MA/SR in progress
I don't usually post builds, but I like helping out a fellow MA/SRer so here's Daemodand's Body build (which is pretty much finalized).
Build notes based on the quirks of my play style:
I under-slotted Storm Kick. Gasp, I know. I like big orange numbers, and every other attack I took had bigger orange numbers, and I wanted the slots elsewhere, so there we are.
And yes, I have Elude on a softcapped build. It mules my 3% Res IO and does come in handy on occaision for mitigating AE custom critter craziness, help with stacked Nemesis Vengeances, Praetorian Devouring Earth (not the Quartzes, of course lol) and provides emergency Recovery on the rare occasion it's necessary.
I went Musculature. Did I mention I like big orange numbers? I'll eventually have an SOs worth of extra damage from Musculature in addition to the +Damage in the build. If you go Spiritual instead, the one with the Stun boost works very nicely with SR.
I don't like the Medicine Pool for SR. At the softcap, the things that'll kill you are the big hitters from Bosses (or even multiple Bosses) getting a very low roll. Medicine Pool will not save you there. Everything else is not a threat, making Medicine useless. Trust in the dice! Trust your secondary!
The build is expensive. Alignment Merits means it isn't as expensive as you think. It's even less expensive if you wimp out and don't get a 3% PvP Def IO and 3% Res IO (you'll still be at just above 45% Defense without them, but the Res IO mitigates those killer Boss hits and the 3% Def means you'll never go below 45% Defense again).
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The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
Couldn't import your build without a chunk, and the link was borked, so I made this up.
It looks pretty much identical to yours, only difference is that it has hasten instead of CP.
I didn't pick up any alpha boosts, figured I'd leave that for you to decide if you hadn't already started on them. Honestly, all them would be good for this particular toon, I think playstyle would influence a final decision more than mids'.
Anyway, the endurance should be fine while FA isn't running, and only slowly decreasing while it's up (use as needed, in other words). I tried to mimic the sort of slotting you were using (cost wise), it seemed like you didn't want to dive into purples and pvps, so I only included a hecatomb set in storm kick (to get the recharge down to where I wanted it; right at about 1.8s)
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: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15)
Level 1: Focused Fighting -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(11), GftotA-Def/EndRdx/Rchg(15), GftotA-Def(27)
Level 2: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), Ksmt-ToHit+(27)
Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(23)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(33), GftotA-Def(33), GftotA-Def/EndRdx/Rchg(34)
Level 14: Boxing -- Empty(A)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
Level 18: Crippling Axe Kick -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), ImpSwft-Dam%(45)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(39), TtmC'tng-ResDam/EndRdx(39), TtmC'tng-ResDam/Rchg(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(37)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Dam%(37), Sciroc-Acc/Rchg(37)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dam%(40), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 35: Evasion -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(36), GftotA-Def(36), GftotA-Def/EndRdx/Rchg(36)
Level 38: Elude -- Winter-ResSlow(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Heal/Rchg(50)
Level 47: Aid Self -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50), IntRdx-I(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Mrcl-Heal/EndRdx(7), Numna-Regen/Rcvry+(7), Numna-Heal(9), Numna-Heal/EndRdx(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-EndMod(5)
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I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
|
^Professional Katana/regen build thread
Thanks guys. The only reason I picked up the Medicine pool is that I couldn't think of anything else I wanted. I guess I could go into Leadership or something. Right now he is having really bad endurance issues, but that's mostly from bad slotting, as I've been kind of haphazard while leveling.
Messing around (I always end up with WAY more melee defense than I need,so start paring back) and am at softcap, but not over it. I think I might start learning about the purple sets and seeing where I can improve recharge some (among other areas such as damage, accuracy, recovery)
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: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Touch of Death - Accuracy/Damage
- (3) Touch of Death - Damage/Endurance
- (3) Touch of Death - Damage/Recharge
- (5) Touch of Death - Accuracy/Damage/Endurance
- (5) Touch of Death - Chance of Damage(Negative)
- (7) Touch of Death - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (A) Touch of Death - Accuracy/Damage
- (7) Touch of Death - Damage/Endurance
- (9) Touch of Death - Damage/Recharge
- (9) Touch of Death - Accuracy/Damage/Endurance
- (11) Touch of Death - Chance of Damage(Negative)
- (11) Touch of Death - Damage/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (15) Red Fortune - Defense/Recharge
- (17) Red Fortune - Endurance/Recharge
- (17) Red Fortune - Defense/Endurance/Recharge
- (40) Red Fortune - Defense
- (40) Red Fortune - Endurance
- (A) Kismet - Accuracy +6%
- (25) Luck of the Gambler - Defense/Endurance
- (36) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (48) Luck of the Gambler - Recharge Speed
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Recharge Reduction IO
- (A) Empty
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (48) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Recharge Speed
- (A) Touch of Death - Accuracy/Damage
- (19) Touch of Death - Damage/Recharge
- (19) Touch of Death - Damage/Endurance
- (21) Touch of Death - Accuracy/Damage/Endurance
- (21) Touch of Death - Chance of Damage(Negative)
- (23) Touch of Death - Damage/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (50) Impervium Armor - Resistance/Endurance
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Run Speed IO
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (27) Scirocco's Dervish - Damage/Recharge
- (27) Scirocco's Dervish - Damage/Endurance
- (29) Scirocco's Dervish - Accuracy/Recharge
- (29) Scirocco's Dervish - Chance of Damage(Lethal)
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense/Recharge
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Force Feedback - Damage/Knockback
- (31) Force Feedback - Accuracy/Knockback
- (31) Force Feedback - Recharge/Knockback
- (33) Force Feedback - Recharge/Endurance
- (33) Force Feedback - Damage/Endurance/Knockback
- (33) Force Feedback - Chance for +Recharge
- (A) Touch of Death - Accuracy/Damage/Endurance
- (34) Touch of Death - Damage/Recharge
- (34) Touch of Death - Damage/Endurance
- (34) Touch of Death - Accuracy/Damage
- (36) Touch of Death - Chance of Damage(Negative)
- (A) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance/Recharge
- (46) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Adjusted Targeting - To Hit Buff
- (48) Adjusted Targeting - To Hit Buff/Endurance
- (50) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Healing IO
Level 2: Swift
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (25) Endurance Modification IO
Set Bonus Totals:
- 20.5% DamageBuff(Smashing)
- 20.5% DamageBuff(Lethal)
- 20.5% DamageBuff(Fire)
- 20.5% DamageBuff(Cold)
- 20.5% DamageBuff(Energy)
- 20.5% DamageBuff(Negative)
- 20.5% DamageBuff(Toxic)
- 20.5% DamageBuff(Psionic)
- 9.875% Defense(Smashing)
- 9.875% Defense(Lethal)
- 8.313% Defense(Fire)
- 8.313% Defense(Cold)
- 8.625% Defense(Energy)
- 8.625% Defense(Negative)
- 6.125% Defense(Psionic)
- 16.75% Defense(Melee)
- 14.25% Defense(Ranged)
- 13.63% Defense(AoE)
- 37.5% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 15% FlySpeed
- 150.59 HP (11.25%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 11%
- MezResist(Immobilize) 17.6%
- MezResist(Terrorized) 2.75%
- 5% (0.084 End/sec) Recovery
- 50% (2.795 HP/sec) Regeneration
- 3.78% Resistance(Fire)
- 3.78% Resistance(Cold)
- 3.125% Resistance(Negative)
- 15% RunSpeed
------------
Set Bonuses:
Touch of Death
(Storm Kick)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Focused Fighting)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Cobra Strike)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Focused Senses)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Agile)
- 10% (0.559 HP/sec) Regeneration
- 15.06 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Focus Chi)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.874%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Combat Jumping)
- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
- Knockback (Mag -4), Knockup (Mag -4)
(Dodge)
- 10% (0.559 HP/sec) Regeneration
- 15.06 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Crippling Axe Kick)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Tough)
- 2.5% (0.042 End/sec) Recovery
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Dragon's Tail)
- 10% (0.559 HP/sec) Regeneration
- 3.125% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
- 3.125% Defense(Psionic)
(Lucky)
- 10% (0.559 HP/sec) Regeneration
- 15.06 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
(Crane Kick)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- MezResist(Terrorized) 2.75%
- 10% (0.559 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Eagles Claw)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 2.5% DamageBuff(All) (Exceeded 5 Bonus Cap)
- MezResist(Held) 2.75%
(Evasion)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Elude)
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)
- 2% DamageBuff(All)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
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I would highly suggest taking Weave. You already have Tough, so it isn't hard to fit Weave in the build. In addition, you wouldn't have to use as many slots for defense and you could have a lot more global recharge. More global recharge means you can run a better attack chain for more DPS. DPS is your main contribution to the team and doing more of it makes you a better Scrapper as long as you can stay alive to do it.
You probably don't need as many attacks as you took. I haven't done full DPS calculations for all combinations of MA attack chains, but it looks like the best chain is Storm Kick -> Cobra Strike -> Storm Kick -> Cobra Strike. That means you can skip Eagle's Claw and Crane Kick.
Here is a Super Reflexes template which should help you hit the soft cap more efficiently. Add Hasten and slot your powers for global recharge. Change the powers around as much as you need as long as you keep the set bonuses somewhere in the build.
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Thanks!
I'd already added Hasten on an amended build. Also, I take EC to set up increased crit chances on DT, which immediately follows, and also for the stun when needed. Since DT is the only AE attack, I try to leverage it as much as possible. Once I have the crowd down to 4 or less, I don't bother.
EDIT: Isn't the chain SK -> CAK -> SK -> CS?
Should I make a "buffer" over the 45% soft cap, and if so, how much is recommended? (Also, noticed I had too many 2.% damage boosts, so took out a set of ToD for 5 slots of Mako.)
Most defense debuffs are a 7.5% value. With 95% defense debuff resistance, you will be debuffed 0.375%. I wouldn't even bother with a buffer unless you end up with extra slots. You will likely go over slightly anyways and 1% would be enough to absorb almost 3 debuffs. You can always pop an inspiration if things get bad enough. The most enemies you could have auto-hitting you at once is 17, so you would be debuffed by a maximum of 6.375% in the worst, unluckiest situation.
Ok, here is where I stand now. I've been trying to reuse the set IOs I have now, but have pretty much decided to not worry about losing the three full sets of Red Fortune. I also have the Kismet and Steadfast uniques, and 1 LotG unique already. Other sets are two full ToDs, a full Mako, a full Gaussian, and 5 of 6 of the following: Aegis, ToD, Scirrocco
NOTE: I still have 12 slots that I haven't assigned. I had Manuevers at level 38, but it was overkill, so I replaced it with Recall Friend for convenience's sake (couldn't think of anything else.) Scirroco's Dervish puts me over the regen cap. I could make up the loss in AOE defense elsewhere, but what would I put in Dragon's Tail in its place?
Is the Hecatomb in Eagle's Claw overkill? Right now I only use EC on bosses, and to set up increased crit chances for the following attack (usually Dragon's Tail when surrounded, to get the most crit chances.)
In my present unoptimized build, the main worry is endurance, followed by recharge not being enough for a seamless attack chain ( SK -> CS -> SK-> CAK).
I'll be building this up using Amerits to outright buy the really rare stuff, and converting merits to Amerits for random gold rolls. I only have like 300 mil right now, in addition to the sets I have now that I can reslot.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Don't worry about going over the rule of 5's on unimportant bonuses. Regeneration, HPs, and damage bonuses are small and make very little difference in your character's overall performance. The important thing is that you get enough defense and recharge, first. After that, work on regeneration and HPs.
Storm Kick is your best DPA attack. It should be given the "royal treatment" when slotting it. Put 5 Hecatombs in it, including the proc. Put another proc in the 6th slot if you have enough slots to spare. SK is used twice in your chain, so procs in it are more valuable there.
Cobra Strike has 5 Touch of Deaths in it. That set does not give worthwhile bonuses unless you need the defense from 6 ToDs. A recharge set would be better.
Agile is over-slotted. It only needs 2 defense IOs. Move its set to Evasion.
I would move Gaussian's to Focused Accuracy and put 2-3 recharge IOs in Focus Chi.
Psionic defense isn't really needed. Save yourself a slot by not going past 5 Scirocco's.
Hmm I probably dropped the 6th ToD in CS because I was way over on melee defense and figured to save the cost of the proc. Forgot to re-add the 6th slot after deleting the proc. I'll look through the sets to see what to replace ToD with, thanks.
I"m 4 slotting the auto defenses with LotG for the accuracy bonus (I have the slots to spare, and want the 7.5% rech anyway.)
Yeah, I have the Gaussian in Focus Chi because FA didn't come until the end of the build. Guess it doesn't matter now, does it?
Thanks for the help, I'll work on it some more this afternoon!
Okay, I think this is as good as it's going to get. I'll run a full set of ToD in SK to begin with, and fill it out with Hecatombs as I buy them:
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You don't need as much accuracy as you have. You can check your chance to hit +4s by changing the base to-hit in Mids' to 39%. You probably won't need the Kismet and you won't need to turn on Focused Accuracy unless critters are debuffing to-hit or perception.
It is also better to ED-cap Focus Chi's recharge instead of slotting it the way you have it. The bonuses you are getting from 4 Gaussian's are insignificant.
Pounding Slugfest's stun proc probably isn't very useful. A damage proc would be better, I think.
Here is how I would modify your build. I got it closer to perma-Hasten without using more purple sets. I also made it possible to run SK -> CAK -> SK -> CS attack chain seamlessly while Hasten is up. That chain consumes ~4 end/s with the build below. With your defensive toggles running and only doing that chain, you will run out of endurance after about 1 minute of fighting and there isn't much that can be done about it other than popping inspirations. That number doesn't account for Performance Shifter procs or Practiced Brawler end cost, but the procs will definitely help.
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If I had the time, I would completely redo the build with more recovery bonuses in mind. I didn't realize MA's best attack chain was such an end hog.
Interestingly, that means a 1 DS/sec chain that burns 5.2 eps before endurance slotting will be dealing about 140 dps with crits but before damage bonues and damage procs. That probably seems anemic to a lot of people, but that's what it is. That's why the highest DPA scrappers slot resistance debuffing procs or have huge damage buffs in their builds or are Fire, which has a circa 40% damage increase due to Fire DoT that comes free (as in no increase in recharge or endurance costs).
Double-procing SK doesn't help on endurance, although it does provide a damage boost to the chain.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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Looking at totals, we're not that far apart other than you have 10% more recharge and acc. And yes, end use has been the albatross around my neck the whole time I've been playing him. Trying for perma-Haste is just going to make it worse.
Guess I'm going cardiac after all...
i have loaded some of the builds into my mids, and i don't understand why some powers are slotted like they are, i noticed that elude had 1 slot in it, where as in my build i have it slotted with 5 recharges, haste i noticed had 3 where as i slotted mine with 1, i have quickness slotted with 4 slots...actually almost all of the SR power set is slotted with 4 slots or better, as far as my attack goes i only have 4 attacks and focus chi which are all slotted with 6 slots cept for focus chi, did i do something wrong? i do have some problems when i PvP, but in game i last longer than tanks on +8 settings, i have great io sets, which again i have a hard time understanding why i have trouble in PvP situations, but not in PvE, some feedback please, i'd like to rock in PVP as well as PvE. And what exactly is "PermaHaste" and "Soft Caped", and how do u achieve that?
I'm really thinking of dropping Haste completely since I hardly seem to use it. I"m also thinking of dropping Focus Chi down to two slots (1 to-hit and 1 rech) and using the two slots freed up to put endredux in toggles to try and tame the end burn beast.
Elude really isn't necessary when you are over the soft cap, but I included it just in case I might run into a situation like against Nemesis where they break my softcap but might not have my defenses bottomed out. Hope that Elude gives me time to get away or kill the LT/boss.
Soft cap is when your defense to Melee and Ranged and AOE are all above 45%. That gives normal mobs a 5% chance to hit you. /SR is good because it's easy to get your Defense Debuff Resistance to the cap of 95%, making it very hard for mobs to debuff your defenses. Since /SR has little to no resistance in most builds, anything that gets through your defense hits your for full damage.
Quickness only enhances for run speed or flight speed, neither of which I need more of. Haste is three-slotted with recharge to get it back faster, so you can attack more often at a faster rate. (Since I have endurance issues as it is, it's not something I use on this toon unless against a EB or AV and trying to outdamage their regen.)
I don't need Elude up all the time because I am at the soft cap for defenses. That's why it only has the slot it came with.
i have loaded some of the builds into my mids, and i don't understand why some powers are slotted like they are, i noticed that elude had 1 slot in it, where as in my build i have it slotted with 5 recharges, haste i noticed had 3 where as i slotted mine with 1, i have quickness slotted with 4 slots...actually almost all of the SR power set is slotted with 4 slots or better, as far as my attack goes i only have 4 attacks and focus chi which are all slotted with 6 slots cept for focus chi, did i do something wrong? i do have some problems when i PvP, but in game i last longer than tanks on +8 settings, i have great io sets, which again i have a hard time understanding why i have trouble in PvP situations, but not in PvE, some feedback please, i'd like to rock in PVP as well as PvE. And what exactly is "PermaHaste" and "Soft Caped", and how do u achieve that?
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1. Because of ED (enhancement diversification) more than about 3 SOs worth of anything will have diminishing returns. Basically, 3 SOs of recharge is +95% recharge. Five SOs of recharge is like about 105% recharge. That's why attacks tend to be slotted with circa +100% damage and then other stuff like accuracy, endurance reduction, and recharge.
2. What do you have four slots in quickness slotted with? It can really only be slotted for run and fly speed, and you cannot even put sets in it.
3. Perma-hasten is a build that can have Hasten up all the time. Hasten has 450 second base recharge and 120 second duration. It takes slotting Hasten to about +100% recharge plus quickness plus about 80% global recharge bonuses to get enough recharge to get Hasten to recharge just as it expires so you can keep the bonus up permanently.
4. Soft cap is a term used to describe the fact that for any level of tohit of the attacker there is a maximum amount of defense that will do any good. Defense can only reduce tohit to 5% before accuracy is factored in. So since most critters have base 50% tohit, 45% is the most defense you can benefit from - more doesn't reduce incoming damage. This is an oversimplification because critters can sometimes have higher tohit or tohit buffs or defense debuffs,but its a useful rule of thumb.
5. PvP has different rules in more ways than one.
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I started posting a response... but then had to open Arcana's defense/recharge guide to remember some values/equations, then thought, you know, I bet she's already answered...
*refresh*
yup >.<
anywhoo, about the pvp part, Victory is currently holding sign-ups for a PvP Boot Camp, this is open to anyone on any server (you start a fresh pvper on Victory to participate), the point is to basically teach newcomers how pvp works, and how to make it work for you, even in the weird system that it is. Designing builds, tactics in a match and outside, basics basics basics, etc. This is the second Camp we will have run, so the process has been refined and will be more efficient. It's entirely noob friendly, but does require a bit of commitment and some outside work on your own (or with others in the boot camp)
Last I checked we had just over 50 people, so there are still a few spots left if you're interested.
http://boards.cityofheroes.com/showthread.php?t=255879
Is the thread if you want to read up on it some more.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
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^Professional Katana/regen build thread
I'm really thinking of dropping Haste completely since I hardly seem to use it. I"m also thinking of dropping Focus Chi down to two slots (1 to-hit and 1 rech) and using the two slots freed up to put endredux in toggles to try and tame the end burn beast.
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Focus Chi does not need to-hit enhancements. I can't think of any situations where bypassing defense is a major issue and enhancing a build-up buff will make the difference. Just leave it with 1-3 recharges, depending on available slots.
Ran a couple missions tonight using generic defense IOs and purple cookies when needed to shore up defenses, and other than muscle memory messing up my chain, I have to say leaning on the Haste button whenever it was up made things very nice. Guess I'll be keeping it.
I may just start over on the build, working towards recovery and recharge, perhaps to the point where I can go radial musclature and have enough end redux along with damage, instead of cardiac. /SR is so easy to softcap, I should be able to twist things around even if I need to use set mules.
Managed to loot 5 shards off zombie attacks and banner fights tonight, and got my Cardiac Alpha crafted.
I want to marry it.
I need to respec my MA/SR for inherent fitness, but I'm having trouble finalizing the build. Here is where I am now, but even two-slotted, Weave is overkill. I didn't take a travel power except CJ for defense, for concept reasons (he's a normal human who has trained to the peak of perfection.) Between the travel boosts he gets even now before respec added to Ninja Run, he really isn't missing out.
I'd really appreciate any feedback on this, so I can finalize it and get to working on the sets I'll need.
Thanks!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
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in progess: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(9)
Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-EndRdx(15), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
Level 2: Cobra Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(9), Ksmt-ToHit+(43)
Level 8: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/Rchg(40), GSFC-Build%(42), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 14: Boxing -- Empty(A)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def(17), LkGmblr-Def/Rchg(19)
Level 18: Crippling Axe Kick -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25), T'Death-Dmg/EndRdx(25), T'Death-Acc/Dmg(27)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43), Aegis-ResDam/EndRdx/Rchg(45), Aegis-Psi/Status(45)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 26: Dragon's Tail -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg(33), Sciroc-Dam%(33)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(31)
Level 30: Aid Other -- Empty(A)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(48)
Level 38: Elude -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Focused Accuracy -- Empty(A), Empty(50), Empty(50)
Level 49: Aid Self -- Empty(A)
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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 -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)