Help me save my only 50. :( elec/regen
Well, you did a fairly good job for being new to building and the forums. There are a lot of little technical things that don't quite work, however.
1: Heal bonuses only affect heal powers, and of those, they don't affect heal powers with a resistance component (like reconstruction). That means your 4 sets of numina are pretty much wasted (because that buff only applies to the healing DP does, which is already monstrous). Also, stealth in mids displays the defense numbers you would have when stealth is unsuppressed (which means you'll be at lower defenses in combat than what it shows you should be at in mids'). Also, get the rest of those accolades, they really help.
2: you're building for defense, which is good. The build philosophy for regen is typically "recharge, recharge, defense, moar recharge," however, and recharge is something you could definitely use more of. Melee or smash/lethal will probably be more beneficial than stacking range defense (from those mako sets).
3: Consider going through redside to pick up soul mastery for Shadow Meld. This is another clicky that's extremely useful, as it acts as a sort of mini-mog. (Personal experience: This power saves my life all the time).
4: Have some goals in mind when building a toon. Shoot for either a set of positional or typed defenses, and then build specifically for those defenses. A good goal for a regen scrapper is 32.5% defense to either melee or smash/lethal (choosing which depends on the player preferences). Aside from defense, you should have a minimum of 55% recharge in set bonuses. This much, plus proper Dull pain slotting, hasten, and accolades, will put you right up to the scrapper hp cap. With this, you will also not need to worry about any hp set bonuses, because you'll always be at cap.
5: Attack chains are something to worry about as well, but that comes in later, after you're more comfortable with mids and building in general.
6: While musculature will boost your damage, you may want to consider Spiritual instead. It buffs your healing/recharge considerably. honestly, the slot was made for regens.
Would you consider super jump as your travel? Most people on these forums prefer to just take CJ and use ninja/beast/steamjump packs for traveling, but I personally still prefer to keep a standard travel power. Super Jump being the staple.
either way, I personally am more proficient at katana/regen building, which is much easier to build defensively than (anything else/regen) {excluding bs, they're twins}. So anything I say will be from just looking at mids, rather than in-game experience backing any claims I make.
I made a mock-build to show you the sort of things I'm talking about. This isn't a "here, build this spec instead," so much as "Look, here's the sort of thing you can do."
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dam%(23), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx/Rchg(40)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(23), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(42)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 12: Hover -- LkGmblr-Rchg+(A), HO:Enzym(43)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-EndRdx/Rchg(36), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(42)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(45), P'Shift-End%(46), P'Shift-EndMod/Acc(50)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ResDam-I(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45), HO:Membr(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Partial Core Revamp
------------
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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
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1: the Gaussian BU proc in tactics will be turned on when you toggle tactics on. If you want to check your tohit values, unslot that IO while checking your tohit. Otherwise it will display incorrect numbers.
2: To check your To-hit value versus +3s, open your Options -> Configuration -> Exemping & Base Values -> Base Tohit:
Set the number in this box to 48. This is your base tohit versus +3s.
Now "OK" it out.
When you look at your powers now, you want the accuracy in them to be at least (or as close as possible) to 95%. 95% is tohit cap, so you cannot be any more accurate than that (versus +3s, anyway). This will minimize your miss-chances.
Now, other things to notice, the build got up to 32.5% melee defense, which is 1 luck inspiration from 45% (normal content softcap), while ranged and AoE defenses are about 20% (A good baseline defense value). When you use Shadow Meld, your Melee defense goes over 59% (which is the incarnate soft cap). While your ranged and AoE get to about 52%, which is unfortunately <59%, but it's close enough to still be pretty good.
IH is frankenslotted to maximize heal/rech values (those 3 IOs + spiritual = pretty good values)
BU and LR essentially have the same recharge time, so you can always use them together, which is nice.
MoG does enough defense and resistance by itself, all you need to slot it for is recharge (and use it as one of your 5 LotG mules)
The recharge is 68.8% before hasten, and, with just Spiritual Partial Core, hasten is only 6 seconds down, which is pretty good too (especially for not having any purples).
The regen and recovery are also pretty good, passive 60hp/sec, up to about 160 when IH is up (plus rebirth, if/when you get it). I typically shoot for around a net recovery of about 3end/s, (4.21 - 1.34 = 2.97, + .2 for a perf proc in QE = 3.17end/s)
This may or may not be enough recovery depending on what attack chain you're using, but that's only really important for infinite endurance sustainability, which isn't *extremely* important for general gameplay. If you're pretty close to it, you'll be fine, which 3end/s typically is.
As an added bonus (meaning, I didn't specifically slot for it at all, but it just happened), the build came out with a 16% passive damage buff, which is groovy.
Anyway, this is a massive wall of text, but I hope all that helps.
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
Mids can be set up to show the suppressed values of Stealth. Go to the options and the effects and maths tab. On the right side, check the boxes next to attacked, hit by foe, and damaged. After that, the total shows the right amount.
A strategy I have seen for making Regen builds is going for as much recharge as possible. You can use Shadow Meld, Moment of Glory, then Shadow Meld again and have less than 10 seconds of vulnerability until you can do it again. Sure, it eats into your DPS, but options for making regen tough are limited. Even aiming for 32.5% S/L and E/N defense makes it tough to get enough recharge to have perma-Hasten.
Wow! That looks really good to me. I'll have to use some other stuff instead of the hamidon ios for a while. But this build you made definitely makes me feel like my character isn't hopeless.
Who do I talk to to get the soul powers?
And about my one purple enhancement, should I work towards getting the set for LR or TS or neither cause I don't see it slotted.
I didn't slot them because I was showing potential without purples involved.
Honestly, I probably wouldn't slot it in the set, not with a build like this, anyway, but that's just me. Others may disagree.
To get soul mastery, you have to get Tip Missions from random enemy drops (they appear in your contacts window, under "tips"). You'll have to run 10 Vigilante tips (5 per day), then a morality mission to become a vigilante. Then you can travel to the Rogue Isles, where you can start running Villain Tips (again, 10, then a morality mission).
After that, you'll be a full villain, and can pick up a patron arc from Arbiter Rein (at the front door to the main building in Grandville), and run the arc until it tells you you'e been granted their powers (You can pick whichever patron you want).
After you get that ability, you can start running Rogue tips to become a rogue, and then Hero tips (back blueside) to returning to a hero status.
It takes a few days, but it's totally worth it, MoG is a game-changer for a /regen.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
![]() |
^Professional Katana/regen build thread
Well no purples is fine with me as I'm pretty short on influence hehe. That's one thing I liked about your build. For the most part, it's actually something I can make in a reasonable amount of time.
I have enough shards to make a tier 1 recharge alpha (I'm one short of the 2nd tier muscle.) I think you said that's the way I should go?
Is that story arc soloable? Or is it like a respec trial?
just a short-ish story arc, nothing terrible. Should be fine soloing on a scrapper.
You should definitely go spiritual. I'd say shoot for Spiritual Partial Core first. You can work on a t4 spiritual later.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
![]() |
^Professional Katana/regen build thread
http://paragonwiki.com/wiki/Patron_Power_Pools
Many people will tell you different patrons for the easiest arc. Personally, I think Mako's is the easiest because it only has one kill-all mission. Black Scorpion's arc has one kill-all to get the patron pools unlocked, but you will be fighting Malta for most of it.
There were a LOT of discussions on regen when I left 1 year and some ago, now I hardly see one.
Umbral was the regen expert here, see if you can find his posts.
Anyway he said to shoot for 30%ish defense to melee and ranged and recharge, thinking about regen came last. I'm no regen expert but something like that:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Brawl -- 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 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(15), Numna-Heal/EndRdx/Rchg(17), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40), Numna-Regen/Rcvry+(40)
Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(34), Dct'dW-Heal(36), Dct'dW-Rchg(36)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Integration -- EndRdx-I(A)
Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(27)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 22: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(43)
Level 24: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Empty(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Tough -- Empty(A)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), RedFtn-Def/Rchg(39), RechRdx-I(39), LkGmblr-Rchg+(40)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 44: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Shadow Meld -- HO:Membr(A), RechRdx-I(48), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Revive -- RechRdx-I(A)
------------
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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7)
------------
Set Bonus Totals:
- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 12.4% Defense(Energy)
- 12.4% Defense(Negative)
- 3% Defense(Psionic)
- 20.5% Defense(Melee)
- 18% Defense(Ranged)
- 5.5% Defense(AoE)
- 62.5% Enhancement(RechargeTime)
- 14% Enhancement(Heal)
- 52% Enhancement(Accuracy)
- 9% FlySpeed
- 120.5 HP (9%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 6.05%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 4.4%
- 4.5% (0.08 End/sec) Recovery
- 52% (2.9 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 9% RunSpeed
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Thank you for another suggestion Kioshi.
Another thing is that I do have another accolade that I failed to enter in my builds I posted. Eye of the Magus, but it has a really long cooldown that I think hasten doesn't affect. (or does it?)
Oh thanks for the link, Syntax. I didn't realize there were different patron powers depending on what archetype you were, which is probably why I never noticed Shadow Meld before.
Looking over your build again, Elegost, and I think I'd rather take jacob's ladder over charged brawl (taking havoc punch level 1.) With obliteration, same defense and 0.5% damage and 5% recharge more with a loss of 20 hp though I was told that 2209 is cap which if it is then it won't matter.
Hmm.
Ok, I took Elegost's excellent build and tinkered it a bit, choosing Incarnate powers and accolades, tidying up a power or two, etc.
This build would be a LOT of fun, assuming you can handle the constant work to keep it alive when things go wrong. But that's just the nature of regen, and adding Meld to the mix just makes it busier. It can be ridiculously powerful, if you get into your rhythm's.
The best part of Elegost's build, in my opinion, is that it synchronizes Build Up and Lightning Rod. As a guy who plays a lot of electric melee, THIS IS HUGE.
Your play experience should rapidly settle down to the 25 second cycle of BU,LR,TS, cleanup.
In detail: Approach Line Of Sight to spawn, hit Build Up, smash the chosen spawn with Lightning Rod for 800-odd damage, Thunderstrike the surviving bosses and Lt's to make SURE they're knocked down and hand out another 600+damage, and then you have fifteen seconds to clean up with havoc punch, dark blast, and charged brawl before you move to LOS of next spawn, cycle build up for the next set of victims, repeat.
Once you have this rhythm down, this guy will be an unstoppable force of destruction, with recon, IH, MOG, and Meld all there for 'oops' situations. Very very durable, very very dangerous, very very active playstyle.
The build below has minor tweaks and one purple set in Dark Blast: While it has nice bonuses and will perform well, I dislike a lowby set like Decimation in a mainline attack, and the Apoc will be a very nice upgrade once you have some moar money's.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dam%(23), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx/Rchg(40)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(23), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(42)
Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 12: Hover -- LkGmblr-Rchg+(A), HO:Enzym(43)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-EndRdx/Rchg(36), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(42)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(45), P'Shift-End%(46), P'Shift-EndMod/Acc(50)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45), HO:Membr(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Warworks Radial Superior Ally
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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 -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
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Looking over your build again, Elegost, and I think I'd rather take jacob's ladder over charged brawl (taking havoc punch level 1.) With obliteration, same defense and 0.5% damage and 5% recharge more with a loss of 20 hp though I was told that 2209 is cap which if it is then it won't matter.
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In my experience, with solid recharge, jacob's ladder is not so good because it is a long, narrow cone. It's not BAD, but a single-target chain of charged, havoc, and dark blast is going to be plenty I suspect, and the better activation time of charged will make it feel much more fluid. With decent recharge, all the AOE you'll ever want will come from thunderstrike, it's the Real Deal.

Oh, and per Mid's, scrapper hp cap is 2409. Revel in the badassitude.

Yeah currently that's how I play and I have BU and LR synched up like the build he showed only mine has a longer cooldown.
I'll look and see what you did hehe.
Jacob's ladder will do more damage compared to charged brawl and the difference is only like 1 or 1.5 second cd. Havoc punch has a 2 second cd and with the rest of the powers I don't expect to need cb to cover downtime.
Jacob's Ladder does less than twice the damage in just over twice the activation time of Charged Brawl. That means that Charged Brawl has slightly better DPS. On top of that, CB has a 3s base recharge, compared to 8s on JL, meaning that with any amount of recharge bonuses and slotting, CB is up whenever you need it to fill in a whole in your attack chain.
JL isn't bad, but CB is better.
@Roderick
Jacob's Ladder does less than twice the damage in just over twice the activation time of Charged Brawl. That means that Charged Brawl has slightly better DPS. On top of that, CB has a 3s base recharge, compared to 8s on JL, meaning that with any amount of recharge bonuses and slotting, CB is up whenever you need it to fill in a whole in your attack chain.
JL isn't bad, but CB is better. |
edit: With my current rotation I don't have any downtime even when I switch it up depending on the situation and I don't have near as much recharge as what he's suggesting.
Hey I have another question. What should I use my threads for? I got my first 10 this afternoon doing tinman. Only died when we finished Director and everyone exited before me and I got nailed hehe.
I kinda want a carnie pet.
Regen doesn't seem all that popular in this forum, but this is my only 50 and I don't have any alts that are close to max level. I'm so squishy and I can't really figure out what to do with him.
This is the build I currently have:
I don't want to give up fly because I hate running and can't do well with super speed.
There's one lone purple thrown in there because that's all I have.
Is it worth it to get so many lotg +recharges and hasten to reduce the cooldown of my instant healing?