Kat/SR build critique/advice


Auroxis

 

Posted

Hey all.

I have a 40+ Katana Super-Reflexes scrapper that has a lot of dust on her, and I was about to delete her. But today I was browsing the Scrapper forum and came across A SR discussion that finally helped talk about the soft cap sink in deep. (hopefully)

So... before clicking that -delete- button I decided one last time to play around in Mids and see what I could come up with for her. I am not much of a builder at all, I struggle to figure it out and know what works where,when and how. But I actually feel I didn't do terribly bad today as I was able to soft cap Smashing-Lethal (barely at 45.2%), and Melee-Ranged-AoE.

Anyway, to make a long story short, those of you that are more experienced and have a better grasp of the numbers crunch and game process... I would appreciate your critique and advice on my build as it stands... and the potential of what Incarnate paths I could take to boost her abilities.

Thank you.



Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Morgan Rush: Level 50 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Gambler's Cut

  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (21) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Focused Fighting
  • (A) Luck of the Gambler - Recharge Speed
  • (7) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Defense/Endurance
Level 2: Focused Senses
  • (A) Red Fortune - Defense/Endurance
  • (11) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (17) Red Fortune - Defense/Endurance/Recharge
  • (19) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 4: Agile
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
  • (9) Luck of the Gambler - Defense/Endurance
Level 6: Build Up
  • (A) Rectified Reticle - To Hit Buff
  • (15) Rectified Reticle - To Hit Buff/Recharge
  • (15) Rectified Reticle - Increased Perception
Level 8: Sting of the Wasp
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (21) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Damage/Endurance/Recharge
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 12: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 14: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
Level 16: Dodge
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
Level 18: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (37) Reactive Armor - Resistance/Recharge
  • (37) Reactive Armor - Resistance/Endurance/Recharge
  • (39) Reactive Armor - Resistance
  • (39) Steadfast Protection - Resistance/+Def 3%
  • (39) Gladiator's Armor - TP Protection +3% Def (All)
Level 20: Quickness
  • (A) Run Speed IO
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
Level 24: Maneuvers
  • (A) Serendipity - Defense
  • (25) Serendipity - Defense/Endurance
  • (25) Serendipity - Defense/Recharge
Level 26: Soaring Dragon
  • (A) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance
  • (27) Kinetic Combat - Damage/Recharge
  • (29) Kinetic Combat - Damage/Endurance/Recharge
Level 28: Lucky
  • (A) Serendipity - Defense/Endurance
  • (40) Serendipity - Defense/Recharge
  • (40) Serendipity - Defense/Endurance/Recharge
  • (42) Serendipity - Defense
Level 30: Flashing Steel
  • (A) Obliteration - Damage
  • (31) Obliteration - Accuracy/Recharge
  • (31) Obliteration - Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 32: Golden Dragonfly
  • (A) Obliteration - Damage
  • (33) Obliteration - Accuracy/Recharge
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (34) Obliteration - Chance for Smashing Damage
Level 35: Evasion
  • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 38: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Focused Accuracy
  • (A) Rectified Reticle - To Hit Buff
  • (42) Rectified Reticle - To Hit Buff/Recharge
Level 44: Physical Perfection
  • (A) Miracle - Heal/Endurance
  • (45) Miracle - Endurance/Recharge
  • (45) Miracle - Heal/Recharge
  • (45) Miracle - Heal/Endurance/Recharge
  • (46) Miracle - Heal
  • (46) Miracle - +Recovery
Level 47: Invisibility
  • (A) Red Fortune - Defense/Endurance
  • (48) Red Fortune - Defense/Recharge
  • (48) Red Fortune - Endurance/Recharge
  • (50) Red Fortune - Defense/Endurance/Recharge
  • (50) Red Fortune - Defense
  • (50) Red Fortune - Endurance
Level 49: Phase Shift
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Critical Hit
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (5) Numina's Convalescence - Heal
  • (5) Regenerative Tissue - +Regeneration
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (3) Efficacy Adaptor - EndMod/Endurance
  • (3) Efficacy Adaptor - EndMod/Recharge
  • (46) Performance Shifter - Chance for +End
  • (48) Performance Shifter - EndMod
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 29.8% Defense(Smashing)
  • 29.8% Defense(Lethal)
  • 7.88% Defense(Fire)
  • 7.88% Defense(Cold)
  • 10.4% Defense(Energy)
  • 10.4% Defense(Negative)
  • 7.88% Defense(Psionic)
  • 23.5% Defense(Melee)
  • 12.9% Defense(Ranged)
  • 9.75% Defense(AoE)
  • 21% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 57.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 200.8 HP (15%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 16.5%
  • MezResist(Stun) 4.4%
  • 20% Perception
  • 4% (0.07 End/sec) Recovery
  • 66% (3.68 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 5.52% Resistance(Fire)
  • 5.52% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 3% Resistance(Lethal)
  • 5% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Gambler's Cut)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Focused Fighting)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(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)
Luck of the Gambler
(Agile)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Rectified Reticle
(Build Up)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
  • 6% (0.33 HP/sec) Regeneration
  • 20% Perception
Kinetic Combat
(Sting of the Wasp)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Blessing of the Zephyr
(Combat Jumping)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • Knockback (Mag -4), Knockup (Mag -4)
Kinetic Combat
(Kick)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Dodge)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(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)
Gladiator's Armor
(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)
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Serendipity
(Maneuvers)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints
Kinetic Combat
(Soaring Dragon)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Serendipity
(Lucky)
  • 4% (0.22 HP/sec) Regeneration
  • 10 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
Obliteration
(Flashing Steel)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Golden Dragonfly)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Shield Wall
(Evasion)
  • 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Rectified Reticle
(Focused Accuracy)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Miracle
(Physical Perfection)
  • 2.5% (0.04 End/sec) Recovery
  • 25.1 HP (1.87%) HitPoints
  • 5% Enhancement(Heal)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Psionic)
Red Fortune
(Invisibility)
  • 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)
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
Efficacy Adaptor
(Stamina)
  • 15.1 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed


Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

First off, the defense soft cap is 45% for regular content, and 59% for incarnate trials.

Secondly, there are two varieties of defense:

Postional (Melee, Ranged, AoE)

and Typed (Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic)

Just about every attack in the game falls into a category of either one of those two varieties of defense. For example, Gambler's Cut from your own Katana set is a Lethal typed damage Melee positional attack. You only need to be softcapped against one of those two categories to avoid the attack.

The game takes your highest defensive value to determine whether or not you dodge the attack. For example, if you had 25% lethal defense and 45% melee defense, it would only use the 45% melee defense attribute against an enemy using Gambler's Cut against you.

In your build, it looks like you went for smashing/lethal as well as melee/ranged/aoe. I will tell you that the smashing/lethal defense is a complete waste with SR, since it is a positinal defense based set. Those kinetic combat sets have to go, they are expensive and pretty much a waste with SR.

Another thing I noticed is that your attacks are way underslotted, especially for accuracy. You will be missing a ton. Without sufficient accuracy set bonuses or to hit buffs, kinetic combats by itself is not enough for an attack.

First thing we need to know is if you're trying to get incarnate soft capped at 59%, or just regular content softcapped at 45%. You will generally sacrifice DPS to get incarnate softcapped, and I'm not sure you can even do it without purple sets. I'm sure someone around here has a well built character that can hit it.

Also, do you plan on getting your Alpha Slot unlocked and built up to T4? That will also make a difference. Is there a budget on the build? Using purple sets, no purple sets?

You also don't need both Sting of the Wasp and Gambler's Cut. Most people skip Sting of the Wasp, as Gambler's Cut is fast recharging and fills in the attack chain perfectly for Katana. It also does really good damage for it's animation time.


 

Posted

Ohhhhh!

Talk about an eye opener, thank you Calamity. I've never put it together about the differences in the defenses, but that makes total sense now after having it explained.

And yes, my attacks are underslotted, but that's because I was trying to pick up the Smashing/Lethal boosts from Kinetic... which I now know I have no need of. That was also the reason for picking up Sting of the Wasp so that I had a Single focus attack that I could place another Kinetic set in, which is now a moot point as well.

I would really like to be able to take her into the incarnate stuff, so yes, soft capping at 59% would be important. And yes, I plan to get her T4 Alpha slotted. I don't have a ton of money to dump into her right away, but eventually I hope to be able to buy what I want for the build as I just got my farmer finished and hope to see my bank book expand.

I've always loved the look and feel of the Kat/SR scrapper, and I want to give it a chance again as I try to figure out how to tweak her effectively.

For now though it's back to the drawing board with new eyes...


Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

Okay.

With the thought of hitting Incarnate cap uppermost, I retooled my build. I now have hit 59% soft cap on Melee, Ranged and AoE. Was a fast fix... just to show myself I -could- hit the 59%. So... now how to improve it from here? Seems awfully End Heavy.

*grabs coffee, pencil and pad and puts Fogelburgh on the player*

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Morgan Rush: Level 50 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Gambler's Cut -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(13), ShldBrk-Acc/EndRdx/Rchg(21), ShldBrk-DefDeb(31)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 8: Kick -- Acc-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(37)
Level 14: Calling the Wolf -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(43)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(40)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(39), S'fstPrt-ResDam/Def+(39), GA-3defTpProc(39)
Level 20: Quickness -- Run-I(A)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/Rchg(25)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(43)
Level 28: Lucky -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(40), S'dpty-Def/EndRdx/Rchg(40), S'dpty-Def(42)
Level 30: Flashing Steel -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36)
Level 32: Golden Dragonfly -- 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: Evasion -- SW-ResDam/Re TP(A)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Mu Bolts -- Acc-I(A)
Level 44: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Invisibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Phase Shift -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Critical Hit
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(5), RgnTis-Regen+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc/Rchg(3), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(46), P'Shift-End%(48)


Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

Your build is not softcapped, since half the defense from Stealth suppresses when you are attacked.

It's also a bad idea to chase set bonuses at the expense of enhancement values. As an example, adding 1 level 50 defense IO to focused senses in your build gives more ranged defense than the 6 red fortunes in Invisibility give you.

For an SR, I recommend not running tough, and only using it as a slot mule for the +3 def IOs, however there is no consensus and many SR players disagree with this. Try it out, if you feel it doesn't help your suvivability you can turn it off to save end.

The build below is just to show you one way of getting the defense, the attacks themselves can be slotted however you like. It is also less endurance heavy and has better recharge.


Code:
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|-------------------------------------------------------------------|


 

Posted

Thank you as well, Laevateinn.

That SR set up definitely is an advantage over what I had fought with. I doubt if I ever know things well enough not to struggle in End Game character building, but at least I am trying and not -totally- begging anyone to make a build for me. The endurance and recharge difference will just make the character more fun to play as she can be a bit more of an energizer bunny now.

So from this point on, is there any reason to try to max melee/ranged/aoe out? I've always figured to push the defensed to the max, but lately I've been reading some people talking about a good offense equaling defensive tweaks, just for the fact of killing faster and dropping the mob before they can harm you.

I am at a loss as to how to move on... but was thinking of taking Grant Invisibility/Invisibility/Conserve Power/Phase Shift. Use Phase Shift as a panic button to hide behind when I -do- get hit and the near death experiance ensues. The other three just candy to play around with.


Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

So I took that 59% build and finished out the slots to the attacks and the last few powers.

With my defenses reaching- M70/R66/AoE69, am I just overkilling it now? Or since it will hit 59 and have room to play, am I better off to leave the sets at that 59 and put my resources into more damage and what ever other goodies I can scratch out of it?

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Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

Yep, definitely overkilling it. If you want to build for damage, aim for the GC-SD-GC-GD attack chain and get some damage bonuses going from Musculature, set bonuses, and Assault.

To give you some ideas, here's a Kat/SR build that focuses on DPS:

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Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

And thank you Auroxis.

Though the key to my build is still maintaining the 59% defense to Melee/Ranged/AoE for Incarnates, I was able to put some of that into the attack slots and watched my damage rise pretty nicely.

Here's what I am looking at presently with the build. I am thinking of taking Spiritual Radial, Clarion Radial, Reactive Radial with Void and Warworks. I think...-think-... I get a decent blend of damage, defense and healing with this. Of course I've already been proven wrong on many things as it evolves, lol, which is why I am putting it out here for fine tuning.

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Risky Kisses 50 ss/will brute

altaholic from this point on...

 

Posted

I myself know where your coming from OP. One of my few remaining first year toons is a Kat/SR who has because of the flaws in SR had to be shelved for a long time with only occasional surges of interest in trying to make him work.

Now people thow trying to help are throwing out numbers but not alot of the tactical practical reasons for what. And knowing the whys and whens are alot more important then the what % in the power though that does have its importance as well.

Katana, a popular set for fast strong attacks, generally due to its version of parry is seen as a better partner for sets with no form of defense like regen. However that doesnt mean it cant be a great set. outside of parry you only need 4 attacks, as the pbaoe is always to long an animation for a serious scrapper. Your aoes pre 50 and judgment will be minimal but with proper tactical placement can hit numerous foes and whittle them down plenty fast.

Keep in mind a Kat/SRs purest function is not the slayer of worthless trash mobs but a single target AV/GM killer of the highest order.

Now SR. Ah SR one of my favorite sets in theory, in practice one of the hardest to make work.Alot are going to throw out the whole soft cap stuff and far to many are far to dependant on it. Defense on its own is alot less then pure healing on its own. Think about it. Regen scrappers know no fear unless poorly made and poorly played.Empaths are typically more popular then bubblers( except when I am on my regen) SR is like the other side and revels in pure healing support like few others.

This weakness is also the source of the extreme strength of the Dark/SR combo. SR being so specialized does what it does very well. Dark melee fills in the lack of self heals and end recovery so perfectly its like the devs meant for it to happen.

Having long ago learned these lessons scrappers now know well what it takes to cover SRs gaps. Body mastery at lvl 41+ will give access to several powers to help your end recovery and healing rate. And once you make 50 Rebirth imo for its spot heal and regen boost is the ultimate combo for an incarnate SR. This will let you at 50+ be very capable of covering your own needs most of the time and focus on outright killing.

As for sets, without knowing the kind of player/funds you have access to its hard to reccomend. However my kat SR in his main purple set using build uses 5 purple sets to 5 parts, 5 lotg 7.5s, 2 knockback sets for thier 7.5s and 5 5 part red fortune sets for maximin global recharge and an elude with less then 40 seconds of downtime between uses.

T'Keron Valmaz, Kat/SR:The original Super Villain of Virtue!


 

Posted

Quote:
Originally Posted by SevereCalamity View Post
First off, the defense soft cap is 45% for regular content, and 59% for incarnate trials.

Secondly, there are two varieties of defense:

Postional (Melee, Ranged, AoE)

and Typed (Smashing, Lethal, Fire, Cold, Energy, Negative, Psionic)

Just about every attack in the game falls into a category of either one of those two varieties of defense. For example, Gambler's Cut from your own Katana set is a Lethal typed damage Melee positional attack. You only need to be softcapped against one of those two categories to avoid the attack.

The game takes your highest defensive value to determine whether or not you dodge the attack. For example, if you had 25% lethal defense and 45% melee defense, it would only use the 45% melee defense attribute against an enemy using Gambler's Cut against you.
Just to reiterate, if you cover the 3 positionals, it doesn't matter how high the Typed ones are, since all attacks have a Position and a Type (except for Hamidon or Crystal Titan perhaps). When people say they want to "softcap" it means getting some/all of these to 45% defense.

Budget "softcap" builds usually shoot for 45% S/L defense (or 32.5%; 1 small purple insp away from cap) as they are the most common type of damage. However, if you can softcap the 3 positions, it is better

Best,
-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

I say if you didn't already put some cash into your kat/SR wait untill freedom is released. Many builds will be changed but I think almost all of SR builds will aim to get that almost 6 minutes long elude. I maybe wrong but I think its a too sweet deal to miss and probably people will focus on more recharge and higher dps with their SR builds.


 

Posted

Quote:
Originally Posted by Kangstor View Post
I say if you didn't already put some cash into your kat/SR wait untill freedom is released. Many builds will be changed but I think almost all of SR builds will aim to get that almost 6 minutes long elude. I maybe wrong but I think its a too sweet deal to miss and probably people will focus on more recharge and higher dps with their SR builds.
I really don't see the point in terms of performance. You're not going to have perma-elude so you'll still want to softcap yourself, and in the very rare cases where you do need Elude you can use purple insps instead. Chasing after ridiculous levels of recharge also means you're missing out on damage bonuses, so it's simply not worth it in my book.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
I really don't see the point in terms of performance. You're not going to have perma-elude so you'll still want to softcap yourself, and in the very rare cases where you do need Elude you can use purple insps instead. Chasing after ridiculous levels of recharge also means you're missing out on damage bonuses, so it's simply not worth it in my book.
Actually if what I hear was true you may have "Almost" Perma-elude albeit like you said with huge amount of recharge but most of huge recharge bonuses comes from purple sets which also gives best damage bonus to your powers. Now looking at numbers. Elude can get down to 200 second recharge which is 20 second more than its duration. With new burnout you can get your second elude just before previous one was expires and crashes and you don't need to wait until elude ends to use burnout either so it may look like this. Oh following example assumes you also manage to get burnout's recharge down to 6 minutes.

Elude->burnout->around 170 sec->elude->180 sec->crashdown->20second->elude->burnout->again.

at each 6 minute (or 5 minute and 50 seconds) you will have only a 20 second down and since you can use blue inspirations while crashed down (it just don't renew natually otherwise you can use any methods) I don't see it as a non-plausible option. Especially it may save you to make a total defense soft-cap with other powers in SR and just get to %32.5 (limit to one small purple) 20 seconds is enough time to survive with just inspirations. With just putting one IO defense ench to each SR power+maneuvre gives %31.1 defense before any set bonuses added. With weave it rises to %32 but at this point I think maneuvre is enough since there will be set bonuses too.

Or at level 50 you can just use barrier destiny before crashdown happens you don't even need to toggle back since barriers recharge and duration are at 120 seconds at best choice.


 

Posted

Quote:
Originally Posted by Kangstor View Post
Actually if what I hear was true you may have "Almost" Perma-elude albeit like you said with huge amount of recharge but most of huge recharge bonuses comes from purple sets which also gives best damage bonus to your powers.
Only one purple set available to scrappers grants you a damage bonus(Apocalypse). You'll also probably need to take Spiritual, which means no Musculature.

Quote:
Now looking at numbers. Elude can get down to 200 second recharge which is 20 second more than its duration. With new burnout you can get your second elude just before previous one was expires and crashes and you don't need to wait until elude ends to use burnout either so it may look like this. Oh following example assumes you also manage to get burnout's recharge down to 6 minutes.

Elude->burnout->around 170 sec->elude->180 sec->crashdown->20second->elude->burnout->again.

at each 6 minute (or 5 minute and 50 seconds) you will have only a 20 second down and since you can use blue inspirations while crashed down (it just don't renew natually otherwise you can use any methods) I don't see it as a non-plausible option. Especially it may save you to make a total defense soft-cap with other powers in SR and just get to %32.5 (limit to one small purple) 20 seconds is enough time to survive with just inspirations. With just putting one IO defense ench to each SR power+maneuvre gives %31.1 defense before any set bonuses added. With weave it rises to %32 but at this point I think maneuvre is enough since there will be set bonuses too.

Or at level 50 you can just use barrier destiny before crashdown happens you don't even need to toggle back since barriers recharge and duration are at 120 seconds at best choice.
You still have the 20 seconds of no recovery to deal with. I'd rather not rely on insps and sacrifice my damage, just for a softcap I can already easily reach with IO's.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
Only one purple set available to scrappers grants you a damage bonus(Apocalypse). You'll also probably need to take Spiritual, which means no Musculature.



You still have the 20 seconds of no recovery to deal with. I'd rather not rely on insps and sacrifice my damage, just for a softcap I can already easily reach with IO's.
I meant damage to power itself which is greater than global bonuses and purple sets gives more % to their powers even without set bonuses.

Second part is your don't need to take spiritual yes it makes things easier but its not mandatory.

You can get soulbound allegience as well with ancilary sets last summon powers and there is only 3 purple sets gives global damage bonus anyway.

For last part its your choice not to rely insps for 20 seconds but its not just a softcap. Elude also gives best recovery in the game which is an important point for a kat/SR if you are not using insps for 20 seconds thaan you will be using them to get your endurance refill anyway and you will be still relying on insps but this time not just 20 seconds in evey 6 minutes but every time your end bar gets low (which is like once in every 45 to 90 second without elude)


 

Posted

Quote:
Originally Posted by Kangstor View Post
I meant damage to power itself which is greater than global bonuses and purple sets gives more % to their powers even without set bonuses.
Every top-end build slots purple sets in their best attacks, it's nothing special. If you think just a few purple sets are enough to get you to the recharge cap, you're sorely mistaken.

Quote:
Second part is your don't need to take spiritual yes it makes things easier but its not mandatory.
The only scrapper build I've seen that comes close to the recharge cap has Spiritual.

Quote:
You can get soulbound allegience as well with ancilary sets last summon powers and there is only 3 purple sets gives global damage bonus anyway.
Soulbound Allegiance doesn't give a global recharge bonus, and scrappers can't access a Confuse power. That just leaves you with Apocalypse as I said.

Quote:
For last part its your choice not to rely insps for 20 seconds but its not just a softcap. Elude also gives best recovery in the game which is an important point for a kat/SR if you are not using insps for 20 seconds thaan you will be using them to get your endurance refill anyway and you will be still relying on insps but this time not just 20 seconds in evey 6 minutes but every time your end bar gets low (which is like once in every 45 to 90 second without elude)
You can get Conserve Power+Physical Perfection to keep your endurance stable. You can't get anything to completely nullify the endurance/recovery crash apart from Ageless(which will be needed every 3 minutes, not 6), but you said you wanted Barrier to cover for the 20 seconds of no Elude. Also, if you avoid this Elude business you can just get Rebirth for better survivability.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster