Katana/Regen Advice
Here is a build I tried to throw together, no particular goals other than getting Shadow Meld CD as low as possible for as cheap as possible. Achieved 24.75 second cooldown on Shadow Meld, 123 CD on hasten (near perma), and way over the top recharge for Dul pain at 98 second CD. IH has 178 second CD (Which means that's pretty much exactly 90 seconds on, 90 seconds off), and I'll basically be able to chain Gamblers cut+Golden Dragonfly+Gambler's Cut+Soaring Dragon+repeat with no delays at all (of course I'd squeeze the DA's in there for the defenses), and then some. Is this too much recharge? What should I fill in instead, and which sets specifically? I really do like the idea of a mere 10 second downtime on Shadow meld.
Soft capped Melee positional and meh kinda decent on AOE and Ranged at about 25% or so...not sure how to add more in without losing dps and/or recharge, and would only do a lot of that if there was a huge amount of defense to be gained. Lethal Defense almost softcapped at 40%. I'm obviously mostly relying on Shadow Meld/MoG/Shadowmeld/10sec/Shadowmeld/etc in this build, though for soloing AVs, that might not be enough.
Again, this is pretty much for most end game content (but not the highest tier stuff), running missions alone with the difficulty settings not in the toilet, while on a bit of a budget, hence no purples.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mitsarugi Katsu: Level 50 Natural Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), Achilles-ResDeb%(9)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(29)
Level 2: Reconstruction -- Panac-Heal(A), Panac-Heal/EndRedux(5), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(50), Panac-Heal/EndRedux/Rchg(50)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), EndMod-I(11)
Level 6: Combat Jumping -- SW-ResDam/Re TP(A), SW-Def/EndRdx(7), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(15)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(17), LkGmblr-Rchg+(50)
Level 10: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux/Rchg(19), Panac-Heal/Rchg(19), Panac-EndRdx/Rchg(21), Panac-Heal/EndRedux(21)
Level 12: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(23)
Level 16: Integration -- Panac-Heal/EndRedux(A), Panac-Heal(23), Panac-Heal/EndRedux/Rchg(25), Panac-EndRdx/Rchg(27), Panac-Heal/Rchg(27)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 20: Resilience -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(25)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam(34), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(36)
Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 28: Weave -- LkGmblr-Rchg+(A), HO:Cyto(29), HO:Cyto(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Dark Blast -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(42), Cloud-Acc/Rchg(42), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(43), Cloud-%Dam(43)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(43)
Level 41: Shadow Meld -- RechRdx-I(A), RechRdx-I(45), LkGmblr-Rchg+(45)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(48)
Level 47: Instant Healing -- RechRdx-I(A), RechRdx-I(48)
Level 49: Super Jump -- Empty(A)
Level 50: Spiritual Boost
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 11% Defense(Smashing)
- 11% Defense(Lethal)
- 11.94% Defense(Fire)
- 11.94% Defense(Cold)
- 9.13% Defense(Energy)
- 9.13% Defense(Negative)
- 6% Defense(Psionic)
- 16% Defense(Melee)
- 12.25% Defense(Ranged)
- 13.19% Defense(AoE)
- 2.25% Max End
- 39% Enhancement(Accuracy)
- 91.25% Enhancement(RechargeTime)
- 15% FlySpeed
- 130.5 HP (9.75%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.9%
- MezResist(Terrorized) 2.5%
- 10% (0.17 End/sec) Recovery
- 62% (3.46 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 3% Resistance(Fire)
- 3% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 6% Resistance(Psionic)
- 3% Resistance(Lethal)
- 20% RunSpeed
- 2.5% XPDebtProtection
http://www.cohplanner.com/mids/downl...5A9F015C53FCC8
No one? Nothing? Is my post that drawn out, or? :P
Also, is there any reason that Flashing Steel is generally not taken?
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And which is more important..passive regen, capping or S/L + melee defense, or trying to cap out positional defenses? |
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. |
I wouldn't skip it personally. The only reason I can think of is people trying to maximize the Single target DPS potential of the set.
I'd try to get a good amount of Melee/Ranged defense going with at least 600% passive regen and enough recharge to run a good attack chain and have perma-DP potential. |
I just can't access Mids' from my work computer. IT is a little tyrannical about letting people download things on the company computers.
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. |
Hello there, I have my main/badger as a Katana/Regen and just recently resubscribed to VIP, and have a few simple questions on the set that may be better answered, since some other threads I've looked at seem confusing.
From what I've seen, Cut of the Gambler>Sting of the Wasp mathematically, Soul mastery as your epic pool for semi chaining Shadow Meld+MoG+Etc. On anyone with the ability, Dull pain should obviously always be Perma, with enough recharge to facilitate that. The Lotus drops as only AOE from Katana because 1) It's a good AOE and 2) it's a great 6 slots for a few sets that fill in gaps in Regen very nicely. Divine avalanche helps get to that Melee softcap easily, so some slotting for that is pretty necessary, or you're wasting that potential.
Now to mention my experience...I started my character way back in the days of Toggle IH, and Katana seemed a bit weak to me back then, but I loved the concept, and Regen was great, and it was the closest thing to willpower that existed at the time. I took Sting of the Wasp just because I liked the animation itself better (now I've obviously switched to gambler's cut, the unrealistic and weak seeming animation not really mattering compared to the numbers). I was never too serious with this toon, but he was my main the sense that I spent the most time on him. I got 3 other characters through actually intelligent leveling to 50 before I ever got him, because I played him just to relax and slash some enemies.
Through various ways, those 50's aren't available to me/I don't care about them, and want to make him shine. I have a modest budget, and have recently gotten a farmer leveled up to 50 and I've gotten him IOed out for that task (Along with getting Spiritual for said farming). Money is a bit of an issue in regards to purples, and I don't have the most time for getting all the highest tiers of Incarnate abilities, so he'll only be moderately powerful. So, what do I do?
I've seen all sorts of different slottings, and a lot of different opinions in general. There's the "Regen is near one of the weakest defensive melee sets," and "It can be a near God if you click right, and you're skilled." I really don't know if I want to continue with this character, because all my other characters seem to out class him if they are slotted with SOs compared to him slotted with SOs. Of course, inventions in this game can make the man, so he may have the potential to outclass them with a few hundred million influence thrown at him and them equally, but I just don't know.
Also, is there any reason that Flashing Steel is generally not taken? I leveled with it, and love the AOE capability of it, and on teams, I prefer it vastly over the recharge infused 4 ability rotation, I just don't feel like I'm doing much without my AOEs, though, general trash mob teaming wouldn't be where Katana shines: I think I outdamaged fully IO slotted other melee classes in the last TF with my character despite only being in SOs...which is part of why I built him anyway, as a solo toon who could take down tough enemies on his own, but despite that, I never got to the point I could solo AVs with just SOs. Now I can with IOs, but again, I just want to do that right, and despite all the research, I'm a bit lost on the current state of Katana/regen with Incarnate abilities...
I'll probably just throw out a build later for you guys to rip apart, because I know I'll probably get some stuff wrong :P And which is more important..passive regen, capping or S/L + melee defense, or trying to cap out positional defenses? I've seen all 3 attempted in the builds I've researched.