Katana/DA Scrapper Build I19 Edition


Desmodos

 

Posted

Hello once again Scrapper forum. I have regained employment as of recently and have found my down time once again filled with this game. In light of the new changes being introduced in Issue 19, I have modified my mids slightly to reflect the new inherent fitness pool as best I can. For this particular exercise, I have created that which I have always wanted, a particularly unique Scrapper build for my main, The Terrorizer.

A few things before I let you review the build:

A) Yes, I know, Divine Avalanche is quite capable of attaining and keeping you at the melee soft cap, but as I like the smashing/lethal approach better than standard melee (and since DA only accounts for lethal, not smashing) I have decided to focus purely on smashing lethal defense as my focus. I already have the kinetic combats to do so.
B) I plan to use the Cardiac Incarnate boost tree, that is a given for me, but I don't know which side I prefer to travel down, so I'll let you guys focus on that one.
C) Cloak of Fear is a power I picked conceptually, it fits the theme of someone who is an "avatar of terror itself" as well as makes a good set holder.
D) I plan to test this build out of course before i19 goes live to see how well it handles. I am certain that before i slot the Cardiac enhancement endurance may be an issue.
E) Hasten is out, I am one of those rare people who doesn't actually like hasten unless it is a vital requirement. I have several place holder powers for LOTGs and such, and have achieved a 14.4 second recharge on Dark Regen, which I feel should be sufficient considering I will be ignoring more than half of my total incoming damage.

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

Click this DataLink to open the build!

Terrorizer: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Flight
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (11) Kinetic Combat - Damage/Endurance/Recharge
  • (13) HamiO:Nucleolus Exposure
Level 1: Dark Embrace
  • (A) Steadfast Protection - Knockback Protection
  • (19) Aegis - Resistance
  • (19) Aegis - Resistance/Endurance
  • (23) HamiO:Ribosome Exposure
Level 2: Sting of the Wasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (3) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (9) Kinetic Combat - Damage/Endurance/Recharge
  • (11) HamiO:Nucleolus Exposure
Level 4: Flashing Steel
  • (A) Obliteration - Damage
  • (5) Obliteration - Accuracy/Recharge
  • (5) Obliteration - Damage/Recharge
  • (9) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (21) Obliteration - Chance for Smashing Damage
Level 6: Murky Cloud
  • (A) Steadfast Protection - Knockback Protection
  • (23) Aegis - Resistance
  • (25) Aegis - Resistance/Endurance
  • (31) HamiO:Ribosome Exposure
Level 8: Combat Jumping
  • (A) Karma - Knockback Protection
Level 10: Obsidian Shield
  • (A) Steadfast Protection - Knockback Protection
  • (21) Titanium Coating - Resistance
  • (36) Titanium Coating - Resistance/Endurance
  • (36) Titanium Coating - Resistance/Endurance/Recharge
Level 12: Fly
  • (A) Empty
Level 14: Build Up
  • (A) Rectified Reticle - To Hit Buff/Recharge
  • (50) Rectified Reticle - Increased Perception
  • (50) Recharge Reduction IO
Level 16: Dark Regeneration
  • (A) HamiO:Golgi Exposure
  • (17) HamiO:Golgi Exposure
  • (17) Touch of the Nictus - Accuracy/Healing
  • (34) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (37) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (37) Recharge Reduction IO
Level 18: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 20: Cloak of Darkness
  • (A) Defense Buff IO
  • (40) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Recharge Speed
Level 22: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (25) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Endurance/Recharge
Level 26: Soaring Dragon
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (27) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Damage/Endurance/Recharge
  • (29) HamiO:Nucleolus Exposure
Level 28: Cloak of Fear
  • (A) Endurance Reduction IO
  • (31) Siphon Insight - Accuracy/ToHit Debuff
  • (39) Siphon Insight - Accuracy/Recharge
  • (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
  • (43) Siphon Insight - Accuracy/Endurance/Recharge
  • (43) Siphon Insight - Chance for +ToHit
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Recharge
Level 32: Golden Dragonfly
  • (A) Obliteration - Damage
  • (33) Obliteration - Accuracy/Recharge
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (48) Obliteration - Chance for Smashing Damage
Level 35: Hover
  • (A) Luck of the Gambler - Recharge Speed
Level 38: Calling the Wolf
  • (A) Perfect Zinger - Taunt
  • (40) Perfect Zinger - Taunt/Recharge
  • (40) Perfect Zinger - Taunt/Recharge/Range
  • (45) Perfect Zinger - Accuracy/Recharge
  • (46) Perfect Zinger - Taunt/Range
  • (46) Perfect Zinger - Chance for Psi Damage
Level 41: Focused Accuracy
  • (A) Rectified Reticle - To Hit Buff
  • (42) Rectified Reticle - To Hit Buff/Recharge
  • (42) Endurance Reduction IO
  • (42) Endurance Reduction IO
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Soul Transfer
  • (A) Empty
------------
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (15) Performance Shifter - EndMod/Accuracy
  • (15) Performance Shifter - EndMod
  • (39) Performance Shifter - EndMod/Recharge
Level 1: Critical Hit
Level 2: Health
  • (A) Miracle - +Recovery
  • (39) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 33.63% Defense(Smashing)
  • 33.63% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 23.94% Defense(Melee)
  • 3.625% Defense(Ranged)
  • 3% Defense(AoE)
  • 45% Enhancement(RechargeTime)
  • 45% Enhancement(Accuracy)
  • 9% FlySpeed
  • 165.65 HP (12.37%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • Knockback (Mag -16)
  • Knockup (Mag -16)
  • MezResist(Immobilize) 12.1%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.75%
  • 20% Perception
  • 2.5% (0.042 End/sec) Recovery
  • 30% (1.677 HP/sec) Regeneration
  • 19% RunSpeed
  • 2% XPDebtProtection
------------
Set Bonuses:
Kinetic Combat
(Gambler's Cut)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Steadfast Protection
(Dark Embrace)
  • Knockback Protection (Mag -4)
Aegis
(Dark Embrace)
  • 5% RunSpeed
Kinetic Combat
(Sting of the Wasp)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Obliteration
(Flashing Steel)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Steadfast Protection
(Murky Cloud)
  • Knockback Protection (Mag -4)
Aegis
(Murky Cloud)
  • 5% RunSpeed
Karma
(Combat Jumping)
  • Knockback Protection (Mag -4)
Steadfast Protection
(Obsidian Shield)
  • Knockback Protection (Mag -4)
Titanium Coating
(Obsidian Shield)
  • MezResist(Sleep) 2.2%
  • 20.08 HP (1.5%) HitPoints
Rectified Reticle
(Build Up)
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
  • 20% Perception
Touch of the Nictus
(Dark Regeneration)
  • 25.1 HP (1.874%) HitPoints
  • 9% Enhancement(Accuracy)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Cloak of Darkness)
  • 10% (0.559 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Kinetic Combat
(Soaring Dragon)
  • MezResist(Immobilize) 2.75%
  • 20.08 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Siphon Insight
(Cloak of Fear)
  • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
  • 2% XPDebtProtection
  • 9% Enhancement(Accuracy)
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.559 HP/sec) Regeneration
  • 15.06 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Golden Dragonfly)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Hover)
  • 7.5% Enhancement(RechargeTime)
Perfect Zinger
(Calling the Wolf)
  • MezResist(Terrorized) 2.75%
  • 10% (0.559 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Rectified Reticle
(Focused Accuracy)
  • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.874%) HitPoints
  • 2.5% (0.042 End/sec) Recovery



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Posted

I actually like your idea for slotting S/L defense over melee. The problem/criticism I have for your build is it does nothing for Energy damage mitigation. Many call Energy Damage the 3rd most common damage type in the game, and IMHO a glaring weakness in Dark Armor.

I am posting my Issue 19 Build for BS/DA. I think you'll find many similarities to your build. The primary distinction is I used a lot of Eradication sets to buff up Energy defense. This build has 45% defense to S/L and E/Ne.



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

Click this DataLink to open the build!

Desnocta Blades I19 A: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(46), GA-3defTpProc(48)
Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-%Dam(11), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg(13)
Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(15), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), C'ngBlow-Acc/Rchg(19)
Level 6: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(45)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(29), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), H'zdH-Heal/EndRdx/Rchg(33)
Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(33), M'Strk-Acc/Dmg(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(50)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36)
Level 24: Boxing -- Empty(A)
Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
Level 28: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), HO:Enzym(40)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 32: Head Splitter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-%Dam(43), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Dmg/Rchg(45)
Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(36)
Level 38: Hasten -- RechRdx-I(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46)
Level 47: Maneuvers -- HO:Enzym(A), HO:Enzym(48)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(50), Thundr-Acc/Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
Level 1: Stamina -- P'Shift-EndMod(A), EndMod-I(46)



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Posted

Hmm, looks like I would have to drop Gambler's Cut or Sting of the Wasp for Lotus Drops (equivalent of Whirling Sword) to achieve that particular route first and foremost, as well as fitting in death shroud along with the proper slotting. I am also a bit hesitant with the low number of slots in Stamina, but I also know such slotting is not unheard of especially amongst the hardcore Invention Enthusiasts.

I am actually impressed you managed to get those kind of numbers for defense, kudos. In all honesty, I thought about the Energy damage aspect of playing, and for what it's worth, agree with you 100%. I guess my fear is having slots *too* spaced out where they become less and less effective in the powers they occupy. Does thinning out my other powers really warrant boosting my energy/NE defense?


 

Posted

Quote:
Originally Posted by The_Terrorizer View Post
Hmm, looks like I would have to drop Gambler's Cut or Sting of the Wasp for Lotus Drops (equivalent of Whirling Sword) to achieve that particular route first and foremost, as well as fitting in death shroud along with the proper slotting.
Death Shroud is always a good idea on a Dark Armor build. Werner has pointed out many times that Death Shrouds endurance consumption to damage output is very efficient. Death Shroud like all AoEs are very helpful for managing endurance as you can ignore minions and LTs to focus on the bosses. When the boss is dead, less endurance need be spent on attacking minions and LTs. Minions will likely be dead.


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I am also a bit hesitant with the low number of slots in Stamina, but I also know such slotting is not unheard of especially amongst the hardcore Invention Enthusiasts.
ED plays a major factor here. Look at it this way. You used three slots for 91.78% endurance modification into Stamina for 47.95% recovery.

I used 2 slots for 83.32% endurance modification for 45.83. In other words, you used up an extra slot for a an additional 2.21% recovery. You could easily achieve that as a set bonus elsewhere...several times.

In the end what matters is net recovery. Your build consumes 1.77 EPS while recovering 3.41 EPS for a net gain of 1.64 EPS. My build burns more 2.05 EPS but recovers more 3.93 for a net gain of 1.78. Basically a wash. These are pre-alpha slot values of course.

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I guess my fear is having slots *too* spaced out where they become less and less effective in the powers they occupy. Does thinning out my other powers really warrant boosting my energy/NE defense?
All comes down to opportunity costs. I personally hate the idea of spending slots on powers I don't actually use. In your case, you've spent 5 slots on Call of the Wolf. Do you really use taunt that much?

Though, I like what you did with FA. I may dump Conserve Power for Focused Accuracy now, thank


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For some reason when I read your Stamina slotting the first time my brain interpreted the Perf Shifter you had as the Proc, not the End mod, and I agree, ED does much to the endurance modification values. I used four pieces of the set, however, for health and recovery bonuses, so i actually net 4.71 additional recovery, though I still see your point and could release one of those slots and xfer it to Physical Perfection.

As for the taunt, believe it or not, I do actually like using it on small teams or large teams lacking more than one tank, and perfect zinger does attribute a small amount of recharge, regen, damage buff and a good amount of s/l defense. With or without the set I would still choose the power.

I really would like to fit in death shroud, but I am afraid that running death shroud, CoF, AND FA would still break the endurance bank despite Death Shrouds impressive DoT, meaning one of the three would be not be used at any given time, I'll have to look into that. Curiously, though, would you swap out Flashing Steel for Lotus Drops? I am indecisive between the two personally since both have their individual uses.


 

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Originally Posted by The_Terrorizer View Post

As for the taunt, believe it or not, I do actually like using it on small teams or large teams lacking more than one tank, and perfect zinger does attribute a small amount of recharge, regen, damage buff and a good amount of s/l defense. With or without the set I would still choose the power.
If you use the power, then the investment is worth it.

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I really would like to fit in death shroud, but I am afraid that running death shroud, CoF, AND FA would still break the endurance bank despite Death Shrouds impressive DoT, meaning one of the three would be not be used at any given time, I'll have to look into that.
I don't FA as something you would run all of the time. Just turn it on in those scenarios that really need it.

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Curiously, though, would you swap out Flashing Steel for Lotus Drops? I am indecisive between the two personally since both have their individual uses.
If I had to make a choice, I'd keep Lotus Drops over Flashing Steel. All depends on what it is you feel you're gaining by not taking it.


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Ok. Thanks for your feedback Desmodos, I think I have a slightly better version of where I want to go with this build now. I am pretty sure I want Lotus Drops over Flashing Steel, the flashing steel choice being a decision i made a while back when I was doing a little more experimental. As it stands right now, I wont have the funds to actually get the IOs needed for E/NE defense, those erads tend to be just as bad if not worse than some purple sets. I will keep it in mind, I absolutely agree with you on the e/ne defense.