effective dual blade/WP build
You're bonuses seem to be for +RCH, which the DB/WP combo really doesn't need that much of.
If you're going to take Attack Vitals and Sweep Combo's, I'd skip Nimble Slice, as it's only use will be when you exemp down for possibly Posi TF or Synapse TF. Exemping no lower than lvl 21 and you don't need it (NS) anymore (imo anyways).
Also doing that will allow you to grab Super Speed like you wanted, if you're able to skip ahead on Travel Powers (in i21 I believe everyone can)
BrandX Future Staff Fighter
The BrandX Collection
I was actually slotting for accuracy, but a lot of the bonuses happened to come with recharge (particularly crushing impact, which is a cheap way to get accuracy). So I don't know what I could replace them with.
The luck of the gambler's are kind of a big expense, so I could get rid of them and replace them with serendipity or something and not lose too much regen, which I figure is pretty high as is.
I'd rather not get rid of nimble slash just because I like the idea of having all the combos when I want them. Easy solution I guess is just not take fire mastery and instead go for the very difficult to get soul mastery. Then I get something like this.
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I was actually slotting for accuracy, but a lot of the bonuses happened to come with recharge (particularly crushing impact, which is a cheap way to get accuracy). So I don't know what I could replace them with.
The luck of the gambler's are kind of a big expense, so I could get rid of them and replace them with serendipity or something and not lose too much regen, which I figure is pretty high as is. I'd rather not get rid of nimble slash just because I like the idea of having all the combos when I want them. Easy solution I guess is just not take fire mastery and instead go for the very difficult to get soul mastery. Then I get something like this. Code:
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BrandX Future Staff Fighter
The BrandX Collection
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
How does this look? And how much do you think it'll cost on Freedom server? =]
Should cost the same on every server.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/ Click this DataLink to open the build! How does this look? And how much do you think it'll cost on Freedom server? =] |
BrandX Future Staff Fighter
The BrandX Collection
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Nimble Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Dam%(17)
Level 1: High Pain Tolerance -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/Rchg(34)
Level 4: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResKB(11)
Level 6: Typhoon's Edge -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(25), Sciroc-Dmg/EndRdx(43), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(46)
Level 8: Fast Healing -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(29), RgnTis-Heal/Rchg(29), RgnTis-Heal/EndRdx/Rchg(33), RgnTis-Regen+(33)
Level 10: Blinding Feint -- Mako-Dmg/EndRdx(A), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(27), Mako-Acc/Dmg(46)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15)
Level 16: Rise to the Challenge -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(17), Tr'ge-Heal/EndRdx(19), Tr'ge-Heal/Rchg(19)
Level 18: Vengeful Slice -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(23)
Level 22: Power Slice -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/EndRdx(23)
Level 24: Combat Jumping -- S'dpty-Def/EndRdx(A), S'dpty-Def(25)
Level 26: Super Jump -- Jump-I(A)
Level 28: Heightened Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(34)
Level 30: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 32: One Thousand Cuts -- Oblit-%Dam(A), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg(42)
Level 35: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(43), S'dpty-Def/EndRdx/Rchg(46)
Level 38: Indomitable Will -- S'dpty-Def(A), S'dpty-Def/EndRdx(45)
Level 41: Assault -- EndRdx-I(A)
Level 44: Char -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45)
Level 47: Melt Armor -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(48), AnWeak-DefDeb/EndRdx/Rchg(48), AnWeak-Acc/Rchg/EndRdx(48)
Level 49: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(31)
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Well, first off, for optimum survivability, you want to softcap your defenses (or at least get them to 32.5% so you can pop 1 purple to SC them). Now, you're going for Positional defenses when WP is a Typed set. When you slot for defenses, you should be focusing on S/L/E/N - especially S/L because WP really lacks in that department. For example, the 6th bonuses from Touch of Death and Obliteration actually aren't doing anything useful for the build. One slot could go on Tough as a fourth Reactive Armor enhancement.
Secondly, as far as I know, the LoTG +rech is the only really expensive recipe/enhancement of the set. That said, I would definitely replace the Serendipitys with LoTG. You're losing 6% of overall regen... not that it makes THAT much of a difference in a WP, but you're still settling for second best. I don't think LoTG is that far out of anyone's price range, but that may just be me.
Thirdly, I've heard that Melt Armor isn't really that great. I had it on one of my toons and ended up respccing it out because it didn't really do much for me. However, you may think or feel differently than I do. Just my two cents.
Finally, you are wasting several slots on set bonuses that you don't need. Examples: the fourth slot in QR (you're already getting plenty of end back), the fifth slots in BF and PS (the 3.3% Hold resist bonus isn't worth slotting for), etc. You should only settle for bonuses that really help (+HP, regen, rech, acc, etc.) or for bonuses that you have to take before you get to the bonuses you want.
Hope this helps!
Ok, a friend is helping me and here's what we got so far.
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Well, first off, for optimum survivability, you want to softcap your defenses (or at least get them to 32.5% so you can pop 1 purple to SC them). Now, you're going for Positional defenses when WP is a Typed set. When you slot for defenses, you should be focusing on S/L/E/N - especially S/L because WP really lacks in that department. For example, the 6th bonuses from Touch of Death and Obliteration actually aren't doing anything useful for the build. One slot could go on Tough as a fourth Reactive Armor enhancement.
Secondly, as far as I know, the LoTG +rech is the only really expensive recipe/enhancement of the set. That said, I would definitely replace the Serendipitys with LoTG. You're losing 6% of overall regen... not that it makes THAT much of a difference in a WP, but you're still settling for second best. I don't think LoTG is that far out of anyone's price range, but that may just be me. Thirdly, I've heard that Melt Armor isn't really that great. I had it on one of my toons and ended up respccing it out because it didn't really do much for me. However, you may think or feel differently than I do. Just my two cents. Finally, you are wasting several slots on set bonuses that you don't need. Examples: the fourth slot in QR (you're already getting plenty of end back), the fifth slots in BF and PS (the 3.3% Hold resist bonus isn't worth slotting for), etc. You should only settle for bonuses that really help (+HP, regen, rech, acc, etc.) or for bonuses that you have to take before you get to the bonuses you want. Hope this helps! |
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Well, first off, you still need to work on getting S/L def. It's usually recommended to put several Kinetic Combat sets in your single-target melee attacks. It'll give you 3.75% S/L def for four slots. Now, from what I understand, it can get to be very expensive (never actually purchased it, myself), so you could substitute Smashing Haymaker instead, though you'd only be getting 1.88% S/L def per set instead.
You should not be slotting all six of the Touch of Death set. That final bonus is a Positional bonus, not a Typed bonus. You'd be better off putting four Kinetic Combats in there instead and move those two slots elsewhere.
You only really need the Steadfast Protection +3% def(all). The KB protection isn't needed since Indomitable Will covers KB, and you'd be better off using a Resistance IO in place of the third SP enhancement... the set bonus isn't worth it anyways. And actually, I would throw the SP +def enhancement in HPT with either some Res IOs or the Reactive Armor set and put another Reactive Armor set in Mind Over Body.
You run into the same problems in Typhoon's Edge as you do with Nimble Slash. The set bonus from five Scirocco's Dervish is a Positional bonus, not a Typed bonus. My first option for slotting it would be to throw three of the Cleaving Blow set and three of the Eradication set in it because they both offer E/N defense bonuses. My second option would be to throw four Eradication enhancements (you get a E/N bonus and a good +max HP bonus) with two of the Scirocco's set (for the +10% regen bonus).
The Numina's +regen/+recovery unique should be thrown in Health. Fast Healing offers a higher bonus to your regen than Health does, and you could be getting some more regen with an additional Heal IO in FH than the unique.
The damage bonus from Mako's Bite isn't worth slotting for. Instead, you should be putting Kinetic Combats or Smashing Haymakers into both Blinding Feint and Power Slice.
Don't know why you have two Heal/Rech enhancements in Rise to the Challenge. You could replace the Numina's one with the Numina's Heal enhancement. Actually, I don't think you'd really need either of them, since you have some global recharge already helping.
This is just a personal nitpick, but I think that the Performance Shifter +end proc should be thrown in QR and Stam. It's something I throw in my builds and don't regret later.
Again, the sixth set bonus in Obliteration is a Positional bonus. See my comments for Typhoon's Edge, as I would slot that similarly. And actually, I think you could also just keep five of the Oblit set in 1,000 Cuts and move the sixth slot elsewhere since the fifth Oblit bonus is actually useful.
I personally would put LoTG enhancements in Weave instead of the Serendipity enhancements. You'll get better +max HP and +regen bonuses.
I'm not a fan of Assault, myself. I would personally go with Maneuvers to help you get higher defenses. I'd slot it similarly to Weave and be done with it.
I'm not a huge fan of Melt Armor, but I think you'd get more useful bonuses from the Touch of Lady Grey set than you do from Analyze Weakness. Once again, that damage bonus isn't worth slotting for.
Finally, I think that you should get Fire Ball at 47 instead of 50 so you can put the fifth Posi's Blast enhancement, which would give you a 6.25% recharge bonus.
Here's my current build for my DB/WP that I've been working on... she's only at 23, now. I got my S/L/E/N defenses up to 37% and 39.7% respectively. The resistances aren't that spectacular, but she has 731% regen with one enemy in range of RttC. It's probably not the best build ever made, but I like it, and it's the plan I'm currently following. Also, I apologize in advance if the build directly contradicts anything I've said in this post... I threw this together a week or so ago.
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Thanks for the advice! I took most of your suggestions, although I tried to maintain as much healthy skepticism as possible.
I realized that my build had more in the way of offense and yours of defense, so I tried to maintain as much offense (accuracy and damage) while still significantly boosting defense.
I was able to slot 4 sets of kinetic combats without losing too much damage. Accuracy and recharge suffered, but recharge isn't a HUGE deal as it doesn't aid WP at all and DB relies on a bunch of attacks. (Anyways even 1000 cuts is still back up in 7 seconds, 3.5 after its combo is complete). Also, all of my attacks are still at least 140% accurate.
Touch of Death DOES give typed defense (S. Dervish too), just more of the useless positional defense. Still, I like the bonuses and don't wanna sacrifice more of anything else. Anyways, I can't see where to put that slot in nimble slash that would give better returns.
Good call on steadfast protection. Played with the IOs a bit, slotted two impervium armors and got some more resistance for free.
Did the reslotting of typhoon. Was a little perturbed that accuracy had to suffer yet again, but it seems everything is still about 140%. That slot sacrificed s/l defense for twice as much e/n defense, and everything else is a plus.
One of the heal/recharge in RtoC was an oversight. The other was for the regen bonus. In any case all my heals are boosted into the red zone so I don't see the point in making any more modifications. Your extra healing and recovery are coming from the heal IOs in high pain tolerance and the fact that you have body mastery. I shut them off and found I was actually beating you in those departments. (After implementing your suggestions of course)
I don't think the LotG in Weave would have done anything because of the rule of 5 until after I started making all these changes, which makes me think you actually made the mods yourself (which I greatly appreciate). So, done!
Again I'm trying to maintain that my build is more offensive and yours is more defensive, so I'd rather take assault. My accuracy is comparable to yours, I have 20% more damage, and I took an offensive ancillary for support while you took a defensive one. I'm aware that s/l are the most resisted damage types in the game, so I want to have other attacks to fall back on and fill in gaps, plus I feel char is a great utility and fireball will help me with badge hunting. xD
Speaking of which, I did the research and found that melt armor was weak because of the fact that scrappers don't get bonuses to these sort of debuffs. So I replaced it with fire blast, which I slotted with Devastation, which gave me better bonuses.
And I already feel like I'm taking apart and putting together a flippin' Jenga puzzle, so I'd rather not go through the effort of switching powers around for a 6% recharge boost, especially when I can change one of the LotGs in weave with the universal version for an even bigger boost.
Here's what I have so far.
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Thanks for the advice! I took most of your suggestions, although I tried to maintain as much healthy skepticism as possible.
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Here is a post that I'm taking some of my info from. Some of it restates some things I have already mentioned but have yet to be changed.
At the minimum, you should have 32.5% S/L and E/N defenses if you want a good balance between survivability and DPS. Fire and cold attacks are fairly rare, especially at 50.
Scirocco's is not a good set to use because it gives AoE defense and you need S/L or E/N. Before you slot a set, consider how much S/L or E/N defense, or recharge bonus you gain per slot expended. You don't have to do the math, but at least avoid slotting something like 6 Touch of Deaths for 1.88% S/L defense when you could be slotting 4 Kinetic Combats for 3.75% S/L defense. |
That said, I threw a quick build together, trying to keep what you want going while still making some of the changes I've been suggesting. I traded some of your damage/recharge bonuses for defense bonuses. I also managed to rearrange some of your Healing sets to get you a higher regen. Your attacks' individual rech/damage/end costs/etc. are pretty comparable between my build and yours.
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Originally Posted by originmsd
Again I'm trying to maintain that my build is more offensive and yours is more defensive, so I'd rather take assault.
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Originally Posted by originmsd
And I already feel like I'm taking apart and putting together a flippin' Jenga puzzle...
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For reference to a soft-capped s/l def build, here's my live DB/WP:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Lotus Petal: Level 50 Science Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam(9), RctvArm-ResDam/Rchg(11)
Level 2: Ablating Strike -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 4: Fast Healing -- Numna-Heal/Rchg(A), Numna-Heal(15), Numna-Regen/Rcvry+(17)
Level 6: Combat Jumping -- Ksmt-ToHit+(A)
Level 8: Typhoon's Edge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Rchg(17), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), Oblit-%Dam(21), Oblit-Acc/Dmg/Rchg(21)
Level 10: Indomitable Will -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23)
Level 12: Blinding Feint -- Rec'dRet-ToHit/Rchg(A), KntkC'bat-Acc/Dmg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Knock%(25), Rec'dRet-ToHit(27), KntkC'bat-Dmg/Rchg(27)
Level 14: Mind Over Body -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(31), Numna-Heal/EndRdx(31)
Level 18: Super Jump -- Winter-ResSlow(A)
Level 20: Quick Recovery -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(33)
Level 22: Vengeful Slice -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/Rchg(34)
Level 24: Boxing -- Empty(A)
Level 26: Sweeping Strike -- Erad-%Dam(A), C'ngBlow-Acc/Rchg(34), C'ngBlow-Dmg/Rchg(36), Erad-Dmg(36), C'ngBlow-Acc/Dmg(36), Erad-Acc/Dmg/Rchg(37)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/Rchg(39)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(40)
Level 32: One Thousand Cuts -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(42)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Rchg+(43), LkGmblr-Def/Rchg(43)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(45), Aegis-ResDam/Rchg(45)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), GSFC-Build%(46), GSFC-ToHit/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(46), Rec'dRet-Pcptn(48)
Level 44: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 47: Physical Perfection -- EndMod-I(A)
Level 49: Resurgence -- Efficacy-EndMod/Rchg(A)
Level 50: Nerve Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(50), P'Shift-End%(50)
Level 1: Critical Hit
Level 4: Ninja Run
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Global = Hedgefund (or some derivation thereof)
Ok, so I've been playing CoH for a few months and I've been desperately seeking a toon that's a good generalist at PvE. It doesn't have to excel at anything, but hold its own in any situation. I also came up with a great character concept for dual blade/wp and I heard wp was the jack-of-all-trades, set-and-forget secondary. I like the idea of combining such an easy secondary with a complicated and interesting primary, so there you go.
Now I can make decent money but I'm not rolling in billions , so a not too expensive would be really nice. I came up with this for myself.
For my concept it'd be nice if you could include combat jump + superspeed.
Can anyone help me?