Critique my Katana/SR build/slotting please


Arcanaville

 

Posted

I've recently returned to CoX after about a six year hiatus and I'm still trying to wrap my head around all the changes. This is what I've come up with so far for a build. I'm absolutely certain that improvements can be made, I'm just not sure where. That's where you fine people come in. Any help is greatly appreciated. Thanks!

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Kimball: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Sting of the Wasp -- 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: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(7), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Def(11), LkGmblr-Rchg+(11)
Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(17), LkGmblr-EndRdx/Rchg(19), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(21), LkGmblr-Rchg+(21)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 8: Agile -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(25)
Level 10: Super Jump -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(46)
Level 14: Spring Attack -- RechRdx-I(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 20: Quickness -- Run-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Kick -- Empty(A)
Level 26: Soaring Dragon -- 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 28: Lucky -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(36)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(43), LkGmblr-Def/EndRdx/Rchg(43), LkGmblr-Def(43), LkGmblr-Rchg+(45)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 38: Focused Accuracy -- EndRdx-I(A)
Level 41: Physical Perfection -- EndMod-I(A), EndMod-I(48), EndMod-I(48), P'Shift-End%(48)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Aid Other -- Heal-I(A)
Level 49: Aid Self -- Heal-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(42), P'Shift-End%(42)
------------
------------


 

Posted

Quote:
Originally Posted by Kimball View Post
I've recently returned to CoX after about a six year hiatus and I'm still trying to wrap my head around all the changes. This is what I've come up with so far for a build. I'm absolutely certain that improvements can be made, I'm just not sure where. That's where you fine people come in. Any help is greatly appreciated. Thanks!
1. You have over 50% defense to melee, but only 40% defense to ranged and AoE. You would probably benefit more from more balanced defenses: the target for SR is to get at least a little bit above 45% to all positions. 45% to reach the soft cap, a little more for insurance against debuffs (which will be highly resisted, but not to zero).

2. Full sets of Luck of the Gambler are overkill unless you're really trying extra hard to add psionic resistance.

3. You're not slotting Boxing or Kick, so I'm assuming you're just taking them to get to Weave. Take tough instead. Even if you don't run it, you can slot both Steadfast Res/+Def and Gladiator's Armor TP/+Def. Each offer +3% defense. Put both in there, and you'll have 6% more defense. That helps make it a lot easier to reach the soft cap. The Gladiator's Armor proc used to cost a ton (two billion if not more off-market), but with the advent of enhancement converters it sells for a more reasonable two to three hundred million. Steadfast is much cheaper and you should at least slot that.

4. Unless you really want to jump fast, I would consider swapping the jump IO in Super Jump with the Winter's Gift resistance IO. It offers resistance against movement slow and recharge slow, and it stacks with the resistances in Quickness. You'd be up to 60% resistance to movement slow and recharge debuff. Believe me: its noticeable.

5. Before spending a lot of money on enhancements, consider keeping an eye on I24 beta. Issue 24 is in beta test now, and it has a lot of changes to among other things power pool powers and enhancements. All set bonuses that had small mez resistance buffs will now be larger and have damage resistance buffs as well. So there will be a lot more ways to build for resistance in I24. There's also three new enhancement sets, one each in healing, resistance, and defense. On interesting new IO is an Absorb proc that has a chance to pop an absorb shield around you. Absorb is like ablative armor: damage deducts from the shield first, you second. The chance to pop the shield increases as your health drops until its 100% when you reach 30% health. Could be very useful to SR in combination with the scaling resistances. Another useful one is a proc that offers +7.5% max health, also potentially very useful to SR.


I tried to juggle your build around a little, shift slots around but not radically change the powers or what you seemed to be aiming for, and ended up with this:

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Its not an optimal build or anything, just a food for thought build on what's possible. It gets to 47% or higher defense to all positions, swaps kick for tough, uses both resistance +def procs, uses a full set of attuned (not catalyzed) scrapper ATIOs, uses some Overwhelming Force IOs (but not the expensive proc), and improves some slotting here and there. Also, I put a full set of Gaussian into Build Up: in i24 the proc will trigger very often in BU due to its base recharge and the full set offers 2.5% defense to all positions - that's 8.5% defense added to the build from just two IOs and that one set. I'm a bit over the cap on a couple of bonuses, but its not too bad.

Anyway, like I said, food for thought.


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Posted

Thanks. That's some very good food for thought. Your build is better than what I came up with in every respect if I recall correctly. I especially appreciate the advice on not 6 slotting luck of the gambler. That frees up 5 slots right there.


 

Posted

Quote:
Originally Posted by Kimball View Post
Thanks. That's some very good food for thought. Your build is better than what I came up with in every respect if I recall correctly. I especially appreciate the advice on not 6 slotting luck of the gambler. That frees up 5 slots right there.
I at least 3 slot it on SR characters.

The regeneration and max HP bonuses are useful for them.


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

One thing I noticed - no Practiced Brawler? Is there any reason why you're not taking your mez protection?

Some more food for thought for you; my current build is below:

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Aka-Kage: Level 50 Science Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Body Mastery

Hero Profile:
------------
Level 1: Gambler's Cut Mako-Acc/Dmg:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(3), Mako-Acc/EndRdx/Rchg:50(3), Mako-Dmg/Rchg:50(11), Mako-Dam%:50(17), Achilles-ResDeb%:20(37)
Level 1: Focused Fighting RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(5), RedFtn-Def:50(9), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43)
Level 2: Focused Senses RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(5), RedFtn-Def:50(9), RedFtn-Def/EndRdx/Rchg:50(23), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43)
Level 4: Agile LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), Ksmt-ToHit+:30(45)
Level 6: Build Up GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg:50(7), GSFC-ToHit/Rchg/EndRdx:50(7), GSFC-ToHit/EndRdx:50(40), GSFC-ToHit:50(46), GSFC-Build%:50(48)
Level 8: Combat Jumping LkGmblr-Rchg+:50(A)
Level 10: Practiced Brawler EndRdx-I:50(A)
Level 12: Hasten RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Jump Winter-ResSlow:50(A)
Level 16: Dodge LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
Level 18: The Lotus Drops Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(21), Oblit-Dmg:50(21), Oblit-%Dam:50(34)
Level 20: Quickness Run-I:50(A)
Level 22: Kick Acc-I:50(A)
Level 24: Tough S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(25), ImpArm-ResPsi:40(25), ImpArm-ResDam:40(37), ImpArm-ResDam/EndRdx:40(48)
Level 26: Soaring Dragon T'Death-Acc/Dmg:40(A), T'Death-Acc/Dmg/EndRdx:40(27), T'Death-Dmg/EndRdx/Rchg:40(27), T'Death-Dmg/Rchg:40(29), T'Death-Dmg/EndRdx:40(29), T'Death-Dam%:40(31)
Level 28: Lucky LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39)
Level 30: Weave RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(31), RedFtn-Def:50(31), RedFtn-Def/EndRdx/Rchg:50(37), RedFtn-Def/Rchg:50(46), RedFtn-EndRdx/Rchg:50(48)
Level 32: Golden Dragonfly Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg:50(33), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dmg/Rchg:50(33), Sciroc-Dmg/EndRdx:50(34), Sciroc-Dam%:50(34)
Level 35: Evasion RedFtn-Def/EndRdx:50(A), RedFtn-EndRdx:50(36), RedFtn-Def:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(43)
Level 38: Stealth LkGmblr-Rchg+:50(A)
Level 41: Super Speed EndRdx-I:50(A)
Level 44: Conserve Power RechRdx-I:50(A), RechRdx-I:50(45)
Level 47: Physical Perfection Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(50), P'Shift-End%:50(50), P'Shift-EndMod:50(50)
Level 49: Calling the Wolf Range-I:50(A)
Level 1: Brawl Empty(A)
Level 1: Sprint EndRdx-I:50(A)
Level 2: Rest RechRdx-I:50(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift Run-I:50(A)
Level 2: Hurdle Jump-I:50(A)
Level 2: Health Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(15), Numna-Heal:50(17), Mrcl-Heal:40(40), Mrcl-Heal/EndRdx:40(46)
Level 2: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(11), P'Shift-EndMod/Rchg:50(15), P'Shift-EndMod/Acc:50(40), P'Shift-EndMod/Acc/Rchg:50(45)
Level 1: Prestige Power Slide Empty(A)
Level 1: Prestige Power Dash Empty(A)
Level 1: Prestige Power Quick Empty(A)
Level 1: Prestige Power Surge Empty(A)
Level 1: Prestige Power Rush Empty(A)
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Void Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Seers Radial Superior Ally
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Barrier Core Epiphany
------------
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Set Bonus Totals:
21.5% DamageBuff(Smashing)
21.5% DamageBuff(Lethal)
21.5% DamageBuff(Fire)
21.5% DamageBuff(Cold)
21.5% DamageBuff(Energy)
21.5% DamageBuff(Negative)
21.5% DamageBuff(Toxic)
21.5% DamageBuff(Psionic)
8% Defense(Smashing)
8% Defense(Lethal)
5.81% Defense(Fire)
5.81% Defense(Cold)
9.25% Defense(Energy)
9.25% Defense(Negative)
8% Defense(Psionic)
13% Defense(Melee)
15.5% Defense(Ranged)
8.63% Defense(AoE)
62.5% Enhancement(RechargeTime)
18% Enhancement(Accuracy)
15% SpeedFlying
115.5 HP (8.62%) HitPoints
15% JumpHeight
15% SpeedJumping
MezResist(Held) 6.05%
MezResist(Immobilized) 14.85%
MezResist(Stunned) 2.2%
14% (0.23 End/sec) Recovery
52% (2.9 HP/sec) Regeneration
20% ResEffect(SpeedFlying)
20% ResEffect(RechargeTime)
20% ResEffect(SpeedRunning)
5.04% Resistance(Fire)
5.04% Resistance(Cold)
3.13% Resistance(Negative)
3% Resistance(Psionic)
15% SpeedRunning






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Bear in mind it's the build I've been running for the past couple of years and have not updated it with ATOs etc. And like Arcana mentioned, I24 will change a few things.


 

Posted

Quote:
Originally Posted by FlamingDragon View Post
One thing I noticed - no Practiced Brawler? Is there any reason why you're not taking your mez protection? ... <snip>
Indeed I would be very reluctant even in a concept build to skip Practiced Brawler. On the other hand playing around in Mids for a bit and unless one drops either Spring Attack, a Primary set attack or the Medicine Pool I'm having a hard time seeing how to fit it in. Personally out of those three options I'd drop the Medicine Pool then move things around to fit PB in by level 20 or earlier (plus of course another power to replace the second Medicine choice). Then again there's going to be a revamp of the Medicine Pool for i24 as I understand it. And welcome back, after 6 years it must seem to be all but a new game.

Doomguide


 

Posted

A couple of suggestions from myself.

First your top attack chain as a kat/SR (since you don't need divine avalanche) is gamblers cut - golden dragonfly - gamblers cut - soaring dragon. But you have sting of wasp instead (I guess it is becuase this is an old toon but GC is currently better than SoW) so change sting of wasp with gamblers cut and put an achielles heel -res proc on it (when second ATO's goes live exchange this with second ATO proc and probably put whole set into GC)

Second get pactice brawler I can think a few reason why you didn't had it way back than but it is too valuable to skip now.

I tried spring attack with my build but unless you are going to slot it with a purple set (which i dont recommend because your prime attack is golden dragonfly and purple PBAoE should be saved for it) or with obliteration or eradication (eradication is a good set to cover some defense but it is not needed in most cases especially if you are using boosters) than don't take it since it is not even a good opener while underslotted. I suggest getting energy torrent instead as an opening attack power and you can slot it with a different purple(ranged AoE).

I never had need for aid self but that is personal opinion most of the time you will not have enough time to use it before dying or simply you will not have a need for it. It can be covered with green insps and they don't have interrupt either.

With new changes on proc in i24 I suggest putting gaussian set into buildup for double buildup and tasty bonus of %2.5 def.

Consider slotting red fortune on some defense powers if possible 5 but 3 will work too part of reason is at 5 it gives %5 recharge speed. Other part with i24 changes it will be giving resist to 4 types with just 3 slotting (s/l/f/c)

Consider slotting shield wall +res on a defense power it will be giving %5 res with i24.

Consider slotting regenerative tissue proc on physical perfection and miracle into health. If you can spare double slot miracle and numina into health since it gives best value with that.

My aim with my own kat/SR was after survival (def and regen and a little bit res) i would focus on damage and recharge. Recharge was mostly covered thanks to purples ATO's and red fortunes and currently my beta build (i24) has %45 global damage bonus with amplifier it rises to %60 and my purpled attacks have %143 enhnacement damage bonus on themselves. If you would like I will post my build later.


 

Posted

Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/

Click this DataLink to open the build!

Sword Brawler: Level 50 Mutation Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Gambler's Cut -- SScrappersS-Acc/Dmg:50(A), SScrappersS-Dmg/Rchg:50(3), SScrappersS-Acc/Dmg/Rchg:50(3), SScrappersS-Dmg/EndRdx/Rchg:50(5), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(46), SScrappersS-Rchg/+Crit:50(46)
Level 1: Focused Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def/EndRdx/Rchg:50(11)
Level 2: Focused Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(36), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def:50(50)
Level 4: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 6: Agile -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(9), LkGmblr-Def/EndRdx:50(9), LkGmblr-Def/Rchg:50(11)
Level 8: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(13), GSFC-ToHit/Rchg/EndRdx:50(13), GSFC-Rchg/EndRdx:50(15), GSFC-ToHit/EndRdx:50(15), GSFC-Build%:50(17)
Level 14: Flashing Steel -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(17), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(19), M'Strk-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:50(21)
Level 16: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23), Ksmt-ToHit+:30(25)
Level 18: The Lotus Drops -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(27), Armgdn-Acc/Dmg/Rchg:50(27), Armgdn-Acc/Rchg:50(29), Armgdn-Dmg/EndRdx:50(29)
Level 20: Quickness -- Run-I:50(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam:50(A), Aegis-ResDam/Rchg:50(25), Aegis-ResDam/EndRdx:50(31), S'fstPrt-ResDam/Def+:30(31), GA-3defTpProc:50(33)
Level 26: Weave -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx/Rchg:50(31), RedFtn-Def:50(33), RedFtn-Def/EndRdx:50(33), RedFtn-EndRdx:50(39), RedFtn-EndRdx/Rchg:50(50)
Level 28: Soaring Dragon -- Hectmb-Dam%:50(A), Hectmb-Dmg/Rchg:50(34), Hectmb-Acc/Dmg/Rchg:50(34), Hectmb-Acc/Rchg:50(34), Hectmb-Dmg/EndRdx:50(36)
Level 30: Lucky -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(36), RedFtn-Def/Rchg:50(37)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(37), Sciroc-Dmg/Rchg:50(37), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(39)
Level 35: Evasion -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(40), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-EndRdx:50(42)
Level 38: Assault -- EndRdx-I:50(A)
Level 41: Maneuvers -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(43), GftotA-Def/Rchg:40(43)
Level 44: Dark Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48)
Level 47: Shadow Meld -- SW-ResDam/Re TP:50(A)
Level 49: Vengeance -- GSFC-ToHit/Rchg:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(40), Panac-Heal/+End:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(45), EndMod-I:50(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
Level 50: Spectral Radial Flawless Interface
Level 50: Cimeroran Radial Superior Ally
Level 50: Clarion Core Epiphany
Level 0: Task Force Commander
Level 0: Portal Jockey
------------
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 13.19% Defense(Smashing)
  • 13.19% Defense(Lethal)
  • 12.88% Defense(Fire)
  • 12.88% Defense(Cold)
  • 9.75% Defense(Energy)
  • 9.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 12.88% Defense(Melee)
  • 13.5% Defense(Ranged)
  • 15.06% Defense(AoE)
  • 87.5% Enhancement(RechargeTime)
  • 66% Enhancement(Accuracy)
  • 10% SpeedFlying
  • 165.7 HP (12.37%) HitPoints
  • 10% JumpHeight
  • 10% SpeedJumping
  • MezResist(Immobilized) 6.6%
  • MezResist(Sleep) 1.65%
  • MezResist(Stunned) 1.65%
  • 12.5% (0.21 End/sec) Recovery
  • 66% (3.68 HP/sec) Regeneration
  • 5.52% Resistance(Smashing)
  • 5.52% Resistance(Lethal)
  • 15.27% Resistance(Fire)
  • 12.77% Resistance(Cold)
  • 3% Resistance(Energy)
  • 6.13% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 15% SpeedRunning
  • 36% GlobalChanceMod PlayerCrit



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Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Wow. Lot's more info and builds to pour over. Thanks everyone.

To answer the question about practiced brawler, at least so far I haven't really needed it. I carry a few mez breaking inspirations on me and that seems to do the trick. Of the factions I've fought so far Rikti seem to be the most mez heavy (mentalists) and inspirations have worked well. Will this not be the case later on? If I really do need practiced brawler I'll probably drop spring attack since it's more a fun gimmick power than anything else.

As for gambler's cut vs. sting of the wasp, why is gambler's cut better when it has lower base damage? I really don't need the -def with all of the accuracy I have. Is there some nuance to the slotting options that I'm missing here?

Lastly, my thought on aid self is that it would be handy to have for the times when a big strike manages to get through my defense. With such a low chance to be hit I figured that interrupt wouldn't be a huge issue. Truth be told, If I had it right now it would hardly ever get used. I figured a self heal would be become more useful once I'm fighting some nastier stuff that has more than a 5% chance to hit me. If aid self is truly pretty worthless even at higher levels though I'm more than happy to drop it for something else.


 

Posted

Quote:
Originally Posted by Kimball View Post
Wow. Lot's more info and builds to pour over. Thanks everyone.

To answer the question about practiced brawler, at least so far I haven't really needed it. I carry a few mez breaking inspirations on me and that seems to do the trick. Of the factions I've fought so far Rikti seem to be the most mez heavy (mentalists) and inspirations have worked well. Will this not be the case later on? If I really do need practiced brawler I'll probably drop spring attack since it's more a fun gimmick power than anything else.

As for gambler's cut vs. sting of the wasp, why is gambler's cut better when it has lower base damage? I really don't need the -def with all of the accuracy I have. Is there some nuance to the slotting options that I'm missing here?

Lastly, my thought on aid self is that it would be handy to have for the times when a big strike manages to get through my defense. With such a low chance to be hit I figured that interrupt wouldn't be a huge issue. Truth be told, If I had it right now it would hardly ever get used. I figured a self heal would be become more useful once I'm fighting some nastier stuff that has more than a 5% chance to hit me. If aid self is truly pretty worthless even at higher levels though I'm more than happy to drop it for something else.
I can't really remember whole math thing since it was years ago. But long story short GC's potential DPS is higher than stings and with -def you can slot achielles heel -res proc in it. Like I mention top attack chain is GC-GD-GC-SD. You can use this attack chain less than 10 second and it has GC twice in it so in less than second you will be checking for proc twice.

Also I am not saying aid self is useless it is just my personal opinion I usually get leadership pool for extra accuracy and damage (and before boosters for more defense)

If you like to keep spring attack than keep it you can replace some other power with practice brawl but getting it will be save you from some nasty scnerios. Break free only lasts for a minute or so and if you don't have a second one when you met with heavy mezzer groups you will be in trouble also keeping a break free in your tray means you can't keep another green, orange, red or yellow for more real survival or DPS increase. There is an auto-click option in CoH if you are not aware of just ctrl+left click on power and it will click automatically whenever it is ready. Use it on practice brawler and you will never need to check for break frees again. I realise how much annoying it is constantly getting knocked back after I added PB into build. At one time I had a power shortage and removed PB to get something else. It was frustrating constanly being knocked and trying to save break free for more nastier stuff like hold or immobs.


 

Posted

Quote:
Originally Posted by Kimball View Post
As for gambler's cut vs. sting of the wasp, why is gambler's cut better when it has lower base damage? I really don't need the -def with all of the accuracy I have. Is there some nuance to the slotting options that I'm missing here?
You can't just look at the damage, you also have to look at the animation time.
GC: 0.792 arcanatime at 57.81 base damage -> 73 dps
SW: 1.188 arcanatime at 79.83 base damage -> 67 dps

Also GC has a base recharge of 3s while SW's is 5s which is very important when looking at your optimal attack chain. SW>SD>SW>GD will never be possible while GC>SD>GC>GD is. The recharge also used to favor GC because of the -res proc rate but with i24 that will not be true anymore.


 

Posted

Quote:
Originally Posted by Kimball View Post
To answer the question about practiced brawler, at least so far I haven't really needed it. I carry a few mez breaking inspirations on me and that seems to do the trick. Of the factions I've fought so far Rikti seem to be the most mez heavy (mentalists) and inspirations have worked well. Will this not be the case later on? If I really do need practiced brawler I'll probably drop spring attack since it's more a fun gimmick power than anything else.
If you ever want to crank up your difficulty at all or take part in any Incarnate stuff or things like the Rikti Ship Raid, you will definitely want your mez protection.

Also, Practiced Brawler also gives you knockback protection. I don't know about you, but I find knockback more annoying than mez, because you can't do anything while you're bouncing around, not even click an inspiration.

Quote:
As for gambler's cut vs. sting of the wasp, why is gambler's cut better when it has lower base damage? I really don't need the -def with all of the accuracy I have. Is there some nuance to the slotting options that I'm missing here?
Gambler's Cut is faster. Consider this: Which will deal more damage: 2 Sting of the Wasp -or- 3 Gambler's Cut? You can fit 3 Gambler's Cut in the same time as 2 SotW.

Also, because the recharge is so fast, it is much easier to fit a Gambler's Cut into an attack chain than SotW. Gambler's Cut has an animation time of not quite a full second, and a recharge of 3 seconds.

With a reasonable amount of global recharge you can get Gambler's Cut's recharge down to below the animation time of any of your other attacks. That means you can use Golden Dragonfly->Gambler's Cut->Soaring Dragon->Gambler's Cut->Any Random Attack You Want->Gambler's Cut......and you will ALWAYS have Gambler's Cut ready to use between your harder hitting attacks. You can't do that with SotW.


Quote:
Lastly, my thought on aid self is that it would be handy to have for the times when a big strike manages to get through my defense. With such a low chance to be hit I figured that interrupt wouldn't be a huge issue. Truth be told, If I had it right now it would hardly ever get used. I figured a self heal would be become more useful once I'm fighting some nastier stuff that has more than a 5% chance to hit me. If aid self is truly pretty worthless even at higher levels though I'm more than happy to drop it for something else.
There are 2 schools of thought on this. One is that Aid Self is always handy to have in case you need it. The other is that it is better to spend that time attacking.

I generally view it as: I'd rather have something and not need it than need something and not have it.

That said, if you have a decent amount of regeneration and carry some greens with you you should be fine without Aid Self. That's 2 power choices and several slots you can save yourself.


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 rina_ View Post
You can't just look at the damage, you also have to look at the animation time.
GC: 0.792 arcanatime at 57.81 base damage -> 73 dps
SW: 1.188 arcanatime at 79.83 base damage -> 67 dps

Also GC has a base recharge of 3s while SW's is 5s which is very important when looking at your optimal attack chain. SW>SD>SW>GD will never be possible while GC>SD>GC>GD is. The recharge also used to favor GC because of the -res proc rate but with i24 that will not be true anymore.
Technically speaking it will be still useful in GC. Why? Because in GC a PPM proc will closer to its PPM value while in a power with long recharge it may come short because of %90 cap and/or because of PPM may be too high to be useful in said power (for example a PPM 3 in a power that recharges in every 30 second will have less proccing happen than a power with recharge of 10 second in a minute). And GC is before two top-tier damage attacks in top attack chain which means -res (and second ATO's +crit chance) will be beneficial to top damaging attacks if procs are in GC.


 

Posted

Quote:
Originally Posted by Kangstor View Post
Technically speaking it will be still useful in GC. Why? Because in GC a PPM proc will closer to its PPM value while in a power with long recharge it may come short because of %90 cap and/or because of PPM may be too high to be useful in said power (for example a PPM 3 in a power that recharges in every 30 second will have less proccing happen than a power with recharge of 10 second in a minute). And GC is before two top-tier damage attacks in top attack chain which means -res (and second ATO's +crit chance) will be beneficial to top damaging attacks if procs are in GC.
True. But for this to be true you'd need a proc with over 12 PPM and a totally unenhanced power (or double that if it's fully recharge enhanced) or something like that. I don't know what all the PPM numbers on beta are but I doubt there is anything available that's even remotely in that area. So the proc advantage that GC once had is virtually gone.


 

Posted

Quote:
Originally Posted by rina_ View Post
True. But for this to be true you'd need a proc with over 12 PPM and a totally unenhanced power (or double that if it's fully recharge enhanced) or something like that. I don't know what all the PPM numbers on beta are but I doubt there is anything available that's even remotely in that area. So the proc advantage that GC once had is virtually gone.
Nope it does not need 12 PPM. 12 PPM is where GC would have %90 proccing chance. What I am talking about something different. I had some calculations done before but I am on a vacation now still iirc from my calculations PPM 5 or greater are working better on GC with a build that has enough recharge on powers and global recharge to get top attack chain.

That is only statistically however not like old %chance of every hit and like i said in this case it is about where GC is in attack chain and how many times it is used. It is before any big hitter so even if procs less than SD or GD its proc won't be wasted on a weak attack. If you have for example a -res proc in SD however its bonus will be wasted on GC and becuase of long arcanatime it may not carried on GD at all even if you had more chance of proccing(this is ofcourse after a full set of chain done since achielles proc has a duration of 10.25 second but not sure about +critical chance one). Also these procs having a smaller cance to proc is not that bad thing since their effect does not stack with their own

This may not be true for any other combination or any other power that is like GC but for this combination not requiring DA in attack chain to get extra defense and getting top attack chain more frequently used with less clicky going on GC is still a good palce to put certain procs (- res, +crit chance)


 

Posted

Quote:
Originally Posted by Kangstor View Post
Technically speaking it will be still useful in GC. Why? Because in GC a PPM proc will closer to its PPM value while in a power with long recharge it may come short because of %90 cap and/or because of PPM may be too high to be useful in said power (for example a PPM 3 in a power that recharges in every 30 second will have less proccing happen than a power with recharge of 10 second in a minute).
Quote:
Originally Posted by Kangstor View Post
Nope it does not need 12 PPM. 12 PPM is where GC would have %90 proccing chance. What I am talking about something different.
So yes, this is exactly what you were talking about in your first point. If it is not, you have some more explaining to do because I do not see the difference here.

Now your second point was a different one, but it doesn't have anything to do with GC itself, just with GC's position in the attack chain. As such it is not an advantage of GC but an advantage of GC in a specific attack chain. And yes it certainly is therefore still a good idea to put procs in GC.