Update for Kat/WP


Granite Agent

 

Posted

So I dusted off my old Kat/WP the other day and went for a Pylon run. Didn't have it down to half-health by the 6 minute mark, so got me thinking it could be time to throw the build up on the Boards for some Scraptastic input.

I think this was an I-17 build. The goal was to be soft-capped to E/N, plus have parry to bring up S/L to soft-cap. It also had pretty slick regen back then. But I'm guessing it's pretty out of date in light of I-19, changes to fitness, alpha slot, etc.

Help me make it more of a death machine!! (Did a bunch of board searching but had trouble finding a killer Kat/WP updated build -- I don't think the board likes searches on "Kat/WP").




Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/

Click this DataLink to open the build!

Bladeslinger: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Gambler's Cut -- Achilles-ResDeb%(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(7)
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(17), S'fstPrt-ResDam/Def+(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(34)
Level 2: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Rchg(7), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(11)
Level 4: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(13), Numna-Heal(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(23)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43)
Level 12: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Rchg+(37), Zephyr-Travel(42), Zephyr-Travel/EndRdx(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), RgnTis-Regen+(31), Heal-I(37), Heal-I(48)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-%Dam(31), Erad-Acc/Dmg/EndRdx/Rchg(39)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(33), P'Shift-End%(46)
Level 22: Mind Over Body -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-ResDam/Rchg(33)
Level 24: Swift -- Run-I(A)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Dam%(36)
Level 28: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(37)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(39)
Level 32: Golden Dragonfly -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42)
Level 35: Heightened Senses -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 38: Strength of Will -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/Rchg(45)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run


 

Posted

Here's a data chunk the new mids can read. Actually looks like more or less E/N/F/C was soft-capped, with M/L capped using DA. Around 675% regen. Problem appears to be low recharge <50% which is forcing the lower DPS chain for Kat. Also in I-19 prob can fit in Assault for some damage.

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Posted

Any advice on how to reach the higher recharge / DPS chan of GC - GD - GC - SD would be great. Like how much recharge, globally and in each, would be needed.


 

Posted

For a gapless GC - GD - GC - SD, you need :

+250% recharge in GD
+135% recharge in SD
+90% recharge in GC


 

Posted

Thanks. I mucked around on MIDS last night, but I'll be damned if I can figure out how to pack in that much recharge without sacrificing defense.

I even tried just to allow F/C defense to fall way below the softcap, but I can't get there with my MIDS-fu. Definitely want to keep the E/N softcap (and Lethal/Melee soft-cap with 2 DA's).


 

Posted

Any thoughts, o scrap gods? Werner? Iggy? I summon thee!!!!!


 

Posted

Here's my current build...

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Not the DPS build that you're looking for but perhaps it could help on getting there.
It does need the recharge alpha to run DA-GC-GD-GC-SD-GC.
It has 50% regen and 20HP more than the previous build but lost some damage due to GC not having the purple proc. The build is on the cheap side so I like it


 

Posted

thats really interesting. i really like how the bs and kat builds can get to soft cap without using the common sets (kinetic combat and reactive armor). shooting for higher hp to help the regen is a nice touch too. of course touch of death are pricey but overall this isnt that bad. something to think about. thanks.


 

Posted

My Mids-Fu is weak it seems. I really can't see how to get the recharge up to needed levels per Nihli to chain GC-SD-GC-GD while maintaing the soft-caps for E/N and hopefully F/C.

It looks like it will need Hasten and +rchrg slotting, the latter which usually would go into attacks. But the attack sets don't give the +Def to E/N etc. that the attacks are currently (Best?) slotted with. Arg!


 

Posted

back at work bump


 

Posted

Ok this thread was going nowhere so I took another look at MIDS from the ground-up.

I kept Iggy's Divine Avelanche slotting but changed everything else.
Goals:
1) Be able to chain GC-SD-GC-GD, at least with Hasten up -- I believe this requires that GD recharges in less than 3.552 seconds. -- It's possible that Time Lord accolade could take some time off this, or maybe the +recharge alpha (which also would let +heal happen ... is there a way to model this in mids), which might also let me move some slots around.
2) Soft-cap to Melee & Lethal with 1 DA
3) Soft-cap to E/N

Below is the build. Cons:
1) Recovery is a lot lower than I'd like. Didn't get to fit in one of the +Recov procs (Numi).
2) Regen is a lot lower than I like -- Iggy's build had 769% or something and this build is stuck at 560% (both with 1 foe in RttC).
3) A lot of weird slotting and PPP choices for +Recharge and +E/N Def.

Maybe this will inspire some additional discussion.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

recharge rebuild: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dam%(43), Achilles-ResDeb%(43)
Level 1: High Pain Tolerance -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(46)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(40)
Level 4: Fast Healing -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal/Rchg(7), Dct'dW-Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 6: Combat Jumping -- LkGmblr-Def(A), HO:Enzym(50)
Level 8: Divine Avalanche -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(9), Mako-Dmg/EndRdx(11), HO:Lyso(11), HO:Lyso(13)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
Level 12: Maneuvers -- HO:Enzym(A), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(45)
Level 16: Rise to the Challenge -- RgnTis-Regen+(A), RgnTis-Heal/EndRdx(17), RgnTis-Heal/Rchg(17), RgnTis-Heal/EndRdx/Rchg(21), RgnTis-EndRdx/Rchg(48)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc(21)
Level 22: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23)
Level 24: Build Up -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-Rchg(40)
Level 26: Soaring Dragon -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(27), P'ngS'Fest-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(31), C'ngImp-Dmg/EndRdx(31)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(46)
Level 30: Boxing -- Empty(A)
Level 32: Golden Dragonfly -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Acc/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Dmg/Rchg(34)
Level 35: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(48), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(50)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx(46)
Level 47: Strength of Will -- S'fstPrt-ResDam/Def+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A)



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Posted

Here's a build that could pull it off with the rech/heal alpha. It does include the +3 defense PvP IO.

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|9FA3217C69663A861FEBF0243B3CA73B3CA73A3C87A3FD0B745927FD|
|-------------------------------------------------------------------|


 

Posted

Thanks I was trying to avoid the PVP +3 Def IO. Getting one of them is hard enough, grinding tips every day!


 

Posted

Just an update ... I finally build the Mids build I'd proposed above, to see how it plays. However there are 2 issues:

1) Completely not sustainable endurance / recovery, like I'd feared -- the chain of GC-SD-GC-GD is awesome but sucks down my blue bar like crazy. Couldn't make it through a pylon. Tried turning off some toggles and got owned. I'm wondering if the Cardiac alpha will solve this.

2) For some UNEXPLAINED reason, the in-game build is showing slightly lower +def numbers than the MIDS build. I've listed the two below for comparison, if anyone can help me figure it out.

MIDS Build:
45.9% Lethal
45.1% Melee
45.02% Energy / Neg

In-Game Build (brought into Mids):
46.6% Lethal
44.8% Melee (really??)
44.8% Energy / Neg (really??)


Here's the MIDS Build code:

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1594;776;1552;HEX;|
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|-------------------------------------------------------------------|
And here's the In-Game Build Code:
Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1595;784;1568;HEX;|
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|E56580E5458FE75F52FE5322956|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Granite Agent View Post
For some UNEXPLAINED reason, the in-game build is showing slightly lower +def numbers than the MIDS build. I've listed the two below for comparison, if anyone can help me figure it out.
Took me a while to see what's happened (couldn't figure it out till I noticed you had 7.5% more recharge in the second build), in combat jumping in the first build you took Luck of the gambler defence whereas in the game build you've replaced it with the Luck of the gambler +recharge


 

Posted

Quote:
Originally Posted by Sweetcake View Post
Took me a while to see what's happened (couldn't figure it out till I noticed you had 7.5% more recharge in the second build), in combat jumping in the first build you took Luck of the gambler defence whereas in the game build you've replaced it with the Luck of the gambler +recharge
LOL, nice detective work Sweetcake! Thanks. Man I will have to burn another respec to fix that arg.

Question: will adding the alpha slot Cardiac solve my endurance woes? I see it as the only viable choice right now to make this build work.


 

Posted

Quote:
Originally Posted by Werner View Post
Very likely.
Werner is the Magic 8-Ball of the Scrapper Board!


 

Posted

Update: Slotted the Cardiac common last night and it does seem to have improved the endurance situation markedly. Went for a pylon run and I think I can make it through without draining the blue bar.

That said, was taking me at least 5-7 minutes to get the pylon to about half health which surprised me. What DPS should the GC-SD-GC-GD chain be doing? With a -RES proc (Achilles) in GC? And should I be using Build Up when it's up or is that killing dps?


 

Posted

On your build it should do about ~180 DPS, I think, give or take a few. BU is very helpful and should be used instead of one GC whenever it's up in my opinion.

I think you probably would get better results if you switched to Musculature with Energy as an epic ; CP with one additional slot would be enough to cover endurance, Fire Blast can be replaced by LBE, and switching a few slots around would let you keep E/N capped, although you'd lose some recharge. Despite a small gap in the chain, I'm getting an estimated 20 DPS increase on my spreadsheet, assuming the Musculature Very Rare (+45% damage, 2/3 unaffected by ED), or about ~200 DPS.

You'd need endurance accolades for it to work though, which you turned off in your build (at least it showed up that way when I copypasted the build from here).

Example build, 0.1% short of the softcap, probably could be improved :

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1594;759;1518;HEX;|
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|0D038F3668920D9AE30D9A630D9A7F53FD0B5F152640|
|-------------------------------------------------------------------|


 

Posted

Cardiac is one option, when we get the rares and very rares, you might get more DPS from taking musculature with the end mod option, particularly as stam and QR are badly underslotted.

I believe a straight end mod is better than the performance shifter +end as the first IO in stamina, and you should have a pshifter end mod not endmod/acc in QR.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

Thanks Nihili -- I will take a look. I had to use Char and Fire Blast as set mules to get E/N capped. And the recharge seemed pretty tight to run the chain.

Somehow using Musculature to up DPS seems like cheating I mean, if everyone does that, than the 220+ dps people I'm comparing against will just ratchet up as well to 240 lol.

It's a bit of a bummer to hear the chain as is only gets 180dps. I would have thought more. That puts it on par with my Claws/SR brute running the 4 attack chain (FU-Focus-Slash-Swipe I think). Somehow I would have expected high-recharge Katana would pull ahead. It's making me wonder if the only way to achieve really high DPS is to use a secondary with a damage Aura / Burn, or shields. Maybe one of the Brute sets pulls ahead in ST DPS, like Stone Melee. There were some posts in the pylon thread about DB (BF-AV) and Stone Melee hitting 200 - 205 DPS. Makes the min/maxer in me cry a bit, sadly. I think I wanted Katana to feel uber.


 

Posted

Quote:
Originally Posted by Granite Agent View Post
Somehow I would have expected high-recharge Katana would pull ahead.
You can get quite a bit of DPS out of Katana, but you have to build for it. High recharge for the top chain is just a starting point.

It's ancient and not optimized since it's based on the same template for all primaries for comparison purposes, but here's a Katana/Super Reflexes example: 32.5% damage buff with Assault, both -resist procs, damage procs. On paper I calculated 242 DPS before taking musculature into account. I'll have to have a look at what that would do for it. Staying alive against a pylon long enough to do that kind of DPS would probably be a serious issue on this particular build, plus endurance wouldn't be sustainable - you wouldn't actually build like this. It's just something I threw together a while ago when trying to estimate what the top end for various primaries might be.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1554;738;1476;HEX;|
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|0C|
|-------------------------------------------------------------------|


"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:
I mean, if everyone does that, than the 220+ dps people I'm comparing against will just ratchet up as well to 240 lol.
Not necessarily, because many builds that are already at 200+ DPS rely on self damage buffing. Katana has none of that, so benefits more from damage buffs than other powersets. There's also several builds who already use (and are planned around) the Cardiac and Spiritual, these builds won't see much DPS improvement if any from the Very Rare.


 

Posted

Quote:
Originally Posted by Werner View Post
You can get quite a bit of DPS out of Katana, but you have to build for it. High recharge for the top chain is just a starting point.
I guess that's a fair point, Werner. Maybe the real issue is how many sacrifices have to be made to run the top-chain on a WP build while trying to keep WP soft-capped to E/N and (with DA) L/M.

Perhaps it's trying too hard to paint the pig a different color. That is, if you want a soft-cap Kat build, go /SR. In my Kat/WP build so many slots have been dedicated to hitting those soft-caps AND getting the needed +rchrg, that naught is left over for things like Procs in GD and SD. I just had the toon sitting around and I wanted to see if I really could make a viable, powerful toon out of Kat/WP, compared to some of my others (Claws/SR brute, DM/SD scrap, Elec/SD Brute, etc.). Perhaps the answer is achieving "optimal" performance in Kat/WP really doesn't work (at least in terms of pylon times and ITF surrounded-by-def-debuffing-Romans terms).