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Dareon Kale

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  1. It depends on the attack and how far into diminishing returns you are. Fast base recharge time attacks benefit less from procs than long base recharge attacks because of the way the system calculates the probability of firing the proc in the new ppm system.
  2. Your attack chain is going to be problematic early on, and you don't have quite enough recharge to make a good single target attack chain with the attack powers you have selected. I personally wouldn't spend so many slots in fast healing, resil, and tough, but that's kind of eprsonal preference thing if you want to focus more on survival than damage. Irradiated ground likewise could be slotted for damage instead of with a defense debuff set. Unless you are just in love with that set bonus, I'd change that out because you are going to get more than enough defense debuff from your other attacks. I'd don't like how the preventative medicine proc plays in auto powers, and would put it(along with the rest of the set) in either dull pain or reconstruction, but that is also a personal preference.
  3. Katana would let you stack up some extra defense on top of bio, and then it's a fast paced set with decent dps. Dark would let you get some -tohit and stack drain soul on top of offensive which would nice damage.
  4. Regen works best building recharge first, recharge second, and then other defenses as you can. You want Recon, Dull Pain, and Instant Healing all recharging as quickly as possible, and you want to aim for making Dull Pain permanent because the increase in your max hp increases your hitpoint regen per second significantly. After that you can start building for defense/resist. You aren't going to be able to cap defenses or resists that way, but isn't the goal. The purpose of the extra defense is to blunt the damage enough that they can't out dps your regen+click heal powers. It also helps you take the alpha from a pack without being floored before you can click a power, but you will still get the occasional string of bad luck. The nice part about building for recharge is that it helps you put together high DPA attack chains, and you shouldn't gimp all your attacks just for a few percent more defense/resists. A scrapper is supposed to do damage not just survive.
  5. With regen, you want high recharge first, high hp after that, and then work up other forms of defense. Having a permanent Dull Pain is the biggest parking of pushing up your HP which is a function of having a high base recharge, so it that killing two birds with one stone. After that, we can start chasing some defense and/or resistance. Building defense ties in well with the goal of high recharge due to the LoTG 7.5% recharge enhancement. You are unlikely to be able to cap your defenses without the use of incarnate powers, but since that is a secondary form of protection, it's not a big deal. It mostly functions to protect you from the opening barrage from a pack of opponents or an unfortunate occurrence of several big hits landing at once. You need a little time to react with your click heals which is what building some defense/resistance will usually afford you. Shadowmeld looks nice on paper, but it is very clunky and cumbersome in actual use. It has a 3s animation time for a 15s duration power that you would be using every 20-24 seconds. You can be very survivable, but I found that it really detracted from my play experience. Time spent animating shadowmeld is time I'm not getting to kung fu kick somebody in the face. I generally carry around a tray full of purples and just pop a couple to fill in the gaps as needed. Lastly, I'll just say that the job of a scrapper is to dish out damage. You usually want to make sure you don't completely gimp your ability to perform that task just to chase an extra 5% defense. This is something along the lines of what I would do. Everyone's style is a little different, and I'm sure there's some room for improvement. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Jaxon Kain: Level 50 Science Scrapper Primary Power Set: Martial Arts Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Storm Kick -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Dmg/EndRdx(3), TchofDth-Dam%(9), Hct-Acc/Dmg/Rchg(23), Hct-Dam%(25) Level 1: Fast Healing -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(5), NmnCnv-Heal/Rchg(13) Level 2: Cobra Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(13) Level 6: Super Jump -- WntGif-ResSlow(A) Level 8: Combat Jumping -- LucoftheG-Rchg+(A) Level 10: Reconstruction -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(37), Prv-Absorb%(39), Prv-Heal/Rchg/EndRdx(43) Level 12: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(15), DctWnd-Heal/EndRdx/Rchg(15), DctWnd-Heal(37), DctWnd-Rchg(48) Level 14: Focus Chi -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(21) Level 16: Integration -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(33), Pnc-Heal/+End(40) Level 18: Crippling Axe Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/EndRdx/Rchg(34), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40), SprCrtStr-Rchg/+50% Crit(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Dragon's Tail -- Arm-Acc/Rchg(A), Arm-Dmg(27), Arm-Dmg/Rchg(27), Arm-Dam%(31), Arm-Acc/Dmg/Rchg(34), FrcFdb-Rechg%(50) Level 28: Instant Healing -- DctWnd-Heal(A), DctWnd-Rchg(29), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(34), DctWnd-Heal/EndRdx(39) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), Rct-ResDam%(50) Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg/EndRdx/Rchg(39), SprScrStr-Rchg/+Crit(43) Level 35: Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(36), EnfOpr-Acc/EndRdx(36), EnfOpr-Immob/Rng(37), EnfOpr-Acc/Immob/Rchg(40), EnfOpr-Acc/Immob(46) Level 38: Moment of Glory -- RechRdx-I(A) Level 41: Resilience -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(46) Level 44: Shuriken -- Apc-Dmg(A), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46) Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 49: Assault -- EndRdx-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 -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42), EndMod-I(48) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ion Core Final Judgement Level 50: Vanguard Radial Superior Ally Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment Level 50: Musculature Radial Paragon Level 50: Reactive Core Flawless Interface ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 18.63% Defense(Smashing) 18.63% Defense(Lethal) 10.5% Defense(Fire) 10.5% Defense(Cold) 3% Defense(Energy) 3% Defense(Negative) 3% Defense(Psionic) 15.5% Defense(Melee) 3% Defense(Ranged) 10.5% Defense(AoE) 102.5% Enhancement(RechargeTime) 6.25% Enhancement(Max EnduranceDiscount) 3% Enhancement(Immobilized) 8% Enhancement(Heal) 45% Enhancement(Accuracy) 15% SpeedFlying GrantPower Preventive Medicine (10% chance, if Scourge) 281.1 HP (20.99%) HitPoints 15% JumpHeight 15% SpeedJumping MezResist(Confused) 66.25% MezResist(Held) 66.25% MezResist(Immobilized) 66.25% MezResist(Sleep) 66.25% MezResist(Stunned) 66.25% MezResist(Terrorized) 66.25% 18.5% (0.31 End/sec) Recovery 58% (3.24 HP/sec) Regeneration 35% ResEffect(SpeedFlying) 35% ResEffect(RechargeTime) 35% ResEffect(SpeedRunning) 11.25% Resistance(Smashing) 11.25% Resistance(Lethal) 24% Resistance(Fire) 24% Resistance(Cold) 4.5% Resistance(Energy) 4.5% Resistance(Negative) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 15% SpeedRunning 36% GlobalChanceMod PlayerCrit
  6. Perma-Hasten makes /regen highly entertaining, but it's also a very click heavy way to play which might not appeal to some tastes.
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