels on the DM/SR in the past 4 months or so I've lost maybe 5 or 6 times tops.

You'll catch alot of flack for fightclubbing. Just ignore it, it's just another form of PVP. It does require a big investment for a fairly small portion of the PVP playerbase, so you may want to reconsider making something strictly for fightclub. I have lots of cash to burn so for me it didn't interfere with my blasters, debuffers, healers, and tauntbots I use for regular zone and arena play.


 

Posted


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

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Originally Posted by Mercury_Down View Post
Kib, Sentry was talking about melee on melee fightclub but in his build he is talking about colds and debuffs? Hmmm, I think he got sidetracked. My understanding is you were looking for a KM/Regen build to fight other melee in a fightclub (toe to toe) situation. Based on that, here are a couple of things to keep in mind that Sentry either forgot to mention or does not understand:

1. Regen is all well and good in downtime (not in combat) but during combat your regen goes bye-bye during travel suppresion (which just about 100% of the time in fightclub.) Don't ask me why but the devs have failed to fix this.

2. All that damage in his attacks is getting resisted. Purple, PVP, and a number of other procs (like Mako's, check Mids) are UNresisted damage which far and away make them more valuable to have in your attacks than that extra 10-15% he's going to get slotted for damage.

For fightclub, your best damage is going to be fast animating, low recharge attacks (ala quick strike, and boxing, yes...boxing.) Slot one with five purples (Acc/Dam/Rech, Acc/rech, Dam/End, Dam/Rech, Proc) and a Glad Strike proc. The other slots three glad strikes (Quad, Acc/Dam, Proc) and three mako's (Quad, Dam/End or Dam/Rech, Proc.) Slotted with enough recharge you can spam just those two attacks and win.

Now, KM being what it is and getting a bonus for using only KM attacks + Power Siphon... Quick strike, body blow, and smashing blow can be used in place of quick strike and boxing (leave boxing unslotted in this case) and cycle between those three attacks. Personally, I still like boxing and quick strike. You can skip the ranged attack for fightclub (people generally don't move for fightclub) and get concentrated strike for those heavy hits once you've gone through your attack chain while power siphon is on.

Sentry's advice to ignore recharge on a regen is not good advice, especially since your regen is going to get killed every time travel suppresion kicks in (check it out in real numbers in game.) You need those heals and having to wait an extra five seconds makes all the difference in fightclub. In zone, it's not as important because you can run away.

I'll toss a fightclub build together later when I get home.

I use a DM/SR scrap for fightclub (in the past I have also used ma/regen, dm/regen, inv/ss, elec/ss, and ice/energy) and use shadow punch and boxing back to back with the occasional siphon life for heavy hits/small heals. In hundreds of fightclub duels on the DM/SR in the past 4 months or so I've lost maybe 5 or 6 times tops.

You'll catch alot of flack for fightclubbing. Just ignore it, it's just another form of PVP. It does require a big investment for a fairly small portion of the PVP playerbase, so you may want to reconsider making something strictly for fightclub. I have lots of cash to burn so for me it didn't interfere with my blasters, debuffers, healers, and tauntbots I use for regular zone and arena play.

I talk about colds and debuffs because apparently some tanks are starting to use cold mastery to slow you down, and i've fought some cold melee or ice armor tanks before. Those are extremely rare though so they don't matter too too much, but when i make an FC build i want it to be able to duel other things...like demons with ice powers or cold cors, which i always duel too. I laugh when people ask for "Melee only" duels. A duel is a duel, and my builds are made to 1v1 anything, as well as dominate in 1v1 FC. I will never in my life make a FC ONLY build, because frankly not taking any ranged or a travel seems idiotic to me. If i lose to some FC only person, i just switch to my blaster or cor and ask them to duel, they usually refuse, which is pathetic, or accept and lose.

Also i might as well use numbers as well...

1. Regen, it's true you lose some regen when under Travel suppression, which is perma in FC, but that only takes away your BASE regeneration. good ole 0.42%, or 100% on mids. That doesn't hit you that hard, i believe it will take about 6 hp/sec off before DR. Not a huge change, it would be a huge change if you say...had a SS/Invul brute who hit around 3150 hp like mine once did, i believe i lost something like 11 hp/sec, which really crippled me. But /regen is based off of regeneration bonuses more so than hp, where as invuls and WPs who focus more on HP get crippled by it more. Either way you're going to have more regen than the regen you're fighting. TS isn't a problem and i barely notice the difference on my regen when i've tried to arena without it...only on my WP tank with capped (old cap) hp.

2. Yes the damage is getting resisted, but the fact is that those dmg %s need to be high, and even being resisted they still dominate. Regens don't have any resistence compared to other secondaries like WP/Invul/Fire etc. So if you're fighting them, which is who you were losing to, it won't matter at all. In fact the only time i've seen the damage procs do considerable amounts of damage was when my opponent was in unstoppable. Swipe would do around 30 damage per, and only 20 if damage % was half slotted. 1 mako proc adding 72 dmg 20% of the time would = 14.4 extra damage. Which is higher than the 10 damage added by slotting max dmg %. But that's in one situation, against something with around 84% resistence to S/L. Procs are nice and fun, but i've tried 3 procs vs 2 procs, and even 4 procs. I came to the conclusion that 4 IOs and 2 procs was the best choice. Unless you want 2 Acc/Dmg HOs, 1 Dmg IO and 3 procs....but when i tried that my chain wasn't complete and i missed the hp/dmg bonuses from mako. So i have a lot of experience with the damage and how to slot attacks.

Unfortunately you are getting FC advice from people who never do it. So yes, i beg them to try to fight my claws spamming quick strike/boxing. Your DPS will be horrible.

Oh well somebody didn't read the numbers i put up....He suggested using Smashing blow even though it's bad DPS, and i suppose he missed the incredible DPS of Concentrated strike....instead of using it every 1m or so with power siphon, spam it to hell whenever it's up. I'll assume the OP is smart enough to check the numbers on this.

I didn't say ignore recharge, that would be crazy. But like i said the most survivable regens i've fought had a lot more hp and regen than i did. I never go below 50% rech on my regen builds. As we all know, DR kicks in around 120% or so and recharge becomes less and less effective. I get the basic/necessary recharge then focus on hp/regen.

You use boxing and shadow punch Merc? Nice, you only missed [Smite] your best attack for DPS chains. Not to mention siphon life is worse than midnight grasp too. Midnight grasp is the exact same DPS as boxing, except it has DoT to stop aid self, is a big hitter to throw your opponent off a bit (timing for heals etc.) and has -tohit which can be very useful against new scrappers without FA/Targeting drone.

But of course i'm not here to help you make your dueling toon better, i'm just helping the OP.

I'm not impressed by the win %, my claws/regen, being only 2 billion and without pvp IOs, beat a bunch of 20 billion duelers who came to virtue for more duels. In fact i was undefeated, until a 15 billion DM/Regen, one i had already beat, got some advice from one of my good friends on how to fix his toon up better. He respec'd according to the advice...then beat me, and he's still the only one i've lost to.

I dueled CraZnictus or whomever from freedom, worth a lot, it was extremely close but the duel was interrupted. I don't know which way it would go, probably depended on crits and procs at that point, but, well i thought i would match this little record up there or whatever you call it.

I can't keep up with the prices though, and only 1 toon of mine has PvP IOs. The bonuses aren't necessary so i usually do without them.

But i'm done on this thread, i don't want to argue it all. The OP got the build he wanted. Also if you want to contact me about more builds, feel free, i usually get some experience out of making them and i have spare time at some point in my day. Again, GL


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

Posted

Quote:
Originally Posted by Sentry4 View Post
I talk about colds and debuffs because apparently some tanks are starting to use cold mastery to slow you down, and i've fought some cold melee or ice armor tanks before. Those are extremely rare though so they don't matter too too much, but when i make an FC build i want it to be able to duel other things...like demons with ice powers or cold cors, which i always duel too. I laugh when people ask for "Melee only" duels. A duel is a duel, and my builds are made to 1v1 anything, as well as dominate in 1v1 FC. I will never in my life make a FC ONLY build, because frankly not taking any ranged or a travel seems idiotic to me. If i lose to some FC only person, i just switch to my blaster or cor and ask them to duel, they usually refuse, which is pathetic, or accept and lose.

Also i might as well use numbers as well...

1. Regen, it's true you lose some regen when under Travel suppression, which is perma in FC, but that only takes away your BASE regeneration. good ole 0.42%, or 100% on mids. That doesn't hit you that hard, i believe it will take about 6 hp/sec off before DR. Not a huge change, it would be a huge change if you say...had a SS/Invul brute who hit around 3150 hp like mine once did, i believe i lost something like 11 hp/sec, which really crippled me. But /regen is based off of regeneration bonuses more so than hp, where as invuls and WPs who focus more on HP get crippled by it more. Either way you're going to have more regen than the regen you're fighting. TS isn't a problem and i barely notice the difference on my regen when i've tried to arena without it...only on my WP tank with capped (old cap) hp.

2. Yes the damage is getting resisted, but the fact is that those dmg %s need to be high, and even being resisted they still dominate. Regens don't have any resistence compared to other secondaries like WP/Invul/Fire etc. So if you're fighting them, which is who you were losing to, it won't matter at all. In fact the only time i've seen the damage procs do considerable amounts of damage was when my opponent was in unstoppable. Swipe would do around 30 damage per, and only 20 if damage % was half slotted. 1 mako proc adding 72 dmg 20% of the time would = 14.4 extra damage. Which is higher than the 10 damage added by slotting max dmg %. But that's in one situation, against something with around 84% resistence to S/L. Procs are nice and fun, but i've tried 3 procs vs 2 procs, and even 4 procs. I came to the conclusion that 4 IOs and 2 procs was the best choice. Unless you want 2 Acc/Dmg HOs, 1 Dmg IO and 3 procs....but when i tried that my chain wasn't complete and i missed the hp/dmg bonuses from mako. So i have a lot of experience with the damage and how to slot attacks.

Unfortunately you are getting FC advice from people who never do it. So yes, i beg them to try to fight my claws spamming quick strike/boxing. Your DPS will be horrible.

Oh well somebody didn't read the numbers i put up....He suggested using Smashing blow even though it's bad DPS, and i suppose he missed the incredible DPS of Concentrated strike....instead of using it every 1m or so with power siphon, spam it to hell whenever it's up. I'll assume the OP is smart enough to check the numbers on this.

I didn't say ignore recharge, that would be crazy. But like i said the most survivable regens i've fought had a lot more hp and regen than i did. I never go below 50% rech on my regen builds. As we all know, DR kicks in around 120% or so and recharge becomes less and less effective. I get the basic/necessary recharge then focus on hp/regen.

You use boxing and shadow punch Merc? Nice, you only missed [Smite] your best attack for DPS chains. Not to mention siphon life is worse than midnight grasp too. Midnight grasp is the exact same DPS as boxing, except it has DoT to stop aid self, is a big hitter to throw your opponent off a bit (timing for heals etc.) and has -tohit which can be very useful against new scrappers without FA/Targeting drone.

But of course i'm not here to help you make your dueling toon better, i'm just helping the OP.

I'm not impressed by the win %, my claws/regen, being only 2 billion and without pvp IOs, beat a bunch of 20 billion duelers who came to virtue for more duels. In fact i was undefeated, until a 15 billion DM/Regen, one i had already beat, got some advice from one of my good friends on how to fix his toon up better. He respec'd according to the advice...then beat me, and he's still the only one i've lost to.

I dueled CraZnictus or whomever from freedom, worth a lot, it was extremely close but the duel was interrupted. I don't know which way it would go, probably depended on crits and procs at that point, but, well i thought i would match this little record up there or whatever you call it.
My bad, I guess our definitions of "Fightclub" differ. My understanding of FC has always been melee on melee, otherwise it's just...dueling. All of my advice is based on the understanding that the OP was looking for a 1v1 melee on melee. If he wants a more well-rounded dueling build then I would have vastly different advice.

In any case, you totally missed the point of fast animating, fast recharge attacks: landing more procs more often than slower, harder hitting attacks. Hence me landing two shadow punches and one boxing (in 2.73 sec and six procs) in the time it takes to fire off one concentrated strike (in 2.83 sec with two procs.) Yeah, I am all about the procs so at least you see where I am coming from.

I do agree with smashing blow being bad, but if Kib wanted to take advantage of power siphon and still take advantage of fast animating attacks with procs he would need a filler (since the recharge on QS and BB is too high to alternate just between those two attacks like QS and boxing.) SB is a slower animating attack at 1.5 sec so would not be ideal but yeah if he wanted to take advantage of PS it's there as a filler.

While I don't think building for regen is as important as +HP and +recharge, it is still important on regens and maybe I should have stressed that point above in my response.

My win/loss count was not meant to impress only to show that using two fast animating/fast recharge attacks with procs has been very successful, and to show I do have some experience in the melee VS melee fightclub world. Not to mention, needing only two attacks is very economical since one only needs to slot two attacks versus three or four, leaving power choices and slots to spend elsewhere.

Smite is a great attack, no doubt about it and when I had it in my build (shadow punch, smite, boxing) it worked great but I have been able to skip it for another power choice that benefits the build in a way having an uneeded attack doesn't.

Siphon Life, while not as damaging as midnight grasp is a much better power since it takes away an opponents health and replenishes the user's. Please note, it's not part of a regular attack chain but as a heal and as a heavy hitter when needed.

Lastly, I'd like to address this:

"Unfortunately you are getting FC advice from people who never do it. So yes, i beg them to try to fight my claws spamming quick strike/boxing. Your DPS will be horrible."

While I don't have quick strike and boxing, shadow punch and boxing serve the same purpose and I would be happy to fight your claws regen in a melee on melee fightclub match. My test build is the same as my live build.

No ego, just to show you the philosophy behind two spammable attacks has been proven and I'd be happy to prove it again