Help with top end soft-capped Katana/Regeneration


Arcanaville

 

Posted

I've been fighting with myself for the last few days over this, primarily between keeping flashing steel or not.
The final decision fell on dropping it, because, if the trend continues, the enemies we fight will continue to be over-sized, and a melee cone like that will have a hard time hitting more than a few enemies.
The other problem for me was that I am not going to drop SJ, I will not rely on temps. With those two specifications, I pretty much couldn't keep tactics, either.
I also broke down and decided it would probably be better for me in the end to get out of mako mastery (even though water spout is awesome), and get into Soul, where the party's at.

Using the rebirth approach we've been discussing, I *think* this is what I want. The only real thing that stands out is no kismet or tactics, so SD is a bit low on accuracy, but everything else is fine (vs +3s) (missing isn't a huge deal to me, however, and if I'm fighting something higher than that, I'm bound to have at least 1 tohit buff around me).
I think this is what I'm going to retire on:

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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

Quote:
Originally Posted by Werner View Post
I know it's not user friendly. It grew over time. It was never something I sat down and designed for use, and now I'm so used to it that I have no motivation to make it easier.

I swear that at work, my code is tight and elegant, my GUI is clean and beautiful, and the users have all the information they need at their fingertips, understood at a glance. I swear that my professional output looks nothing like this.
Done. Took me 15 minutes (after I got some sleep and re-read everything I tried to understand when I was falling asleep the night it was posted) to figure the actual spreadsheet out, then spent the day converting it to a proper...er, "GUI" (if you will). Without going into details with this development, I'm happy that it's done, and I think it looks pretty nice. The sheet is pretty self explanatory now. Mostly because I actually installed notes all over the place to explain how to do... EVERYTHING, and included a lot of Werner's own notes into this. I feel like a Ghost Writer on this thing

I tried to make the Google Docs version as close to the original as possible, but some visual formatting gets a bit jumbled, and Google doesn't have an option to "Show All Comments", which I had constructed in order around the spreadsheet to help instruct users on how to interact with it. If someone has a suggestion for an additional place for download, let me know.

Go ahead over to Google Docs and take a look. It's open to full public view. I'll try and get an screen shot of the full Sheet with Comments for a pictorial guide. All Notes/Comments are flagged with purple, just mouse-over those boxes and it'll display. There's two sheets. The full-blank, and an example page filled-in.

Edit: Uploaded Pictorial Guide to google: Here

And a smaller version to give a preview of the top half:



Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

Update: I did find a glitch in spreadsheet I hadn't noticed when testing an example build. Once I cleared all the fields it stuck out this morning. "Regen Rate % For Rebirth" input field has to be at least a value of 1.00% in order for the "hidden equations" to process; it was completely zeroing out the final Regen HP/s score and I hadn't realized this before. I've updated the GoogleDocs to account for this, incase anyone's downloaded that version prior to now, this is the fix to that issue if you're experiencing it.


On a side note, as seen in the Example Build, Claws/Regen with 3890 isn't too shabby in my opinion. I'm seeing a way to weight comparison when matching it against my KM/SR (400% Regen, close to 1900 HP, 48% Positionals and Aid Self) is scoring 3073 (Which, for note, is the same back-bone to the MA/SR build for Arcanaville). If I expect a certian level of performance from one, I should (in theory) be able to maintain the same, if not higher, level of expectation from the other if player-skill is capable of syncing with the character's abilities. I'm also intrigued by my Spines/DA rocketing up to 8438.


Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

Would someone mind posting the forum version of some of these builds? I'd really like to see Werner's last one, Elegost's and Iggy's more affordable one.

A small percentage of us are on Mac and don't have access to Mid's, so it'd be really helpful.


.: Shinmen : 50 katana/regen scrapper
.: Killing Jest : 50 km/wp scrapper
.: Dragon Raider : 50 fire/fire tank
.: Destructo Baby : 50 ice/cold corrupter

 

Posted

I'll still keep it to short versions, if you want the longer ones, I'll edit it.

This is my finished build, including SJ (which they don't include)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Dam%(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Panac-Heal/+End(A)
Level 2: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(7), Panac-Heal/Rchg(9), Panac-Heal/EndRedux/Rchg(9), Panac-Heal(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(11), P'Shift-Acc/Rchg(13), P'Shift-EndMod/Rchg(13), P'Shift-EndMod(15), P'Shift-EndMod/Acc(15)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 8: Divine Avalanche -- HO:Nucle(A), HO:Lyso(23), LkGmblr-Rchg+(42), Dmg-I(43), Hectmb-Dmg/Rchg(43)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(43), Panac-Heal/Rchg(45), Panac-Heal/EndRedux/Rchg(45), Panac-Heal(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(37), Numna-Regen/Rcvry+(37)
Level 18: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(36)
Level 20: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(21)
Level 22: Boxing -- HO:Nucle(A)
Level 24: Tough -- GA-3defTpProc(A), GA-ResDam(25), GA-Res/Rech/End(25), GA-End/Res(42), GA-RechRes(42), GA-RechEnd(50)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Panac-Heal/Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31), SW-ResDam/Re TP(46)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(46)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39)
Level 41: Dark Blast -- HO:Centri(A)
Level 44: Shadow Meld -- HO:Membr(A), LkGmblr-Rchg+(46)
Level 47: Summon Widow -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc(48), BldM'dt-Dmg(48), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(50), BldM'dt-Acc/Dmg/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
------------
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)



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This is the realistic build Iggy put up for "most people" who don't have Werner levels of cashmoney:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Werner: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul 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%(11), Achilles-ResDeb%(13)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(17)
Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9)
Level 4: Quick Recovery -- EndMod-I(A)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Lyso(19), HO:Enzym(39)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
Level 14: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(15), Dct'dW-Heal/EndRdx(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(23), Numna-Regen/Rcvry+(27), Numna-Heal/Rchg(29)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 20: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 28: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
Level 30: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-%Dam(37), Erad-Acc/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(40)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(37), FotG-ResDeb%(42)
Level 35: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(36), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(45)
Level 38: Moment of Glory -- HO:Membr(A), RechRdx-I(42), LkGmblr-Rchg+(46)
Level 41: Dark Blast -- Empty(A)
Level 44: Shadow Meld -- HO:Membr(A), LkGmblr-Rchg+(45)
Level 47: Summon Widow -- BldM'dt-Acc(A), BldM'dt-Dmg(48), BldM'dt-Acc/Dmg(48), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(50), BldM'dt-Acc/Dmg/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(40), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)



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And this is the latest Werner BBQ Build:
(I think, anyway... it's the last one he posted a chunk of)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Werner: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul 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%(11), Achilles-ResDeb%(13)
Level 1: Fast Healing -- Panac-Heal/EndRedux(A), Panac-Heal/+End(17), Panac-Heal/EndRedux/Rchg(19), Panac-Heal(39), Panac-Heal/Rchg(40)
Level 2: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(5), Panac-Heal/Rchg(7), Panac-Heal(7), Panac-Heal/EndRedux/Rchg(9)
Level 4: Quick Recovery -- EndMod-I(A)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Divine Avalanche -- HO:Nucle(A), HO:Nucle(9), HO:Enzym(11), LkGmblr-Rchg+(13)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(17), SW-ResDam/Re TP(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(15)
Level 14: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(23), Panac-Heal/Rchg(25), Panac-Heal/EndRedux/Rchg(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(19), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(23), Numna-Regen/Rcvry+(27), Numna-Heal/Rchg(29)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 20: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(29), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 28: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
Level 30: The Lotus Drops -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-%Dam(37), Erad-Acc/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(40)
Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(37), FotG-ResDeb%(42)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 38: Instant Healing -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(42), Panac-Heal/Rchg(42), Panac-Heal/EndRedux/Rchg(43), Panac-Heal(45)
Level 41: Dark Blast -- Empty(A)
Level 44: Shadow Meld -- HO:Membr(A), LkGmblr-Rchg+(45)
Level 47: Summon Widow -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Acc/EndRdx(48), BldM'dt-Acc/Dmg/EndRdx(48), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 49: Moment of Glory -- HO:Membr(A), HO:Membr(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 0: Task Force Commander
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)



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cheers


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

Quote:
Originally Posted by Elegost View Post
And this is the latest Werner BBQ Build:
(I think, anyway... it's the last one he posted a chunk of)
Yeah, that looks like my latest and the one I'm probably happiest with. I'm not entirely satisfied with it, but I'm not sure exactly what's bugging me, and even less sure what to do about it. I'd like to get another slot in Divine Avalanche, but not sure I see anything I want to give up to get there. I should note that the Hamios are level 53, which doesn't seem to show in the short version. That's part of what makes it so expensive, and difficult to put together even if you have the influence (that stuff sells maybe once per month).


"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, much appreciated! While I don't have the $$ for any of those builds, it definitely gives me some ideas.

As far as incarnate powers beyond alpha (where spiritual seems to be the no-brainer) what is the consensus, if any?


.: Shinmen : 50 katana/regen scrapper
.: Killing Jest : 50 km/wp scrapper
.: Dragon Raider : 50 fire/fire tank
.: Destructo Baby : 50 ice/cold corrupter

 

Posted

Quote:
Originally Posted by Shinmen View Post
As far as incarnate powers beyond alpha (where spiritual seems to be the no-brainer) what is the consensus, if any?
Well, in this thread and for this sort of build, the consensus is Rebirth for Destiny. I'd also go Void for Judgment if our focus is on survivability. Reactive seems to be a favorite for Interface overall, though if everyone uses that, we're missing out when we all gather together to fight hard targets. Not sure what to do with Lore.


"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

Typically my choice would be Clockwork Lore, they're more offense than Seers and being ranged don't get themselves killed as quickly.

My ST target testing showed them to be:
Warworks 160 dps
IDF and Clockwork 126 dps
Seers 74 dps

Clockwork always stay at (short) range, and making them target through me (using keybinds) keeps their aggro low.

Warworks are pure damage, but you have to keep Vicky alive. I can do that with my veats, defenders, controllers, corruptors; but not so much with a scrapper.

IDF have stuns, or so I'm told. I've not tried to test or leverage the stuns, but again, the melee thing is an issue with keeping them alive.

Seers, for some gwad aweful reason, one of my seers always insists on closing to melee equivalent range to use one of the powers. They do have great control, even (at least helping) holding an AV once while PTOD was down. But as far as damage itself was concerned, it was pitiful, unless being matched against a Psy weak opponent or T9.

EDIT: All of the above were T3 Total Core . I should have mentioned that.


 

Posted

Quote:
Originally Posted by Linea_Alba View Post
Seers, for some gwad aweful reason, one of my seers always insists on closing to melee equivalent range to use one of the powers. They do have great control, even (at least helping) holding an AV once while PTOD was down. But as far as damage itself was concerned, it was pitiful, unless being matched against a Psy weak opponent or T9.
I have the damage side T3 Seers on one of my Brutes - and what you describe happens often with the Lt.

It drives me nuts watching her float in and out of combat instead of actually attacking.


 

Posted

On my DM/SD scrapper I have both Clocks and Warworks and I have to say that I like both for different reasons.

I would say if you are playing a secondary with a taunt aura, more than likely you will be able to hold aggro and keep at least vicky alive, the ACU unit has died pretty easily from my experience with it. With the clocks you can pretty much summon them and they wont move from that spot until you move and will stay at range always, I have yet to see them run randomly into melee.


 

Posted

Quote:
Originally Posted by tektronics View Post
On my DM/SD scrapper I have both Clocks and Warworks and I have to say that I like both for different reasons.

I would say if you are playing a secondary with a taunt aura, more than likely you will be able to hold aggro and keep at least vicky alive, the ACU unit has died pretty easily from my experience with it. With the clocks you can pretty much summon them and they wont move from that spot until you move and will stay at range always, I have yet to see them run randomly into melee.

I agree on the clocks, they are very reliable.

I usually end up going Warworks or Clocks on pretty much every character I have - and both of them on certain characters.


 

Posted

Thanks for this thread! My 1st 50 was a Kat/Regen, but he's been idle since before the Incarnate slots came out. I don't know if I can afford these builds, but this has definitely given me some direction for what I want to do with him.


But still I fear and still I dare not laugh at the madman!

One man's "meh" is another man's "zomg". - Leatherneck

Procrastination meter coming soon.

 

Posted

Is the Widow that good from Soul Mastery to fully slot it?


But still I fear and still I dare not laugh at the madman!

One man's "meh" is another man's "zomg". - Leatherneck

Procrastination meter coming soon.

 

Posted

the power? not really, but you can't pass up 7.5% defense for 6 slots, that's awesome.


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

Ah, that makes sense!


But still I fear and still I dare not laugh at the madman!

One man's "meh" is another man's "zomg". - Leatherneck

Procrastination meter coming soon.

 

Posted

Quote:
Originally Posted by Werner View Post
Yeah, that looks like my latest...
OK... i'm on board with the concept enough to do the math... but I don't like having this like hasten that far short of permanent... and while I'm at it, if I've already got 59+ ranged and AoE (with barrier), it's not to hard to drop divine avalanche and pick up the melee defense somewhere else... trusting MoG-Meld-MoG-Barrier plan to cover me completely. Also, throw in Phase Shift because, well, I already went to that pool for the recharge.... no tough in this build... I don't think it's doing much more then burning endurance.

This is a build I'd consider playing... although to be honest... Shadow Meld having a 3 second cast time completely kills it for me.

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I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

In my latest, Hasten recharges in 117.69 seconds, so I suspect that Spiritual got toggled off if you're complaining about how far from permanent Hasten is. Spiritual adds at least 32.25% recharge to every power, so you could look at it as global recharge, meaning my build has 189.75% global recharge, slightly higher than yours since you're using Nerve.

So all that recharge you gutted defense for isn't actually any better than it already had, and Nerve isn't nearly making up for the shortfall on defense, plus you're missing out on the healing from Spiritual. Not having Tough hurts a little as well. Assuming I calculated correctly, that all seems to be reflected in the significantly lower numbers (edit: I had Combat Jumping toggled off, which put it enough below 59% defense to lower the number much more than it should have been at 64% to hit, and more than it should have at the other points.):

50% to hit = 2706
64% to hit = 1747
75% to hit = 1049
90% to hit = 679
Ah, those assume you don't phase shift, though. You can always phase shift for when your defense is lowest, but I sure wouldn't want to. Still, that helps a lot, because it's your defensive power down time that hurts the most. As long as you just use it in emergencies, maybe it won't hurt too much.
50% to hit = 6013
64% to hit = 3615
75% to hit = 1934
90% to hit = 1182
So for 50% to hit, it's about equal to Iggy's "affordable" build, but it drops off quickly from there as to hit goes up.

With the builds we're talking about, the hope is that you don't actually need Shadow Meld very often. Instead, Divine Avalanche and 33% ranged and AoE defense handles you most of the time. Like all of the clicks, you use Shadow Meld as necessary rather than endlessly cycling it whenever it is up. We just calculate as if you're endlessly cycling, just like I calculate survivability of someone with Aid Self as if they used it every time it is up. On a high recharge build, if you're using Aid Self every time it's up, you're barely attacking. But it's there for those waves of massive damage that don't instantly kill you. Total time spent using it is still going to be low, but you could easily end up spamming it for a little bit.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Werner View Post

With the builds we're talking about, the hope is that you don't actually need Shadow Meld very often. Instead, Divine Avalanche and 33% ranged and AoE defense handles you most of the time. Like all of the clicks, you use Shadow Meld as necessary rather than endlessly cycling it whenever it is up.

Ahh... there's the rub for me. I already have /SR build with 59+ defense while still cycling high DPS with relatively no click interuptions... so I'm not willing to sacrifice both defense and DPS on another toon. Granted that build has no form or heal or regen boost (just 345% regen at 1887 hp)... so there's some risk involved, but in my experience, that's more then enough to solo through the collection phase of the lambda trials, which seem to be the most dangerous thing . I'd be afraid to absorb an alpha strike of most trial spawns with only 33% ranged defense.

That aside, I'm not sure why you're saying my build is short of defense. My understanding is that barrier will always have 5% defense up, so I need to hit 55% (about) defense... if mids is correct then both shadowmeld and MoG easily have that... Am I missing something? I think what I did was exchange spiritual for barrier and then picked up the recharge differently in exchange for the defense. Though I didn't realize you were using spiritual, so I did misunderstand why it appeared you had extra defense and too little recharge.

Still... it's not a build I'd play. Too clicky. I do like the fact that at that much recharge you can get off 3 golden dragonflies within 1 build-up.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Well, it's a build I'd play, but have decided against since I'm already playing something I consider at least as good or better. That's almost the same boat you're in here. And yeah, soloing the collection phase seems like the worst you face in practice, at least now that everyone knows you need to take out the adds in BAF before they get insane to hit.

On defense, what you may be missing is that the way we calculate survivability essentially seeks out weaknesses. Your weakness, if you aren't using Phase Shift for long periods, is when you cycle around to where Barrier is at 5% and both Moment of Glory and Shadow Meld are recharging. At that point you're just a low to moderate defense Regen - nothing horrible, but nothing great, and it drags the whole thing down. To a lesser extent, you have an issue with Shadow Meld and the +5% tail end of Barrier, which...

Oh, good grief, MY BAD. Somehow I'd gotten Combat Jumping toggled off. That had you shy of 59% defense when Shadow Meld was up and taking nearly twice as much damage as you'd actually take. So never mind about that. I'm in too much of a rush to go back and recalculate, but your numbers would be higher than I indicated. Sorry about that.

When the incarnate to hit was confirmed at 64%, it seemed like the majority were crying doom for the defense sets. I cried the opposite - the defense sets could easily (Super Reflexes) or not so easily (Shield Defense) get their defense to 59%. Super Reflexes and Shield Defense were going to be great against the incarnate content. It was the non-defensive sets that were going to suffer. This was my attempt to compensate for my Katana/Regen, though Katana is a bit of a cheat in terms of making any general point about the viability of the Regen secondary.

Also, I didn't anticipate just how many defense buffs were going to be flying around, making the 59% target a bit unnecessary, and making non-defense sets more viable than I expected.

For Super Reflexes, particularly without Aid Self, I'd probably build for 59% without Barrier, and then use Rebirth.


"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

I know bringing this backup again

But if the new changes to Resilience go through... slapping 2 level 50 resists IO with the level 30 Steadfast +3 defense in it, (looking at the last build Werner posted here) take 2 slots from IH and leave it with Numina heal/rech, heal/end/rech and DW heal/rech.
Resists numbers are as follows...
s/l at 35.4%
f/c at 22.7%
e/n at 17.7%
psi at 20.7%

Wonder how that would score on that spreadsheet
And of course it's gonna be sitting at 55%+ regen debuff res


 

Posted

Quote:
Originally Posted by Iggy_Kamakaze View Post
take 2 slots from IH and leave it with Numina heal/rech, heal/end/rech and DW heal/rech.
Resists numbers are as follows...
s/l at 35.4%
f/c at 22.7%
e/n at 17.7%
psi at 20.7%

Wonder how that would score on that spreadsheet
And of course it's gonna be sitting at 55%+ regen debuff res
Recall that we will be getting 3 more enhancement slots at some point in the future (one at levels 25, 27, and 29), so we won't even have to pull slots from other places
FH will get another slot in my build, yay! Resilience will probably be taking the other two for Res as well.
If I can switch the ToD set out of SD and replace it with the AO set, then I should be able to drop the kismet as well and cram in that shield wall unique again, bringing my numbers up to those you have (psi is a tiny bit lower at 19.3%, but whatever). Also after using a recon we'd be at 32.7 toxic res (or 47.7 with 2 stacks or 62.7 with 3).
At this point, I think the only other thing to cram into the build would be a regen tissue unique... and I'm not terribly worried about that tiny extra bit of regen at this point.
Depending on how well enhancement boosters work, I *may* be able to steal a slot from DA and put that in FH or health for a little bit more... that's also worth looking into.


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

Finally, someone linked it to me:

Quote:
Originally Posted by Aquabladez View Post
[Scrapper's Strike: Recharge/Critical Hit Bonus.50]

The way it was explained to me was that it's adding 20% of the current crit chance (so, say, 20% of 5% means you instead get 6% vs minions, which kinda sucks), but it should still be slightly more useful in those other, higher crit chance, powers.

maybe it's not really that bad, I don't honestly know . I *do* know, however that I will require those extra 3 enhancement slots to be able to cram this thing into my build while still giving FH and resilience some love, too.


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

Quote:
Recall that we will be getting 3 more enhancement slots at some point in the future (one at levels 25, 27, and 29), so we won't even have to pull slots from other places
What, where, when, why, AWESOME!


 

Posted

Quote:
Originally Posted by Elegost View Post
Recall that we will be getting 3 more enhancement slots at some point in the future (one at levels 25, 27, and 29), so we won't even have to pull slots from other places







Quote:
Originally Posted by Elegost View Post
Finally, someone linked it to me:


The way it was explained to me was that it's adding 20% of the current crit chance (so, say, 20% of 5% means you instead get 6% vs minions, which kinda sucks), but it should still be slightly more useful in those other, higher crit chance, powers.

maybe it's not really that bad, I don't honestly know . I *do* know, however that I will require those extra 3 enhancement slots to be able to cram this thing into my build while still giving FH and resilience some love, too.

Against hard targets, Crit Chance will now be 12%.

On top of that, is that Recharge a global bonus?