Acceptable build skeleton?


Aliana Blue

 

Posted

For my first character, rather than try to wade through the thousands of primary/secondary combinations, I just based my first character off of Garen, from League of Legends - Broadsword/Regen.

It seems that EVERYONE is claws/regen, so I must have drank slightly the wrong water, but nevertheless I feel like it's a pretty effective character. He's very difficult to kill, a little underwhelming in the DPS department, but Hack does very satisfying things to enemy health bars.

I've built several Mids characters to 50 with IOs and set bonuses and everything all planned out, but I'm quickly realizing that as a new player, those builds quickly become irrelevant as I learn how the character REALLY works and that set IOs are rather expensive. I have eight fully completed builds, 7 of which are already irrelevant in the face of major changes they'd need. Maybe if I get some external input from experienced players, and worry a little less about squeezing in 5 LotGs which I may or may not ever get around to purchasing, I can actually hang onto this build as a guide when leveling.

So here's a skeletal Mids build, unslotted - please let me know if I'm skipping most of the right powers to skip, taking most of the right powers, and whether I've concentrated my slots in the best stuff. Thanks!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack

  • (A) (3) (3) (9) (13) (21)
Level 1: Fast Healing
  • (A) (5) (40)
Level 2: Slice
  • (A) (5) (21) (23) (25)
Level 4: Reconstruction
  • (A) (7)
Level 6: Hasten
  • (A) (7) (15)
Level 8: Quick Recovery
  • (A) (9) (37)
Level 10: Build Up
  • (A) (11) (11)
Level 12: Parry
  • (A) (13) (40) (46)
Level 14: Dull Pain
  • (A) (15) (25) (31)
Level 16: Integration
  • (A) (17) (17)
Level 18: Whirling Sword
  • (A) (19) (19) (23) (43)
Level 20: Resilience
  • (A) (37)
Level 22: Super Speed
  • (A)
Level 24: Boxing
  • (A)
Level 26: Disembowel
  • (A) (27) (27) (31) (34) (37)
Level 28: Instant Healing
  • (A) (29) (29)
Level 30: Tough
  • (A) (31)
Level 32: Head Splitter
  • (A) (33) (33) (33) (34) (34)
Level 35: Weave
  • (A) (36) (36) (36)
Level 38: Moment of Glory
  • (A) (39) (39) (39) (42) (43)
Level 41: Focused Accuracy
  • (A) (42) (42)
Level 44: Physical Perfection
  • (A) (45) (45) (45)
Level 47: Maneuvers
  • (A) (48) (48)
Level 49: Tactics
  • (A) (50) (50)
------------
Level 1: Brawl
  • (A)
Level 1: Critical Hit
Level 1: Sprint
  • (A)
Level 2: Rest
  • (A)
Level 4: Ninja Run
Level 2: Swift
  • (A)
Level 2: Health
  • (A) (46)
Level 2: Hurdle
  • (A)
Level 2: Stamina
  • (A) (40) (43)


 

Posted

Hmm, from a quick glance seems to me you're underslotting some powers and overslotting others. I can give a more in-depth analysis in a minute, as I have mids on my netbook and it's currently booting up, but Reconstruction and Dull Pain could use more slots, I personally wouldn't go below 5 for those. Same with Instant Healing. Dull Pain+IH+Parry can make you crazy-survivable. Give me a bit and I can put together a single-origin enhancement leveling build for you


 

Posted

My standard Regen boilerplate:

“There are definitely other approaches, but here's what I'd consider a basic plan for the Regeneration secondary using SOs or common IOs:
  • Fast Healing at 1, 3 heals
  • Reconstruction nice and early, 3 heals, 3 recharges
  • Dull Pain when or shortly after when available, as there is a lot to squeeze in at that level, 3 heals, 3 recharges
  • Integration at 16, 3 heals, possibly 1 endurance reducer
  • Resilience when and if you can work it in, 1 resist
  • Instant Healing when or shortly after when available, 1-3 recharges, no heals unless you're swimming in slots
  • Skip Revive
  • Moment of Glory when or shortly after when available, 3 recharges
  • Hasten when convenient, 3 recharges
  • Tough when convenient, 3 resists, 1 endurance reducer
  • Slot Health when convenient, 3 heals
  • Quick Recovery when the default slot in Stamina isn't enough. 1 endurance modifier at first, add 1 or 2 more as necessary
  • Slot Stamina only after slotting Quick Recovery. 1 endurance modifier at first, add 1 or 2 more as necessary

If it were me, I'd also try to get some basic defense, but it will use up even more power and pool choices. Combat Jumping or Hover, but don't worry about slotting for defense. Weave with 3 defense. Maneuvers with 3 defense. The Steadfast Protection unique in Resilience or Tough. With even-level SOs, that will give you 14.3% defense to all. Not great, but not bad."
From Broad Sword, your attack chain is Head Splitter -> Parry -> Disembowel -> Hack -> Parry. Parry is a key power from a very low level and needs six slots. Any attack you actually use routinely should have six slots, really. And if you don't use it routinely, I don't suggest keeping it.

Oh, and there's nothing wrong with Broad Sword/Regen. It and Katana/Regen are excellent combinations for adding a lot of survivability to Regen.


"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

Concur -- more slots into Parry (6), Reconstruction (5-6), Dull Pain (5 is probably enough), and perhaps Tough (4), taking them from Tactics, Maneuvers, and maybe even Physical Perfection if you need to.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

This type of build template is not useful when you get into IO set builds. With careful slotting, you can ED-cap 2 bonuses using 4 slots instead of the 6 it would take with SOs or generic IOs. With the exception of select powers, you can't really say a power needs X number of slots to be effective. A lot of your slotting depends on the sets and bonuses you are going for.

Don't be fooled by big numbers on the market. It isn't that hard to get into IO sets once you start selling inventions. Going Rogue's alignment merits made it even easier to get the high-priced inventions for selling or saving INF. You don't even need to be 50 to make a lot of INF. Luck of the Gambler global recharges are expensive at level 25. There are others worth selling, but I will leave that for you to explore.


 

Posted

Okay, here is a quick and dirty leveling build I cooked up. I only left Integration with its base slot, as I'm not sure if adding 3 more slots to enhance its small amount of regen is worth it, but I'll leave that for others to discuss. I left out Phys Perfection as Regen has so much recovery and regen as-is, I dunno if the little phy per. gives will make much difference. Moment of Glory only needs 3 recharges; anything over 45% defense does nothing except against enemies with extra to hit, and its resistance will put you almost at the scrapper resist cap anyways. As for Focused Accuracy, it gives accuracy bonus, which is a multiplier on to hit, so I believe dropping it and slotting up tactics is better, as tactics gives straight to hit, and broadsword has extra accuracy already. Also stuck in Assault to replace Focused Accuracy as an option to give some more damage to your attacks, but not necessary. If you want you can replace that and throw the slots in it into Instant Healing and Dull pain instead, just there as an option.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Hack

  • (A) Accuracy
  • (3) Damage Increase
  • (3) Damage Increase
  • (21) Damage Increase
  • (40) Endurance Reduction
  • (46) Recharge Reduction
Level 1: Fast Healing
  • (A) Healing
  • (7) Healing
  • (7) Healing
Level 2: Slice
  • (A) Accuracy
  • (5) Damage Increase
  • (5) Damage Increase
  • (21) Damage Increase
  • (39) Endurance Reduction
  • (46) Recharge Reduction
Level 4: Reconstruction
  • (A) Recharge Reduction
  • (15) Recharge Reduction
  • (15) Recharge Reduction
  • (23) Healing
  • (40) Healing
Level 6: Build Up
  • (A) Recharge Reduction
Level 8: Parry
  • (A) Accuracy
  • (9) Damage Increase
  • (9) Damage Increase
  • (23) Damage Increase
  • (37) Recharge Reduction
  • (46) Recharge Reduction
Level 10: Dull Pain
  • (A) Recharge Reduction
  • (11) Recharge Reduction
  • (11) Recharge Reduction
  • (25) Healing
  • (40) Healing
Level 12: Quick Recovery
  • (A) Endurance Modification
  • (13) Endurance Modification
  • (13) Endurance Modification
Level 14: Hasten
  • (A) Recharge Reduction
  • (17) Recharge Reduction
  • (17) Recharge Reduction
Level 16: Integration
  • (A) Endurance Reduction
Level 18: Whirling Sword
  • (A) Accuracy
  • (19) Damage Increase
  • (19) Damage Increase
  • (25) Damage Increase
  • (37) Endurance Reduction
  • (45) Recharge Reduction
Level 20: Resilience
  • (A) Resist Damage
Level 22: Super Speed
  • (A) Empty
Level 24: Boxing
  • (A) Empty
Level 26: Disembowel
  • (A) Accuracy
  • (27) Damage Increase
  • (27) Damage Increase
  • (34) Damage Increase
  • (37) Endurance Reduction
  • (43) Recharge Reduction
Level 28: Instant Healing
  • (A) Recharge Reduction
  • (29) Recharge Reduction
  • (29) Recharge Reduction
  • (34) Healing
  • (43) Healing
Level 30: Tough
  • (A) Endurance Reduction
  • (31) Resist Damage
  • (31) Resist Damage
  • (31) Resist Damage
Level 32: Head Splitter
  • (A) Accuracy
  • (33) Damage Increase
  • (33) Damage Increase
  • (33) Damage Increase
  • (34) Endurance Reduction
  • (43) Recharge Reduction
Level 35: Weave
  • (A) Endurance Reduction
  • (36) Defense Buff
  • (36) Defense Buff
  • (36) Defense Buff
Level 38: Moment of Glory
  • (A) Recharge Reduction
  • (39) Recharge Reduction
  • (39) Recharge Reduction
Level 41: Maneuvers
  • (A) Endurance Reduction
  • (42) Defense Buff
  • (42) Defense Buff
  • (42) Defense Buff
Level 44: Assault
  • (A) Endurance Reduction
  • (45) Endurance Reduction
  • (45) Endurance Reduction
Level 47: Tactics
  • (A) Endurance Reduction
  • (48) To Hit Buff
  • (48) To Hit Buff
  • (48) To Hit Buff
Level 49: Revive
  • (A) Recharge Reduction
------------
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Healing
  • (50) Healing
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification
  • (50) Endurance Modification
  • (50) Endurance Modification


 

Posted

Quote:
Originally Posted by Werner View Post
Parry is a key power from a very low level and needs six slots. Any attack you actually use routinely should have six slots, really. And if you don't use it routinely, I don't suggest keeping it.
I'd gotten the impression when I took it on my first build that Slash was subpar. Then my first or second Mids build confirmed that for me, and I switched to build 2 which is fairly decent. It wasn't until today that I realized, in Mids, that Parry is almost the same damage as Slash (with a shorter cooldown and great defense debuff).

I actually already have it on autofire, but for some reason I had it filed in my head as a purely utility/defense power. I'll definitely put more slots into it post-haste, and then make most of the bigger changes mentioned by folks after I do a respec trial. Everything appears to make sense to me in general, but for a couple of questions:

Werner specifically advises against slotting Heal for Instant Healing. It seems like turning a very large number into a proportionally bigger number would result in a lovely time spent regenerating faster than anyone could keep up with, even if they have you mezzed.

No love for Tactics? It gives me access to mez resists that I don't already have from elsewhere. I for one hate being mezzed, but that is more of a sentiment than a hard-math-backup for why I went with Man/Tac instead of Man/Jump.

More generally though, I think applying this advice to my next build will yield fewer urges to change the build than I currently go through. Which is good, because you can't respec forever. Thanks everyone!


 

Posted

Quote:
Originally Posted by The Demacian View Post
Werner specifically advises against slotting Heal for Instant Healing. It seems like turning a very large number into a proportionally bigger number would result in a lovely time spent regenerating faster than anyone could keep up with, even if they have you mezzed.
Basically, what you want in IH is as much recharge as possible, and because it cannot be run all the time it's hardly worth spending slots on increasing its already phenomenal healing when you can spend those slots making a bread-and-butter power better.

IH, out of the box, is already fantastic.

Quote:
No love for Tactics? It gives me access to mez resists that I don't already have from elsewhere. I for one hate being mezzed, but that is more of a sentiment than a hard-math-backup for why I went with Man/Tac instead of Man/Jump.
Once you get integration, you won't get mezzed (you get mez protection there, not just resistance). If you're getting so much mezz on you that it chews through Integration, a bit of extra mez resistance from Tactics won't save you.

As an aside, I have a BS/Regen scrapper that has had the same basic build for a long, long time. I am working on eventually IO-ing her out using her seccond build slot, but I get lazy because, with just SOs, she's already really good (as in, "I can run any content in the game with her and she'll do awesome"), and amuses me that a basic SO build manages to blend in into the top-tier TFs and content, getting things like the Master of Statesman Task Force badge, with no problem. Only thing I've done is replace some SOs with common IOs because they give a slightly higher % bonus. What really makes her, IMO, is not so much the build but the fact that it was my second character ever, and I've just grown very comfortable playing it. Stack Parry, click the heals when necessary without having to think about it, all the little things.

I'll post her build when I get home anyway so that you can take a look.


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Posted

Quote:
Originally Posted by Theran View Post
Okay, here is a quick and dirty leveling build I cooked up
Assault doesn't need 3 end reducs. I would put the two extra slots into BU. You can very likely toss the end reduc for AoEs and put in another acc. You need those to hit and with Stamina and QR end issues are less likely. Even basic frankenslotting I might go acc/recharge, acc/recharge, acc/end if those are options. Integration I would slot for healing.


 

Posted

Quote:
Originally Posted by The Demacian View Post
Werner specifically advises against slotting Heal for Instant Healing. It seems like turning a very large number into a proportionally bigger number would result in a lovely time spent regenerating faster than anyone could keep up with, even if they have you mezzed.
Only part of Instant Healing's regeneration is enhanceable. It's broken into 600% uneanhanceable and 200% enhanceable. Let's say you have 3 heals in Fast Healing, Integration and Health. Now you trigger an unenhanced (for healing) Instant Healing. Your regeneration rate is 1369%. If you put three heals in Instant Healing, it's 1559%. That's a 14% increase to your survivability. But on an SO build, it's probably only up 1/3 of the time. So call it a 5% increase to your survivability.

Now let's look at Health, which has the lowest regeneration rate. You'll get the base slot, but so that we're comparing three slots to three slots, let's not fill it in. You have 531% regeneration. Slot up Health, and you have 569%. That's a 7% increase in survivability.

Now, that's oversimplified, but let's say that slotting Health and slotting Instant Healing have similar effects on your survivability. I'd rather have Health, because I prefer a higher baseline level of survivability to survivability that's only available 1/3 of the time. Your mileage may vary, in which case you could consider slotting heals in Instant Healing before or instead of Health. But both are a lowish priority. Integration is first, Fast Healing is second, at least as far as direct regeneration goes.

Quote:
Originally Posted by The Demacian View Post
No love for Tactics? It gives me access to mez resists that I don't already have from elsewhere. I for one hate being mezzed, but that is more of a sentiment than a hard-math-backup for why I went with Man/Tac instead of Man/Jump.
You're not going to be mezzed. OK, very very rarely, you'll get confused or afraid, and Tactics would have helped, but it's very rare. That said, I love Tactics, and have it on nearly every toon, but I'm in it primarily for the to hit buff and because it takes a Gaussian set, not for the mez resistance.


"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

Tactics is also good for the +perc.


 

Posted

And here's Walkiry's build. As I said, this build's older than dirt, and it's actually littered with SOs in-game (but it's all IOs in Mid's). It'd be trivial to make it even better by replacing the plain IOs with Set IOs (like, replace the plain Accuracy IO and the plain Recharge IO with two Acc/Rech set IOs and bam! Instant improvement), but it amuses me to keep the build like this and still kick copious amounts of butt.

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Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013