any thoughts on where to direct my energies


astabis

 

Posted

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

astabis: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 1: Fast Healing -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(13), Numna-Heal/Rchg(13), Numna-Regen/Rcvry+(15), Numna-Heal(15)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
Level 6: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Rchg(34)
Level 8: Build Up -- GSFC-ToHit(A)
Level 10: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(37)
Level 12: Boxing -- Dmg-I(A)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(37)
Level 16: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 18: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(40), Numna-Heal(40), Numna-Heal/EndRdx/Rchg(40)
Level 20: Fire Sword Circle -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Acc/Dmg(21), Sciroc-Dmg/EndRdx(23), Sciroc-Acc/Rchg(23)
Level 22: Resilience -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(42), ImpSkn-ResDam/EndRdx/Rchg(42), ImpSkn-Status(42), ImpSkn-EndRdx/Rchg(43)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(50), Dct'dW-EndRdx/Rchg(50)
Level 30: Invisibility -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Revive -- RechRdx-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/Rchg(A), Numna-Heal(45)
Level 47: Recall Friend -- Winter-ResSlow(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Core Paragon
Level 50: Pyronic Total Core Judgement
Level 50: Diamagnetic Partial Radial Conversion
Level 50: Polar Lights Partial Core Improved Ally
Level 50: Barrier Invocation
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(45), RgnTis-Regen+(45), RgnTis-Heal/Rchg(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(48)
Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run



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Posted

Recharge, recharge, more recharge, and defense (focus on smashing/lethal, then energy/negative). More than a few hit point bonuses are generally a waste because with Dull Pain, recharge, accolades and a few bonuses, you can have capped hit points any time you want. Regeneration bonuses are generally of little benefit because they are drops in a vast ocean of healing and regeneration. You also need to know about "the rule of 5", which is that a build can only benefit from five of any particular bonus (though with weird things like the Luck of the Gambler +7.5% not counting the same as other +7.5% recharge set bonuses, so you could theoretically have five of each, even though they're all +7.5%). If you click on "view active sets", the window on the right will show you all the bonuses that are literally doing your build no good due to having more than five of them. It's not strictly BAD to have a couple things in red if you've picked them up while chasing other things - they just won't do anything for you.


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

 

Posted

Quote:
Originally Posted by Werner View Post
Recharge, recharge, more recharge, and defense (focus on smashing/lethal, then energy/negative). More than a few hit point bonuses are generally a waste because with Dull Pain, recharge, accolades and a few bonuses, you can have capped hit points any time you want. Regeneration bonuses are generally of little benefit because they are drops in a vast ocean of healing and regeneration. You also need to know about "the rule of 5", which is that a build can only benefit from five of any particular bonus (though with weird things like the Luck of the Gambler +7.5% not counting the same as other +7.5% recharge set bonuses, so you could theoretically have five of each, even though they're all +7.5%). If you click on "view active sets", the window on the right will show you all the bonuses that are literally doing your build no good due to having more than five of them. It's not strictly BAD to have a couple things in red if you've picked them up while chasing other things - they just won't do anything for you.
ok i see what your saying, im at cap for hps, regen, and even recharge according to mids though all my sets are technically active.
should i swap out the sets in sta for a perfermance shifter so im at least getting different set bonuses?


 

Posted

In case I was unclear, it's OK to get 5 10% bonuses plus 5 7.5% bonuses plus 5 Luck of the Gambler 7.5% bonuses plus 5 5% bonuses and so on. So you could say that you're at the cap for 5% recharge bonuses, but you wouldn't say that you're at the cap for recharge itself, which can actually go much higher (you won't hit that cap solo no matter how hard you try, though I know you can approach it with some very, very extreme Super Reflexes builds).

And yes, perhaps another set in Stamina, or even regular old IOs. I am a fan of Performance Shifter most of the time, but it's not providing much of what you want here.


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

 

Posted

Quote:
Originally Posted by Werner View Post
In case I was unclear, it's OK to get 5 10% bonuses plus 5 7.5% bonuses plus 5 Luck of the Gambler 7.5% bonuses plus 5 5% bonuses and so on. So you could say that you're at the cap for 5% recharge bonuses, but you wouldn't say that you're at the cap for recharge itself, which can actually go much higher (you won't hit that cap solo no matter how hard you try, though I know you can approach it with some very, very extreme Super Reflexes builds).

And yes, perhaps another set in Stamina, or even regular old IOs. I am a fan of Performance Shifter most of the time, but it's not providing much of what you want here.
i guess ive misunderstood the rule of five for a long time so just to make sure i understand
1 you are limted to 5 of a set type (doctored wounds)
2 you are limted to 5 of a particular bonus as well (10% regen)?

wow i had no idea it was so restrictive that changes everything sigh.


 

Posted

Quote:
Originally Posted by astabis View Post
1 you are limted to 5 of a set type (doctored wounds)
2 you are limted to 5 of a particular bonus as well (10% regen)?
You're not limited to 5 of a set type, you can put all 6 Doctored Wounds in the same power if you wanted that psi/toxic resist for some reason. The rule of 5 is just that you can only benefit from up to 5 identical set bonuses. So if you had 5 sets giving 10% regen bonuses, equipping a 6th set with a 10% regen bonus would not improve your regen, but a set with a 12% regen bonus would work fine.

http://paragonwiki.com/wiki/Rule_of_5#The_Law_of_Fives


 

Posted

Quote:
Originally Posted by astabis View Post
i guess ive misunderstood the rule of five for a long time so just to make sure i understand
1 you are limted to 5 of a set type (doctored wounds)
2 you are limted to 5 of a particular bonus as well (10% regen)?

wow i had no idea it was so restrictive that changes everything sigh.
Not quite how it works.

You are limited to 5 of a given bonus with the same name.

So, you are technically limited to 5 sets of Doctored Wounds, but not for the reason you're thinking. You can slot as many sets of Doctored Wounds as your build has room for, but you will only get the benefit of the 5% recharge bonus 5 times.

And that bonus counts for any OTHER 5% bonus as well. So you could have 3 Doctored Wounds, 1 Obliteration, and 1 Crushing Impact and you will have reached your limit on 5% recharge bonuses, if you added a 6th 5% recharge bonus it would have no effect.

That applies to any set bonus, but it's the NAME of the bonus that matters, not the amount of it.

For example, Thunderstrike gives you a 2.5% ranged defense and 1.25% E/N defense bonus for 6 slotting it. You could have 5 of those in your build if you have enough powers that will take that set.

Now, you could then add 3 Cleaving Blow, which has a 1.25% E/N bonus in it and it would still count. That's because, even though you are getting 6 1.25% E/N defense bonuses, the bonuses from Thunderstrike and Cleaving Blow don't have the same name, and therefore don't count against each other's limits.

The Thunderstrike bonus is listed as "2.5% ranged, 1.25% E/N" while the Cleaving Blow is listed as "1.25% E/N, 0.63% ranged".

Even though the percentage is the same, the bonus is different, so the Cleaving Blow bonus won't count against the 5 you got from Thunderstrike.

Make sense?


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Not quite how it works.

You are limited to 5 of a given bonus with the same name.

So, you are technically limited to 5 sets of Doctored Wounds, but not for the reason you're thinking. You can slot as many sets of Doctored Wounds as your build has room for, but you will only get the benefit of the 5% recharge bonus 5 times.

And that bonus counts for any OTHER 5% bonus as well. So you could have 3 Doctored Wounds, 1 Obliteration, and 1 Crushing Impact and you will have reached your limit on 5% recharge bonuses, if you added a 6th 5% recharge bonus it would have no effect.

That applies to any set bonus, but it's the NAME of the bonus that matters, not the amount of it.

For example, Thunderstrike gives you a 2.5% ranged defense and 1.25% E/N defense bonus for 6 slotting it. You could have 5 of those in your build if you have enough powers that will take that set.

Now, you could then add 3 Cleaving Blow, which has a 1.25% E/N bonus in it and it would still count. That's because, even though you are getting 6 1.25% E/N defense bonuses, the bonuses from Thunderstrike and Cleaving Blow don't have the same name, and therefore don't count against each other's limits.

The Thunderstrike bonus is listed as "2.5% ranged, 1.25% E/N" while the Cleaving Blow is listed as "1.25% E/N, 0.63% ranged".

Even though the percentage is the same, the bonus is different, so the Cleaving Blow bonus won't count against the 5 you got from Thunderstrike.

Make sense?
aye that does make sense now. talk about very nuanced and very convoluted system. im going to have to play around with mids some more