Help with kat/SR


Elegost

 

Posted

I have two builds for same toon but I am not sure which one works better or what I should do to make them better so I need help. I have both builds in different build slots and i have a few respec left so i can make fundamentals changes too.

My First build is a little old I made some changes according to new inherit fitness powers but I am not sure if it works as intended since I feel its DPS droped a lot though its defense is practically same.

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Touch of Lady Grey - Recharge/Endurance
  • (3) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (3) Touch of Lady Grey - Defense Debuff/Recharge
  • (5) Touch of Lady Grey - Defense Debuff
  • (5) Touch of Lady Grey - Chance for Negative Damage
  • (7) Touch of Lady Grey - Defense Debuff/Endurance
Level 1: Focused Fighting
  • (A) Red Fortune - Endurance
  • (7) Red Fortune - Defense
  • (9) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Defense/Recharge
  • (11) Red Fortune - Endurance/Recharge
  • (11) Red Fortune - Defense/Endurance/Recharge
Level 2: Focused Senses
  • (A) Serendipity - Endurance/Recharge
  • (13) Serendipity - Defense/Recharge
  • (13) Serendipity - Defense/Endurance/Recharge
  • (15) Serendipity - Defense/Endurance
  • (15) Serendipity - Endurance
  • (17) Serendipity - Defense
Level 4: Agile
  • (A) Defense Buff IO
  • (21) Defense Buff IO
  • (23) Defense Buff IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 8: Build Up
  • (A) To Hit Buff IO
  • (25) To Hit Buff IO
  • (31) To Hit Buff IO
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO
Level 12: Assault
  • (A) Endurance Reduction IO
Level 14: Super Speed
  • (A) Endurance Reduction IO
Level 16: Dodge
  • (A) Defense Buff IO
  • (31) Defense Buff IO
  • (34) Defense Buff IO
Level 18: The Lotus Drops
  • (A) Multi Strike - Damage/Recharge
  • (36) Multi Strike - Accuracy/Endurance
  • (36) Multi Strike - Damage/Endurance/Recharge
  • (36) Multi Strike - Damage/Endurance
  • (37) Multi Strike - Accuracy/Damage
  • (37) Multi Strike - Accuracy/Damage/Endurance
Level 20: Quickness
  • (A) Run Speed IO
Level 22: Tactics
  • (A) To Hit Buff IO
  • (43) To Hit Buff IO
  • (43) To Hit Buff IO
Level 24: Maneuvers
  • (A) Defense Buff IO
  • (42) Defense Buff IO
  • (43) Defense Buff IO
Level 26: Soaring Dragon
  • (A) Crushing Impact - Accuracy/Damage/Endurance
  • (27) Crushing Impact - Damage/Endurance/Recharge
  • (27) Crushing Impact - Accuracy/Damage
  • (29) Crushing Impact - Damage/Endurance
  • (29) Crushing Impact - Damage/Recharge
  • (31) Crushing Impact - Accuracy/Damage/Recharge
Level 28: Lucky
  • (A) Defense Buff IO
  • (37) Defense Buff IO
  • (40) Defense Buff IO
Level 30: Divine Avalanche
  • (A) Defense Buff IO
Level 32: Golden Dragonfly
  • (A) Scirocco's Dervish - Chance of Damage(Lethal)
  • (33) Scirocco's Dervish - Damage/Recharge
  • (33) Scirocco's Dervish - Damage/Endurance
  • (33) Scirocco's Dervish - Accuracy/Recharge
  • (34) Scirocco's Dervish - Accuracy/Damage
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 35: Evasion
  • (A) Defense Buff IO
  • (42) Defense Buff IO
  • (42) Defense Buff IO
Level 38: Elude
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense/Recharge
  • (39) Luck of the Gambler - Endurance/Recharge
  • (40) Luck of the Gambler - Defense/Endurance/Recharge
  • (40) Recharge Reduction IO
Level 41: Focused Accuracy
  • (A) To Hit Buff IO
  • (46) To Hit Buff IO
  • (50) To Hit Buff IO
Level 44: Physical Perfection
  • (A) Endurance Modification IO
  • (45) Endurance Modification IO
  • (45) Endurance Modification IO
  • (45) Healing IO
  • (46) Healing IO
  • (46) Healing IO
Level 47: Energy Torrent
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Chance of Damage(Energy)
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Conserve Power
  • (A) Recharge Reduction IO
Level 50: Musculature Radial Paragon
------------
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) Run Speed IO
Level 2: Health
  • (A) Healing IO
  • (19) Healing IO
  • (21) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (17) Endurance Modification IO
  • (19) Endurance Modification IO


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Second build was created to get maximum damage possible with what I have as inf. I could get a Shield Wall in Elude later to make its maximum possible damage but this build as it can be seen made my toon a little too much squishy without elude. I didn't die with this build yet and my DPS is increased in comparison with other build but I think there is still room for this one to improve.

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut
  • (A) Undermined Defenses - Defense Debuff
  • (3) Undermined Defenses - Defense Debuff/Endurance
  • (3) Analyze Weakness - Defense Debuff
  • (5) Analyze Weakness - Defense Debuff/Endurance/Recharge
  • (5) Analyze Weakness - Accuracy/Defense Debuff
  • (7) Analyze Weakness - Accuracy/Endurance/Recharge
Level 1: Focused Fighting
  • (A) Red Fortune - Defense
  • (7) Red Fortune - Endurance
  • (9) Red Fortune - Defense/Endurance
  • (9) Red Fortune - Defense/Endurance/Recharge
  • (11) Defense Buff IO
  • (11) Defense Buff IO
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (13) Red Fortune - Defense
  • (13) Red Fortune - Defense/Endurance/Recharge
  • (15) Red Fortune - Endurance
  • (15) Defense Buff IO
  • (17) Defense Buff IO
Level 4: Agile
  • (A) Defense Buff IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (50) Recharge Reduction IO
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO
Level 12: Assault
  • (A) Endurance Reduction IO
Level 14: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (17) Adjusted Targeting - To Hit Buff
  • (37) Encouraged Accuracy - To Hit Buff
  • (37) Encouraged Accuracy - To Hit Buff/Recharge
  • (39) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
Level 16: Dodge
  • (A) Defense Buff IO
Level 18: The Lotus Drops
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Damage/Recharge
  • (19) Obliteration - Damage/Recharge
  • (21) Achilles' Heel - Defense Debuff/Recharge
  • (21) Achilles' Heel - Defense Debuff
  • (46) Damage Increase IO
Level 20: Maneuvers
  • (A) Empty
Level 22: Quickness
  • (A) Run Speed IO
Level 24: Divine Avalanche
  • (A) Mako's Bite - Accuracy/Endurance/Recharge
  • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (25) Mako's Bite - Damage/Endurance
  • (31) Mako's Bite - Accuracy/Damage
Level 26: Soaring Dragon
  • (A) Mako's Bite - Damage/Endurance
  • (27) Mako's Bite - Damage/Recharge
  • (27) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (29) Mako's Bite - Accuracy/Damage
  • (29) Achilles' Heel - Defense Debuff
  • (31) Achilles' Heel - Defense Debuff/Recharge
Level 28: Lucky
  • (A) Defense Buff IO
Level 30: Super Speed
  • (A) Endurance Reduction IO
Level 32: Golden Dragonfly
  • (A) Obliteration - Damage
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (33) Damage Increase IO
  • (34) Damage Increase IO
  • (34) Damage Increase IO
Level 35: Evasion
  • (A) Defense Buff IO
Level 38: Elude
  • (A) Defense Buff IO
  • (40) Defense Buff IO
  • (40) Defense Buff IO
  • (40) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 41: Focused Accuracy
  • (A) Adjusted Targeting - To Hit Buff
  • (42) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Encouraged Accuracy - To Hit Buff
  • (42) Encouraged Accuracy - To Hit Buff/Recharge
  • (43) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
Level 44: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
  • (45) Efficacy Adaptor - EndMod/Accuracy
  • (45) Efficacy Adaptor - EndMod/Recharge
  • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (46) Efficacy Adaptor - EndMod/Endurance
  • (46) Endurance Modification IO
Level 47: Energy Torrent
  • (A) Javelin Volley - Damage/Recharge
  • (48) Javelin Volley - Damage/Endurance/Recharge
  • (48) Javelin Volley - Accuracy/Damage/End/Rech
  • (48) Javelin Volley - Accuracy/Damage
  • (50) Explosive Strike - Damage/Knockback
  • (50) Explosive Strike - Accuracy/Knockback
Level 49: Conserve Power
  • (A) Empty
Level 50: Musculature Radial Paragon
------------
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) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (31) Efficacy Adaptor - Accuracy/Recharge
  • (34) Efficacy Adaptor - EndMod/Accuracy


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Posted

Wow. Can you play either of those builds without constantly popping blues? The endurance consumption looks pretty high on both. And on the second build, you've built for +Dam, but left at least one attack with NO Damage enhancements at all. And neither build is even close to the defense softcap. Softcapping isn't mandatory, however, with no other means of mitigation, it's a pretty good idea for SR, and pretty easy too.

Personally, rather than chasing +Dam buffs (which are usually fairly small), I'd go after +Recharge. I'd rather hit twice as often for 20% less damage, personally.

After a little tweaking, here's what I came up with, using almost the same power choices as you.

First off, the Endurance is FAR more sustainable: 0.9/sec Use and 3.64% Recovery instead of 1.48% Use and 3.17 Recovery.

My build gets you to 45% or higher defense to all positions, which means you can drop Eludel at this point, all it's doing is giving you +Recovery and +Runspeed, and personally, I don't think that's worth the crash at the end. Also, my Defense Debuff Resistance is capped, meaning that you'll STAY above 45%, except in very unusual situations (like unresistable debuffs).

My Recharge is over 60% higher, meaning that Hasten has about 10 seconds of downtime. On your build, Hasten is down for over 40 seconds. Ther recharge on Build Up, Soaring Dragon and Golden Dragonfly are each about half the recharge as on your build, and the damage on each is only 10-12% lower, which is easily recovered by using Build Up more often. Because you're softcapped, I also removed Divine Avalanche, and replaced it with Flashing Steel. It does a little more damage with similar recharge, and is an AoE.

Some of the IOs I used are a bit more expensive, particularly the Luck of the Gambler +Recharges, the Steadfast Res/Def, and the Miracle and Numina Uniques. However, so are the PVP IOs you used, and the IOs I used are far easier to obtain with Alignment Merits than PVP IOs are, should you find yourself short on cash.

And there's one power choice left for you to do whatever you want with.

Here's the build I came up with:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(9), LkGmblr-Rchg+(11)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(15), LkGmblr-Rchg+(15)
Level 4: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(29)
Level 18: The Lotus Drops -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34), LkGmblr-Rchg+(36)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- DefBuff-I(A), DefBuff-I(36)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(37)
Level 30: Super Speed -- Run-I(A)
Level 32: Golden Dragonfly -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42), LkGmblr-Rchg+(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48), P'Shift-End%(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: [Empty]
Level 50: Musculature Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(19), P'Shift-End%(21)


@Roderick

 

Posted

Thanks for help. I like your build alot and I will try it.

For your questions here is what I was doing so far with them.

First Build: In solo I didn't have any problems with either endurance or recharge since nothing stay alive that long and since I am switching between attacks and GC is always up for dropping defense debuff on linking attacks isn't that much of problem. It usually looks like this SD-GC-GD After this usually i am surrounded (I cam currently playing with a 4 player set difficulty) and i use LD-GC and start again if I see my health dropping or there isn't that many enemy surrounding me I do a DA-GC and start over. I use build-up whenever I can I don't need to us hasten with this combination set. For EB's (I set it no AV) nothing stay alive for 3 min mostly so I save elude+hasten for them and until EB I usually don't activate tactics and focused acc so endurance is not a problem that way. If elude drops earlier than i expect i use 1 or 2 blur hasten+conserve power and reactivate all defense toggles. Well I forgot if it was I learned to survive with this build or did I build it that way.

For team plays its even less a problem with end or recharge since almost always someone is buffing and/or someone is tanking.

Second Build: In solo my health drops alot faster I admit but its also true for enemies and I made a few tests with both builds on same level and same type of creeps purely on damage of GD (ok I admit bad reasoning since I put almost every extra damage on GD still here are the results) First build was doing 331.86 damage w/o build-up and 490.19 damage with build-up. Second build was doing 450.55 damage w/o build-up and 578.84 damage with build-up. I was using elude alot more in this but still its managable.

I didn't used this build in a team yet so can't tell for sure but I hope it works like first one if not better.


 

Posted

After playing with mid I come up with this one but I am stuck at here. How can I get perma hasten with a build similiar to this? I don't intend to change anything in golden dragonfly unless it gives me more recharge time and crucial to get perma-hasten.

Also a sub note I don't have the inf or merit or anything else to get those purples yet but from what I see in the game with new hero merit system even it takes ages it will be still easier to get them with merits rather than trying to collect inf and it seems their drop rate somewhat become higher than what it was like 1 year ago.

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

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Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Hecatomb - Damage
  • (3) Hecatomb - Damage/Recharge
  • (3) Hecatomb - Accuracy/Damage/Recharge
  • (5) Hecatomb - Accuracy/Recharge
  • (5) Hecatomb - Damage/Endurance
Level 1: Focused Fighting
  • (A) Red Fortune - Defense/Endurance
  • (7) Red Fortune - Defense/Recharge
  • (7) Red Fortune - Endurance/Recharge
  • (9) Red Fortune - Defense/Endurance/Recharge
  • (9) Red Fortune - Endurance
  • (11) Defense Buff IO
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Defense/Recharge
  • (13) Red Fortune - Endurance/Recharge
  • (13) Red Fortune - Defense/Endurance/Recharge
  • (15) Red Fortune - Endurance
  • (15) Red Fortune - Defense
Level 4: Flashing Steel
  • (A) Multi Strike - Accuracy/Damage
  • (21) Multi Strike - Damage/Endurance
  • (23) Multi Strike - Damage/Recharge
  • (23) Multi Strike - Accuracy/Endurance
  • (25) Multi Strike - Accuracy/Damage/Endurance
  • (25) Multi Strike - Damage/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 8: Build Up
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 10: Practiced Brawler
  • (A) Endurance Reduction IO
Level 12: Boxing
  • (A) Empty
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Dodge
  • (A) Defense Buff IO
  • (29) Luck of the Gambler - Recharge Speed
Level 18: The Lotus Drops
  • (A) Armageddon - Damage
  • (31) Armageddon - Damage/Recharge
  • (31) Armageddon - Accuracy/Damage/Recharge
  • (31) Armageddon - Accuracy/Recharge
  • (33) Armageddon - Damage/Endurance
  • (33) Damage Increase IO
Level 20: Weave
  • (A) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Endurance
  • (36) Luck of the Gambler - Recharge Speed
Level 22: Quickness
  • (A) Run Speed IO
Level 24: Agile
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Defense Buff IO
Level 26: Soaring Dragon
  • (A) Mako's Bite - Accuracy/Damage
  • (36) Mako's Bite - Damage/Endurance
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Crushing Impact - Accuracy/Damage/Recharge
  • (50) Crushing Impact - Damage/Endurance/Recharge
Level 28: Lucky
  • (A) Defense Buff IO
  • (37) Luck of the Gambler - Recharge Speed
Level 30: Maneuvers
  • (A) Defense Buff IO
Level 32: Golden Dragonfly
  • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage
  • (39) Damage Increase IO
  • (40) Damage Increase IO
  • (40) Damage Increase IO
Level 35: Evasion
  • (A) Red Fortune - Defense/Endurance
  • (36) Defense Buff IO
  • (40) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Endurance
Level 38: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
  • (46) Efficacy Adaptor - EndMod/Recharge
  • (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (46) Efficacy Adaptor - EndMod/Accuracy
  • (48) Efficacy Adaptor - EndMod/Endurance
  • (48) Performance Shifter - Chance for +End
Level 47: Assault
  • (A) Endurance Reduction IO
Level 49: Conserve Power
  • (A) Recharge Reduction IO
Level 50: Musculature Total Radial Revamp
------------
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) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (50) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (17) Efficacy Adaptor - EndMod/Recharge
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (19) Efficacy Adaptor - EndMod/Accuracy
  • (19) Efficacy Adaptor - EndMod/Endurance
  • (21) Performance Shifter - Chance for +End


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Posted

Quote:
Originally Posted by Kangstor View Post
After playing with mid I come up with this one but I am stuck at here. How can I get perma hasten with a build similiar to this? I don't intend to change anything in golden dragonfly unless it gives me more recharge time and crucial to get perma-hasten.

Also a sub note I don't have the inf or merit or anything else to get those purples yet but from what I see in the game with new hero merit system even it takes ages it will be still easier to get them with merits rather than trying to collect inf and it seems their drop rate somewhat become higher than what it was like 1 year ago.
There's a lot going on in your build that puzzles me, but you've pretty clearly expressed that you like it that way, so here's what I have that you might like.

Ideas I have which may or may not interest you:
-Switch the slotting on Lotus Drops and Golden Dragonfly, same set bonuses but the more useful (IMO) power gets the better stats.
-Replacing the generic Defense IOs in your auto powers would get you some regeneration with no performance loss.
-You could drop Maneuvers, you don't need it to soft-cap and you aren't using it for a LotG, alternatively you could slap an LotG +recharge in it.
-Grabbing -res procs. Either achilles' heel (cheap) or fury of the gladiator (uncheap). They don't boost the number in mids, but they boost the heck out of how quickly you kill things.
-Getting at least a 5set of obliterations instead of 3 pieces.

Or you could change things up a bit and grab tactics to lessen the endurance load:http://www.cohplanner.com/mids/downl...2CF90B43FED589

Comparing your build with mine I see similar damage numbers. When you get your T4 musculature you'll hit for a hair more. 10 or so more damage per GD. But I feel like you sacrifice a lot to get there, ED really bites down hard. But hey, we all make sacrifices. Make the ones you enjoy.


 

Posted

Thanks for advices. Actually I was unsure what to do with this build. It was really hard for me to drop elude since my playstyle was focused around it when fighting large mobs or EB/AV's. So i guess I am trying to focus on a toon which can take care of latge mobs quickly with a chain of LD, FS, GC and fight on EB/AV's with classicd GC, GD, SD chain.

For your advices;

-changing sets is plausible I was more like how can I get more damage when I did it so didn't think over it too much at that time admitedly.
-replacing defense IO's for more regen: I knew I was forgetting something thanks for pointing out.
-I actually got maneuvers for those nasty defensedebuff's and those have high tohitbuff's from what I see in these boards its usually adviced to have it between 45 and 50 (usually 47 or 48) but it would be better to drop it for endurance drain-wise.
-I totally forgot about -res procs and it seems achilles' heel isn't unique so it can be sloted for two or three powers probably into Gambler's cut because it will be the most I used and in lotus drop because if it kicks in everything around me gets -res.
-I was sure I had %5 recharge bonus capped but maybe I removed something (probably when I placed purples) that was why I didn't put 5 obliteration.

For ED, Frankly this is not the how build looks like now I put manevuer to try how it would look like but it seems with a %90+ res to defense debuff I may got a little carried away over soft cap. For last power I really don't need a travel power since I have ninja run but if ı can't find another power I may put SS back since it at least give me chance to ghost one mission with team teleport.


 

Posted

Quote:
Originally Posted by Kangstor View Post
-I totally forgot about -res procs and it seems achilles' heel isn't unique so it can be sloted for two or three powers probably into Gambler's cut because it will be the most I used and in lotus drop because if it kicks in everything around me gets -res.
Wall of text with my contributions to previous discussions of this topic, not really well organized. Apologies. If you don't want to read it, my conclusion is that Achilles' Heel is usually (but not always) a poor choice in an AoE.

Quote:
Lets say you're surrounded by five even level minions and you use a PBAoE with an Achilles' Heel proc in it. With a 20% chance of firing, on average it will hit one of those minions. Achilles' Heel is basically a buff – attacks on that minion over the next ten seconds will do 20% more damage. So we can consider that additional damage to be the “damage” that the proc does. A level 50 minion has 430 hit points. Let's say that the attack with the proc did 190 hit points of damage, leaving the minion with 240 hit points. And lets say that you DO manage to kill the minion in the next ten seconds. The 240 hit points of damage required to kill the minion can be considered to be 200 base hit points of damage, plus 40 hit points of damage from the proc. So what's the MAXIMUM damage that the proc can do? It would be in an AoE that does NO damage itself, so that the minion still has all 430 hit points of damage. And then you'd need to finish off the minion in the next 10 seconds, which pretty much means finishing off the whole crowd in 10 seconds since I don't think there's a way to identify who got hit with the proc, or at least not to do it quickly. You would then attack the minion for exactly 359 points of damage, and the proc would do the other 359 * 20% = 71 points of damage.

So the proc does 71 damage to an even level minion under nearly IDEAL circumstances –your AoE does no damage at all, and you finish off the crowd in the next 10 seconds.

What about a regular damage proc? That's a lot simpler. 20% chance of doing 71.8 damage.

So when fighting minions, even under nearly ideal circumstances, the Achilles' Heel proc basically only pulls even with a regular old damage proc. In practice, it'll be way behind.

What about lieutenants? Well, you won't be surrounded by just five lieutenants and nothing else, and good luck finishing five lieutenants off in 10 seconds except with an AoE monster, but sure, let's say that everything comes together just perfectly. A level 50 lieutenant has 805 hit points. So you're doing 671 damage, and the proc does 671 * 20% = 134 damage to finish off the lieutenant. Then yes, under these even more ideal circumstances, the Achilles' Heel proc will do somewhat more damage than a regular old damage proc. But taking into account that not everyone's level 50, that you won't often find yourself in this situation, that your AoE actually does damage, and that sometimes you won't finish off the guy that got hit with the proc in the next 10 seconds, I wouldn't say that it's necessarily better in practice. I'd probably still recommend a regular damage proc as being more likely to do more damage on average, and to do it sooner since it takes effect on that attack rather than on potential future attacks. But even if we take the 20% chance of 134 damage at face value, what about a purple proc? That's a 33% chance of 107.1 damage = 35.343 damage on average, compared to our 20% * 134 = 26.8 damage on average. So the purple proc is still significantly better than Achilles' Heel against lieutenants even under near ideal circumstances.

So we pretty much need to get up to boss level before the Achilles' Heel starts to really beat out the alternatives. And while you might be using AoEs on a boss farm, you're not going to be finishing off that crowd of bosses in 10 seconds unless you're on a big AoE team. So I suppose I could add a qualifier of “unless you're AE boss farming on a big AoE team” to my advice to skip Achilles' Heel procs on AoEs, but that's seems unnecessary, that being such an exceptional circumstance.

So the basic use of Achilles' Heel procs is for taking down single hard targets. It's a single target because you don't usually find or take out multiple hard targets fast enough (with some exceptions on some teams). And its a hard target like a boss or above because only those have enough hit points for the damage from the Achilles' Heel to add up.

Now, I DO see some logic in putting it in AoEs for another situation – attacking the boss, but using an AoE because there are other enemies around. The primary target is the boss, so it's pretty much like putting it in a single target attack at that point, which is to say that it is worthwhile. However, what percentage of time do you use your AoEs that way specifically, and what percentage of time do you use them on targets other than bosses? Generally speaking, I think AoEs are largely used as minion munchers. As such, the Achilles' Heel procs are usually going to be outclassed by other options, often significantly outclassed.

REVISION: If the AoE has a regular damage proc, it is all but guaranteed to do full damage, because most AoEs don't do enough damage to kill the minions in that one hit, even when the proc hits. You could always be finishing off something with an AoE, I suppose, in which case a regular proc wouldn't hit for full damage. But if you're finishing off something with AoE, the Achilles' Heel DEFINITELY isn't helping, since it just sets you up for future damage. So we're talking about that initial hit. With an Achilles' Heel, some of the extra damage buff will almost always be wasted on blowthrough damage. In other words, you're not going to do exactly 359 damage, and the proc does the other 71. You're just as likely to have your last attack do blowthrough damage, in which case the proc also isn't contributing as much.,

REVISION: For the AoE attack on bosses, not particularly useful because your single target chain should have a bunch of Achilles' Heels, and stacking makes each additional one less useful. Depends on primary, of course.

REVISION: More useful on teaming than I'd been thinking. Basically, yes, it's wasted on minions and to lesser extent lieutenants. But it's helpful on the bosses. And I suspect that on an average team, bosses are what live the longest. They're therefore the targets most in need of taking down more quickly to keep things moving. So even if the average damage of the resistance debuff is lower, if it preferentially targets bosses for extra damage, that can be a good thing. More details follow:

REVISION: Either I'm completely missing your point, or you're completely missing mine. So I'll try again taking a slightly different approach.

You and your full team encounter a full spawn with 2 bosses, 3 lieutenants and 5 minions. You get to the team first and launch your AoE, which does no damage of its own other than the proc. You and the team then wipe out the entire spawn in the next 10 seconds. This situation is the best possible scenario for the debuff compared to straight damage procs. Taking the average of the procs across many such spawns.

Achilles' Heel: 86 * 2 bosses + 27 * 2 lieutenants + 14 x 5 minions = 296 damage
Damage Proc: 14 * 10 mobs = 140 damage
Purple Proc: 35 * 10 mobs = 350 damage

That's your ideal. Now maybe this is what you mean when you say that looking at max damage (I assume you meant damage instead of usage) isn't the ideal. I would argue here that even though the purple proc does more overall damage, the Achilles' Heel is more useful, because it preferentially targets the bosses for additional damage. If bosses are what typically survive the longest in large spawns on large teams (as I assume to be the case), then this preferential damage will speed things up slightly on average. So I would argue here that the Achilles' Heel is better than the purple proc for this situation.

But this situation was an ideal situation. The first obvious deviation from this ideal is that your own AoE attack does damage. Just to have a number, I'm going to use my The Lotus Drops from my Katana/Dark. Looks like it does 277 damage under Build Up. That seems reasonable to use. Now everyone has fewer hit points for the proc to help with. Now it looks like this:

Achilles' Heel: 76 * 2 bosses + 18 * 2 lieutenants + 4 * 5 minions = 208 damage

Looking worse. Damage on bosses is still good, so maybe it's still better than a purple proc. But getting more realistic, hopefully the tank is leading the charge, and is probably using AoE to help get control of the situation. And others are probably itching to do damage as well, so you aren't likely first AoE every time. So on average, they'll have taken somewhat more than that 277 damage before your debuff kicks in. Let's say they've taken 600 points of damage - the minions are all dead, and the lieutenants are hurting.

Achilles' Heel: 66 * 2 bosses + 7 * 2 lieutenants = 146 damage

But maybe you're not fighting +0. Maybe you're fighting +2. Do normal teams carve through a +2 spawn with bosses in ten seconds? Eh, let's say they do. Your 600 points of damage is now only 480 points, and the other procs are at reduced damage:


Achilles' Heel: 70 * 2 bosses + 11 * 2 lieutenants = 162 damage
Damage Proc: 11 * 10 mobs = 110 damage
Purple Proc: 28 * 10 mobs = 280 damage

And so it goes. My general observation would be that the purple proc usually simply does more damage. A further advantage of this is that the damage is all up front, so is more useful for mitigation through such things as finishing off minions or lieutenants more quickly while you pound on the bosses. But the Achilles' Heel is useful for its preferential targeting of bosses for additional damage during the course of the fight. This is less useful up front, in mitigation, and does less damage overall. But if you can take the bosses out that much faster, you should be able to finish the fight that much faster, as bosses probably tend to last the longest.

Coming clean, my Fire/Shield has a Fury of the Gladiator proc in Fire Sword Circle. Why? Well, mainly because he already has the purple proc. But I'm also banking on the preferential damaging of bosses to hopefully speed my progress through spawns solo. And because the toon has serious AoE, so is more likely to get at least SOME damage from the proc on things other than his primary target (bosses). And because Fire Sword Circle is part of his "single" target attack chain.

Now, having covered all that, I perhaps still simply don't get what you're trying to say, but I'll try. I think you're trying to say that the average damage done, and when it is done, isn't what is most relevant. What is most relevant is how likely the proc is to save time/attacks/endurance.

You are correct! But that doesn't make the Achilles' Heel any better compared to its rivals. Ignoring WHEN the damage is done, the chance of some damage saving an attack (and thus time and endurance) down the line is basically a direct correlation with the damage done. This is all about the law of averages. Even ONE more point of damage might (though it's very unlikely) save an attack. Your AoE does 277 damage. Your teammate's AoE does 152 points of damage. The minion has 1 hit point left. A proc that does one hit point of damage may save an attack. How likely is this scenario? Not likely, but only because it's a single hit point. A proc that does 107.1 hit points, though, is MUCH more likely to save an attack. I'd say 107.1 times as likely on average as a first pass.

Now that's just minions. The Achilles' Heel is significantly more likely to save an attack on a boss if it fires, but that is already reflected in my numbers, in the way that I calculate significantly more damage for the Achilles' Heel on bosses than on minions.

Now what about the idea of damage NOW instead of damage in the form of a buff? Damage NOW is more likely to save an attack. The trivial case of this is when damage now finishes off the enemy. A buff would require hitting the enemy again. What about our boss situation, first part of the fight? Damage now will hardly make a dent. But so that we're comparing apples to apples, let's say the damage proc does 300 damage now as opposed to 300 damage in the form of buffs to later attacks. Well, damage now is damage in the bank. It applies even if the boss runs off around a corner. It applies even if the team doesn't finish the boss off in the next ten seconds. It may not be MUCH more likely to save an attack, but it is MORE likely, as long as the average damage (as I calculated above) is equal. Now, the average damage of an Achilles' Heel on a boss actually dwarfs the average damage of regular or purple procs. But THAT is the reason it is better on bosses, not some advantage to delaying damage. And that damage difference is already accounted for in everything I've calculated.

Jesus why did I write all that?

REVISION: What hasn't been quantified is what happens if the attack cycles again in less than ten seconds. Since the debuffs don't stack, the second attack gives you less damage. This is a point in favor of damage procs, not debuff procs. For example, lets say the attack cycles in five seconds. Every other attack's buff can be considered to do 0 damage. It's slightly better than that if we include the chance of missing, but doubling the attack rate doesn't double the average debuff, it barely changes it. (edit: Wait, that sounds wrong. There's a very good chance that when your second attack procs on a target, your first didn't on that target. It won't double the average debuff, but it should be close. And I know that from my DPS calculations, so what was I thinking here?) And while we're on the subject of not stacking, my understanding is that the debuffs don't even stack from Achilles' Heels being used by your teammates. Straight damage from procs, of course, does "stack". Another point in favor of straight damage procs.

REVISION: Clarify that you aren't saying that the less damage an AoE does, the better. Obviously, the more damage it does, the better. But the more damage it does, the less the Achilles' Heel proc contributes.

REVISION: State clearly that this same argument applies to the Fury of the Gladiator proc.


"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

Thanks for that text Werner. I can see how little it could be used in with my build.

This is what i got after playing in mids with Shutter2's suggested build. I know putting 4 of same enchantment in a power is waste but really can't find any other place to put it ad still get that perma-hasten :P

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Mako's Bite - Damage/Recharge
  • (3) Mako's Bite - Damage/Endurance
  • (3) Mako's Bite - Accuracy/Damage
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (5) Achilles' Heel - Chance for Res Debuff
Level 1: Focused Fighting
  • (A) Red Fortune - Defense/Endurance
  • (7) Red Fortune - Defense/Recharge
  • (7) Red Fortune - Endurance/Recharge
  • (9) Red Fortune - Defense/Endurance/Recharge
  • (9) Red Fortune - Endurance
  • (11) Red Fortune - Defense
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Defense/Recharge
  • (13) Red Fortune - Endurance/Recharge
  • (13) Red Fortune - Defense/Endurance/Recharge
  • (15) Red Fortune - Endurance
Level 4: Flashing Steel
  • (A) Multi Strike - Accuracy/Damage
  • (21) Multi Strike - Damage/Endurance
  • (23) Multi Strike - Damage/Recharge
  • (23) Multi Strike - Accuracy/Endurance
  • (25) Multi Strike - Accuracy/Damage/Endurance
  • (25) Multi Strike - Damage/Endurance/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 8: Build Up
  • (A) Adjusted Targeting - Recharge
  • (29) Adjusted Targeting - Endurance/Recharge
  • (33) Recharge Reduction IO
Level 10: Practiced Brawler
  • (A) Endurance Reduction IO
Level 12: Boxing
  • (A) Empty
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
Level 16: Dodge
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Recharge Speed
Level 18: The Lotus Drops
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
Level 20: Weave
  • (A) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Endurance
  • (36) Luck of the Gambler - Recharge Speed
Level 22: Quickness
  • (A) Run Speed IO
Level 24: Agile
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
Level 26: Soaring Dragon
  • (A) Hecatomb - Damage
  • (36) Hecatomb - Damage/Recharge
  • (37) Hecatomb - Accuracy/Damage/Recharge
  • (37) Hecatomb - Accuracy/Recharge
  • (40) Hecatomb - Damage/Endurance
  • (46) Achilles' Heel - Chance for Res Debuff
Level 28: Lucky
  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Golden Dragonfly
  • (A) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
  • (48) Achilles' Heel - Chance for Res Debuff
Level 35: Evasion
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense
  • (40) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Endurance
Level 38: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Efficacy Adaptor - EndMod
  • (48) Efficacy Adaptor - EndMod/Recharge
  • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
  • (50) Efficacy Adaptor - EndMod/Endurance
  • (50) Performance Shifter - Chance for +End
Level 49: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%)
Level 50: Musculature Core Paragon
------------
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) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (46) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Numina's Convalescence - Heal
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (17) Efficacy Adaptor - EndMod/Recharge
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (19) Efficacy Adaptor - EndMod/Accuracy
  • (19) Efficacy Adaptor - EndMod/Endurance
  • (21) Performance Shifter - Chance for +End


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Posted

Something else That hasn't been mentioned (unless it's in that wall of text) is that achille's heel procs don't stack, at all. So it's best to just have 1 in Gambler's Cut, and use it for every other attack.

Secondly, do you not plan on getting any accolades? Those will drastically help your hp and recovery.

You'd want to make the most out of the hecatomb proc since it fires so often, since you'd be using Gambler's Cut more than any other attack, it is commonplace to put the hecatomb set in GC, with 1 achille's heel proc. SD can take a crushing impact set and a damage proc if you drop one of your red fortunes.

Defense doesn't solve all your problems, and you short-sticked your only resistance power, tough.

You'd get better set bonuses if you flipped the multistrike set to a scirocco, and use the 6th slot on the obliteration set in TLD instead.

Golden Dragonfly can take a fury -res proc as well, which does stack with achille's heel. If you have the cash, it's worth getting one of those.

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

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(19)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(9), RedFtn-Def(11)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(11), RedFtn-Def/EndRdx(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx/Rchg(15)
Level 4: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(21), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Acc/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(27)
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29), RechRdx-I(33)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(34), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(36)
Level 16: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(27)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-%Dam(25), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(36), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(40), LdyGrey-%Dam(46)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 30: Assault -- EndRdx-I(A)
Level 32: Golden Dragonfly -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/Rchg(39), Armgdn-Dam%(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FotG-ResDeb%(48)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod(48), Mrcl-Rcvry+(50), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
Level 49: Super Speed -- Winter-ResSlow(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(29), Numna-Heal(46), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod(17), P'Shift-EndMod/Acc(19)



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Quote:
Originally Posted by Iggy_Kamakaze View Post
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
http://boards.cityofheroes.com/showthread.php?t=260718
^Professional Katana/regen build thread

 

Posted

Okay this is the build I am currently using. With i20 launched i give some tries at lambda, all random runs. 3 times with a team of 8 one time with an 11. 3 of them failed at marauder last one failed at security team. I realised that my soft cap is not so softcapped against preatoria (i didnt use beta testing for i20 so all new to me). My question is do I need to rise softcap and if so how much and how? If i don't need it which interface should i take. Or maybe should I get elude back instead of something in the build?

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-EndRdx(9), LkGmblr-Rchg+(11)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(15), LkGmblr-Rchg+(15)
Level 4: Flashing Steel -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(21), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(29)
Level 18: The Lotus Drops -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx(34), LkGmblr-Rchg+(36)
Level 22: Quickness -- Run-I(A)
Level 24: Agile -- DefBuff-I(A), DefBuff-I(36)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(37)
Level 30: Super Speed -- Run-I(A)
Level 32: Golden Dragonfly -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx(42), LkGmblr-Rchg+(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48), P'Shift-End%(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Conserve Power -- RechRdx(A)
Level 0: Freedom Phalanx Reserve
Level 0: Elusive Mind
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Vanguard Medal
Level 0: Geas of the Kind Ones
Level 50: Musculature Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(19), P'Shift-End%(21)



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

This is what i made after i play around mids a little more. I need help to make it better if possible but I want to keep body mastery for concept-wise. If there are any other pools that anyone can recommend for a natural scrapper instead of body mastery, I am open for suggesitons though.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Hecatomb - Damage
  • (3) Hecatomb - Chance of Damage(Negative)
  • (3) Hecatomb - Damage/Endurance
  • (5) Hecatomb - Damage/Recharge
  • (5) Hecatomb - Accuracy/Damage/Recharge
  • (27) Achilles' Heel - Chance for Res Debuff
Level 1: Focused Fighting
  • (A) Red Fortune - Defense/Endurance
  • (7) Red Fortune - Defense/Recharge
  • (7) Red Fortune - Endurance/Recharge
  • (9) Red Fortune - Defense/Endurance/Recharge
  • (9) Red Fortune - Endurance
  • (11) Red Fortune - Defense
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Defense/Recharge
  • (13) Red Fortune - Endurance/Recharge
  • (13) Red Fortune - Defense/Endurance/Recharge
  • (15) Red Fortune - Endurance
Level 4: Flashing Steel
  • (A) Eradication - Damage
  • (21) Eradication - Accuracy/Recharge
  • (23) Eradication - Damage/Recharge
  • (23) Eradication - Accuracy/Damage/Recharge
  • (25) Eradication - Accuracy/Damage/Endurance/Recharge
  • (25) Eradication - Chance for Energy Damage
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
  • (27) Recharge Reduction IO
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 10: Practiced Brawler
  • (A) Endurance Reduction IO
Level 12: Boxing
  • (A) Empty
Level 14: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (40) Steadfast Protection - Resistance/Endurance
  • (46) Impervium Armor - Resistance
  • (48) Impervium Armor - Resistance/Endurance
Level 16: Dodge
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Recharge Speed
Level 18: The Lotus Drops
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 20: Weave
  • (A) Red Fortune - Defense/Endurance
  • (33) Red Fortune - Defense/Recharge
  • (34) Red Fortune - Endurance/Recharge
  • (34) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Endurance
  • (36) Luck of the Gambler - Recharge Speed
Level 22: Quickness
  • (A) Run Speed IO
Level 24: Agile
  • (A) Luck of the Gambler - Recharge Speed
  • (43) Luck of the Gambler - Defense
Level 26: Soaring Dragon
  • (A) Mako's Bite - Damage/Endurance
  • (36) Mako's Bite - Damage/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage
Level 28: Lucky
  • (A) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 30: Assault
  • (A) Endurance Reduction IO
Level 32: Golden Dragonfly
  • (A) Armageddon - Damage/Endurance
  • (33) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
Level 35: Evasion
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense
  • (40) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Endurance
Level 38: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Focused Accuracy
  • (A) Adjusted Targeting - To Hit Buff/Endurance
  • (43) Adjusted Targeting - To Hit Buff/Endurance/Recharge
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Physical Perfection
  • (A) Performance Shifter - EndMod
  • (48) Performance Shifter - EndMod/Accuracy
  • (48) Performance Shifter - EndMod/Recharge
  • (50) Performance Shifter - EndMod/Accuracy/Recharge
  • (50) Performance Shifter - Accuracy/Recharge
  • (50) Performance Shifter - Chance for +End
Level 49: Super Speed
  • (A) Winter's Gift - Slow Resistance (20%)
Level 50: Musculature Core Paragon
Level 0: Portal Jockey
Level 0: Elusive Mind
Level 0: Task Force Commander
Level 0: Vanguard Medal
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
------------
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) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (46) Numina's Convalescence - +Regeneration/+Recovery
  • (46) Numina's Convalescence - Heal
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (17) Efficacy Adaptor - EndMod/Recharge
  • (17) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (19) Efficacy Adaptor - EndMod/Accuracy
  • (19) Efficacy Adaptor - EndMod/Endurance
  • (21) Performance Shifter - Chance for +End


Code:
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As can be seen its almost have perma-hasten (part of reason why I got two purple set) over normal soft-cap and can be achieved (or get close to) incarnate soft cap with a small purple. I wish I could get more resistance but I don't know how and lastly I think my DPS is a little low despite i can make GD-GC-SD-GC chain. Funny enough no matter how much i calculated i shouldn't be able to pull this off yet, I can even make a GD-SD-GC if I can press buttons fast enough probably because of power lag but I am not sure. Since I don't want this chain to be broken however i sacrife a GC once a while to put Practice brawl(actually in auto-mode its really annoying getting knocked when I try to make GD), hasten(its necessary to make chain after all), conserve power(I didn't really tested this with this build yet since I lack armageddon's build is not complete) or a build-up(well this is actually to make DPS bigger since it gives more than GC offer and its effect stays untill i can make two GD so over all its good).

I have a few questions that comes to my mind to make this build better.

1) Is it better to put maneuvre instead of combat jumping? I know CJ is end-wise better but in incarnate trials even slightest % bonus to def till soft cap counts.

2) Should I move gaussian set to focused Accuracy? I frankly though it wound be better in build-up since I always use build-up before GD and it means if it fires i will get double on my GD guaranteed but in overall DPS it may be better to have on a toggle power.

3) Should I get tactics instead of Focused Accuracy? I got focused accuracy because it gives +acc and res tohit debuff but tactics gives more +to-hit, have lesser endurance usage and gives resistance to fear which is can't be prevented by practiced brawl.