Trying to understand the class.
First focus for Energy/Negative defense. You are already pretty close with Heightened Senses, so it should fairly easy. Next, get soft capped Smashing/Lethal defense. Lastly with any other bonuses you can find get extra HP. +HP is way better than +regen. +HP is both extra regen per second as well as universal resistance.

Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
How do you determine what to slot, and how much? Should my ideal build involve getting to the softcaps on what defenses I can, then going hardcore into regen/HP and accuracy/damage? I've seen some builds on here, and the general idea is in my head, but I'm not exactly sure how to sit down and math it out.
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The best thing I can recommend is to make sure you take some time and just play with builds in Mids to see how set bonuses interact with each other. For me, the best way to understand the whys of someone's build is to deconstruct their build power by power.
Beowulf -
Too many Alts, not enough 50's. Story of my life...

I would have ordered the priority Melee/Smashing/Lethal, then Ranged/Energy/Negative, Lastly Aoe/Fire/Cold.
WP doesn't come entirely into it's own till about level 30, you've got just a little ways to go and you should start really seeing a difference.
There are good Claws builds, and good Willpower builds in my archives. However, I don't see any good Claws/WP builds, you'll have to do your own conversion taking the good parts of each to make a whole. The only Claws/WP in my archives is regen based and doesnt' have nearly enough defense, IMO.
Leverage your WP powers first
Then aim for 32.5+ defense all (small purple away from the soft-cap)
Then add melee/smashing/lethal defense, ideally as close to soft-cap as possible.
Then add Energy Defense, which in most cases means Energy/Negative.
Sacrifice AoE/Fire/Cold if needed.
Then Add Spiritual Alpha T3/T4.
Then Add Rebirth +Regeneration or Barrier. Personally I prefer Rebirth
Then Add Void -Damage
Then Add Reactive. Although Diamagnetic might be an option, I really strongly prefer Reactive. I'd rather eat a small purple and kill the target faster.
There is an SS/WP reference in my archives that has 40/40/32 defenses, that might be a good starting point, or not. I've not personally worked on WP outside of Sword/Willpower builds that are soft-cap to all, which you can't do outside of Sword/. If you can hit 40 defense, that with Barrier T4 would be perma-softcap. Barrier T4 adds (at least) +5 defense for it's entire duration and is perma.
I'm also a fan of both Shadowmeld and Vengeance. I'd recommend one or the other. Shadowmeld is the alpha-breaker, while Vengeance is the wipe-breaker. In-game I've become more fond of the vengeance build than the of the shadowmeld build. I suppose the best answer would be both, but I've not managed a single build that has them both as of yet.
Prioritize Smashing/Lethal defense, not Energy/Negative. Why? Because 70% of the attacks in the game have a smashing or lethal component, and few are straight-up energy or negative. You get much more mileage out of S/L defense than E/N defense. If you did nothing else but put Kinetic Combats in your ST attacks and Reactive Armors in your resist-based powers, you would be well on the way. Look to Weave/CJ and maybe a Steadfast unique to bolster your defense numbers. If you don't have and can't afford a Steadfast unique, PM me your global here and I will mail you one free.
Once you've gotten a decent amount of S/L defense (32.5% is a good start, because a small purple will softcap you) then it's time to aim at other things. Defensively for Willpower, that means +HP. You may also want to look at +rech for your attacks. Really though, if all you did for IO slotting was boost S/L defense, you would have one tough mother who isn't to be trifled with. You have a naturally high regen rate, and you have decent resists to back things up.
People get this weird idea about Willpower: "It has an S/L resist shield, so I don't want/need S/L defense; I should shore up the Energy/Negative hole." This is wrongheaded. You can build for E/N defense and still have a tough WP character, but only because WP is a tough set. Building for S/L defense makes an already-tough WP character into a tiny god.
here's what i came up with for a nice S/L capped build.. it's a tad expensive even though there's no purples (kinetic combats aren't cheap)
Capped S/L even with suppressed stealth numbers
1 small purple will Cap everything else except psi (it'll be real close though)
603% Regen
2130 HP
1.77 end/s surplus and since claws is an end-light set is manageable
58.75% recharge
47.9& To Hit with 1 enemy in range
50% accuracy bonus
19% damage bonus
only problem i see is the lack of Defense Debuff Resistance.. Def Debuffs WILL cause cascading defense failure
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5)
Level 1: High Pain Tolerance -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17)
Level 2: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 4: Mind Over Body -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 6: Fast Healing -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(39), Dct'dW-Heal/Rchg:50(40), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Rchg:50(40)
Level 8: Follow Up -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-Def:50(15)
Level 12: Indomitable Will -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(45)
Level 14: Super Jump -- Winter-ResSlow:50(A)
Level 16: Rise to the Challenge -- Numna-Heal:50(A), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx:50(45)
Level 18: Jump Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(23)
Level 20: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:21(21)
Level 22: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(25), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(27), S'fstPrt-ResDam/Def+:30(31)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(29)
Level 28: Heightened Senses -- LkGmblr-Rchg+:50(A), S'dpty-Def:40(31), S'dpty-Def/EndRdx:40(33)
Level 30: Eviscerate -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(33), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34)
Level 32: Shockwave -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(34), Posi-Dmg/Rng:50(36), Posi-Acc/Dmg:50(36), Posi-Dmg/EndRdx:50(36)
Level 35: Maneuvers -- S'dpty-Def:30(A), S'dpty-EndRdx:30(37), S'dpty-Def/EndRdx:30(37), S'dpty-Def/EndRdx/Rchg:40(46)
Level 38: Assault -- EndRdx-I:50(A)
Level 41: Focused Accuracy -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-ToHit/Rchg:50(43), GSFC-ToHit:50(43)
Level 44: Spring Attack -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(46), Oblit-Dmg:50(48), Oblit-Acc/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(50)
Level 47: Strength of Will -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
Level 50: Musculature Total Radial Revamp
Level 50: Void Total Radial Judgement
Level 50: Diamagnetic Total Core Conversion
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(23)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(9), P'Shift-EndMod/Acc:50(9)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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I would have ordered the priority Melee/Smashing/Lethal, then Ranged/Energy/Negative, Lastly Aoe/Fire/Cold.
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Also, Claws/WP is one of the few builds where +recharge, while not useless, is not very valuable. Willpower does not benefit in any measurable way from it, and Scrapper Claws is already fast-recharging. You will benefit most dramatically from s/l defense, energy defense, +hit points, and +regen in about that order.
Note that it's somewhat less important to soft-cap defenses on a Willpower than on other Scrappers, because Willpower's huge capacity to regenerate hit points (and recover endurance too) can cover up a certain margin of error if you are getting hit.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
While normally I would suggest Smashing/Lethal defense first, on a Will Power character you already start with a high amount of Energy/Negative defense, but low resistance. On the other hand you have a fairly high amount of Smashing/Lethal resistance. It is also easier to hit the soft cap for Energy/Negative with less slots. (This is coming from a leveling perspective)

Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Got a question about your build, glasswalkerny. It seems to use up a lot of endurance(2.37 out of 3.47); Do you have any endurance issues or find yourself popping and blues? Because with 11 toggles, if you keep them all up at once or for certain situations, I could see a problem.
I went back and replaced the performance shifter end/acc on stamina and quick recovery with an invention: endurance modification. Not sure if it will make a big difference or not, but it did increase the endurance recovery 9%.
I'm not really sure why this advice includes the positional defenses, maybe just for completeness?
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Unless you're going sword/wp, you will indeed want to build for typed over positional, but if someone comes up with a build that mixes vectored and typed and does it well, more power to them.
Spiritual is for the healing/HP/regen boost, not really for the recharge, but the recharge will still be helpful.
I see no reason why you can't bet 32.5 SLENFC on a Claws/WP, I've just not created one myself. I would think 40/33/30 SLENFC should be very possible as well, if not even better results.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
"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
Got a question about your build, glasswalkerny. It seems to use up a lot of endurance(2.37 out of 3.47); Do you have any endurance issues or find yourself popping and blues? Because with 11 toggles, if you keep them all up at once or for certain situations, I could see a problem.
I went back and replaced the performance shifter end/acc on stamina and quick recovery with an invention: endurance modification. Not sure if it will make a big difference or not, but it did increase the endurance recovery 9%. |
I don't have a character like this but i have a Claws/SR that runs with a net gain of 1.84 end/s that doesn't have end problems short of electrical attacks and sappers.
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Wow, this topic has cleared up a lot of my concerns. I'm gonna go over it with a fine tooth comb, and if I have more questions I'll throw em' at you. Thanks everyone.
Hello. I've owned the game for awhile, and I'm just now coming back. I've never gotten a character past 25 in the past, so my understanding of the endgame is rather limited.
I made a Claws/WP scrapper a few weeks ago, and I'm just now 25 on the dot. I have a fair grasp of what IOs are, how they give set bonuses, the idea of a softcap for defenses, and the actual strengths of the /WP secondary.. but I'm still lost.
How do you determine what to slot, and how much? Should my ideal build involve getting to the softcaps on what defenses I can, then going hardcore into regen/HP and accuracy/damage? I've seen some builds on here, and the general idea is in my head, but I'm not exactly sure how to sit down and math it out.
Some things are common sense, and others not so.. well, common. I don't mind people posting builds - encourage it, really - but I'd also like to try and understand how to get there. A lot of guides and such I see are years old, so that really hasn't helped too much.
Any thoughts for a returning player?