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Need help with my old build BS/Reg


Everon56

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I know they nerf Regen, This was my first 50 in live and would like to be able enjoy him again.

Any help would be much appreciated.  

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

BS - Regen: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
------------
Level 1:    Slash    
 (A) Kinetic Combat - Accuracy/Damage
 (3) Kinetic Combat - Damage/Endurance
 (3) Kinetic Combat - Damage/Recharge
 (5) Kinetic Combat - Damage/Endurance/Recharge
 (11) Endurance Reduction IO


Level 1:    Fast Healing    
 (A) Healing IO
 (5) Healing IO
 (7) Healing IO


Level 2:    Hack    
 (A) Crushing Impact - Accuracy/Damage
 (7) Crushing Impact - Damage/Endurance
 (9) Crushing Impact - Damage/Recharge
 (9) Crushing Impact - Accuracy/Damage/Recharge
 (11) Crushing Impact - Accuracy/Damage/Endurance


Level 4:    Quick Recovery    
 (A) Endurance Modification IO
 (13) Endurance Modification IO
 (13) Endurance Modification IO


Level 6:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff
 (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 8:    Parry    
 (A) Kinetic Combat - Accuracy/Damage
 (17) Kinetic Combat - Damage/Endurance
 (19) Kinetic Combat - Damage/Recharge
 (19) Kinetic Combat - Damage/Endurance/Recharge
 (21) Defense Buff IO


Level 10:    Hasten    
 (A) Recharge Reduction IO


Level 12:    Reconstruction    
 (A) Numina's Convalesence - Heal/Endurance
 (21) Numina's Convalesence - Endurance/Recharge
 (23) Numina's Convalesence - Heal/Recharge
 (23) Numina's Convalesence - Heal/Endurance/Recharge
 (25) Numina's Convalesence - Heal
 (25) Numina's Convalesence - +Regeneration/+Recovery


Level 14:    Super Speed    
 (A) Run Speed IO


Level 16:    Integration    
 (A) Healing IO
 (43) Healing IO
 (45) Healing IO


Level 18:    Whirling Sword    
 (A) Obliteration - Damage
 (27) Obliteration - Accuracy/Recharge
 (27) Obliteration - Damage/Recharge
 (29) Obliteration - Accuracy/Damage/Recharge
 (29) Obliteration - Accuracy/Damage/Endurance/Recharge
 (31) Obliteration - Chance for Smashing Damage


Level 20:    Kick    
 (A) Accuracy IO


Level 22:    Tough    
 (A) Reactive Armor - Resistance/Endurance
 (31) Reactive Armor - Resistance/Recharge
 (31) Reactive Armor - Resistance/Endurance/Recharge
 (33) Reactive Armor - Resistance
 (33) Reactive Armor - Endurance/Recharge


Level 24:    Weave    
 (A) Luck of the Gambler - Defense/Endurance
 (33) Luck of the Gambler - Defense/Recharge
 (34) Luck of the Gambler - Defense/Endurance/Recharge
 (34) Luck of the Gambler - Defense
 (34) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 26:    Resilience    
 (A) Resist Damage IO


Level 28:    Disembowel    
 (A) Touch of Death - Accuracy/Damage
 (36) Touch of Death - Damage/Endurance
 (36) Touch of Death - Damage/Recharge
 (36) Touch of Death - Accuracy/Damage/Endurance
 (37) Touch of Death - Damage/Endurance/Recharge
 (37) Touch of Death - Chance of Damage(Negative)


Level 30:    Dull Pain    
 (A) Doctored Wounds - Heal/Endurance
 (37) Doctored Wounds - Endurance/Recharge
 (39) Doctored Wounds - Heal/Recharge
 (39) Doctored Wounds - Heal/Endurance/Recharge
 (39) Doctored Wounds - Heal
 (40) Doctored Wounds - Recharge


Level 32:    Head Splitter    
 (A) Obliteration - Damage
 (40) Obliteration - Accuracy/Recharge
 (40) Obliteration - Damage/Recharge
 (42) Obliteration - Accuracy/Damage/Recharge
 (42) Obliteration - Accuracy/Damage/Endurance/Recharge
 (42) Obliteration - Chance for Smashing Damage


Level 35:    Instant Healing    
 (A) Recharge Reduction IO
 (43) Recharge Reduction IO
 (43) Recharge Reduction IO


Level 38:    Moment of Glory    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 41:    Maneuvers    
 (A) Luck of the Gambler - Defense/Endurance/Recharge


Level 44:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Endurance/Recharge
 (46) Luck of the Gambler - Defense/Endurance


Level 47:    Focused Accuracy    
 (A) Gaussian's Synchronized Fire-Control - To Hit Buff
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
 (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
 (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
 (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 49:    Physical Perfection    
 (A) Endurance Modification IO
 (50) Endurance Modification IO


Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Critical Hit    
Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Hurdle    
 (A) Empty


Level 2:    Health    
 (A) Numina's Convalesence - Heal
 (45) Numina's Convalesence - Heal/Endurance
 (45) Numina's Convalesence - Heal/Recharge


Level 2:    Stamina    
 (A) Adrenal Adjustment - EndMod
 (46) Adrenal Adjustment - EndMod/Recharge
 (46) Adrenal Adjustment - EndMod/Accuracy/Recharge


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


------------
------------
Set Bonus Totals:
11% DamageBuff(Smashing)
11% DamageBuff(Lethal)
11% DamageBuff(Fire)
11% DamageBuff(Cold)
11% DamageBuff(Energy)
11% DamageBuff(Negative)
11% DamageBuff(Toxic)
11% DamageBuff(Psionic)
15.63% Defense(Smashing)
15.63% Defense(Lethal)
1.88% Defense(Fire)
1.88% Defense(Cold)
4.38% Defense(Energy)
4.38% Defense(Negative)
18.13% Defense(Melee)
6.88% Defense(Ranged)
3.75% Defense(AoE)
35% Enhancement(RechargeTime)
34% Enhancement(Accuracy)
10% Enhancement(Heal)
15% SpeedFlying
205.8 HP (15.37%) HitPoints
15% JumpHeight
15% SpeedJumping
MezResist(Confused) 50%
MezResist(Held) 50%
MezResist(Immobilized) 50%
MezResist(Sleep) 50%
MezResist(Stunned) 50%
MezResist(Terrorized) 50%
6% (0.1 End/sec) Recovery
44% (2.45 HP/sec) Regeneration
20.25% Resistance(Smashing)
20.25% Resistance(Lethal)
4.5% Resistance(Fire)
4.5% Resistance(Cold)
1.5% Resistance(Energy)
1.5% Resistance(Negative)
3.75% Resistance(Toxic)
3.75% Resistance(Psionic)
15% SpeedRunning

------------
Set Bonuses:
Kinetic Combat
(Slash)
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Crushing Impact
(Hack)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  15.06 HP (1.12%) HitPoints
  7% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)


Gaussian's Synchronized Fire-Control
(Build Up)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  25.1 HP (1.87%) HitPoints
  2.5% (0.04 End/sec) Recovery


Kinetic Combat
(Parry)
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


Numina's Convalesence
(Reconstruction)
  12% (0.67 HP/sec) Regeneration
  25.1 HP (1.87%) HitPoints
  6% Enhancement(Heal)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


Obliteration
(Whirling Sword)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3% DamageBuff(All)
  9% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)
  3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Reactive Armor
(Tough)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
  1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)


Luck of the Gambler
(Weave)
  10% (0.56 HP/sec) Regeneration
  15.06 HP (1.12%) HitPoints
  9% Enhancement(Accuracy)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  7.5% Enhancement(RechargeTime)


Touch of Death
(Disembowel)
  1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  20.08 HP (1.5%) HitPoints
  2.5% DamageBuff(All)
  3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%
  3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Doctored Wounds
(Dull Pain)
  1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5%
  4% Enhancement(Heal)
  5% Enhancement(RechargeTime)
  3.75% Resistance(Toxic,Psionic), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25%


Obliteration
(Head Splitter)
  2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75%
  3% DamageBuff(All)
  9% Enhancement(Accuracy)
  5% Enhancement(RechargeTime)
  3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


Luck of the Gambler
(Moment of Glory)
  7.5% Enhancement(RechargeTime)


Luck of the Gambler
(Combat Jumping)
  10% (0.56 HP/sec) Regeneration


Gaussian's Synchronized Fire-Control
(Focused Accuracy)
  7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning
  25.1 HP (1.87%) HitPoints
  2.5% (0.04 End/sec) Recovery
  2.5% DamageBuff(All)
  2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


Numina's Convalesence
(Health)
  12% (0.67 HP/sec) Regeneration
  25.1 HP (1.87%) HitPoints


Adrenal Adjustment
(Stamina)
  1% (0.02 End/sec) Recovery
  15.06 HP (1.12%) HitPoints


http://www.cohplanner.com/mids/download.php?uc=1468&c=651&a=1302&f=HEX&dc=78DA6593D973124110C6676191400E2090FBE04822E15A42E9BB553187515012A20F5E9B0D4C80AA14500B96E6D117F50FD1A82FFE671EEF1EB199FE20A9EC5652BFD96FFBEB996EA64B6FB6C6BEEDBEBD23B489BBA756B76B56AAB6D5E9487BA4F4AA67F59AED96A0C7BF5989E56207B22E5B5E7A9D1F049925792AA5B169B7AD9A5979DDB66B4BC34F5BF244B6BAD2502E69AB5CA1BD5643DAB2D533060B7FB9DD3E352A1D296BE36AB9D3AC377ACD563DA0DE8AD2AA49BBDB6876C606EF1DFA18DAEE34ABC666BB766696AC6E4FDA67B374AC35FA3FEA9F4F3D17BA281312BA70ED83074CBDC2F4C789055D6CF53D9AF2B8C42A6B3A780334BD08A1BCDA11BE59CC9163B0CAF4D7983BE47123AF3BC6DAD8351E538C8763DC9E8F2EA54D9C839F98C12FCC2AC57A354D9DC18BDA82A86D12B54DA2B6C832E74F90C7C7F9852FC3DA3669A3AC7946F735A5450E98D315F09039FB187CC25C21EF38F7418CE738DF3DD202A833807EA5C12C282926C43E4FE837D733FF07FCCB5CFC075E3097855BD145DE30F60CCF733E376953BCA73EB54C8B24C547C138339600634C9D3C33F0CC04B99E5888190F8311708AB9479E39F46F2ECB7B9F90B6805A169E0A957BE519F81C7CC15C7D099ACC5DF22EA1F74B0F788FD522F366097C083E6226CBCC3A79A3D8378A1E26D1C3247A98420F53E8610A3DBC4FDE047EA304EE41FA1A8B5E9EA17EAD6BA83F44DA3AEA5F478FA649CBB0A665A0E5D0CF43DACE407D06EE731EF7388F7B9DFFCC2CE05E17BE32CFE9626D20EF06E6A3002EEAC3B9A63F7A44D1A194F5E18C0A4D29517D38D917BEA0E8F742ADBFFB49D6AE46FE70283F2F15978629C8625AB298925F5763DE511561EAC47BF00373C371CEB443293894DB0EE59643F90FE334E194

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In addition to your budget, as @Bronana16969 asks, I'd also ask what the goal for the build is and what kind of content you'll be doing with it. That would impact the suggestions you'd re receive.

 

I'm hesitant to make suggestions as is, as sometimes slotting a single power oddly will serve the build better than making sure every power is properly slotting itself. With that said, here are some thoughts:

 

* Based off your slotting, you appear to be chasing some +regen and/or +maxhp. (For example, your slotting for Health and Stamina.) Between Accolades (+20% if you have all 4) and Dull Pain (+60%), you'll already hit Scrapper's hp cap (+80%). In addition, +regen on Regen Scrappers is far less valuable than it is to other mitigation heavy sets.

 

* As of right now, you don't have enough recharge to make Dull Pain permanent. It looks like it with Hasten on, but since Hasten is not permanent, it will cause Dull Pain to have a gap. By only slotting Hasten with a single recharge IO, you're leaving a lot of cheap recharge on the table for it. (A second IO would be worth almost another 42%.)

 

* If you're worried about having enough recovery (see Build Up's slotting stopping at 4 for +recovery), instead consider fully enhancing the powers you have. For example, Stamina has a base of +25% recovery and only 54% enhancement. Getting that to the ED soft cap would be worth ~10.25% recovery, 4x what you're getting from Gaussian.

 

* You're spending a lot of slots on some powers without comparing what you could get elsewhere.

-- Tough has 5 slots of Reactive Armor for (I presume) the +1.25% defense. Meanwhile, Maneuvers only has 12.8% defense enhancement. If you get Maneuvers to the ED softcap, you'd get +0.985% defense. Slightly less, but it would require fewer slots and apply to all defense types & positions equally.

-- You're 6 slotting Focused Accuracy for 2.5% melee defense, whereas another generic lvl50 defense IO in Parry would net you +6.3% defense. Slight negative, it would only be in effect when you're actively using it (Parry), but on the plus side you could stack that to +12.6% or higher.

 

* Slash is probably the worst attack in BS because it deals the least damage for its activation time, and with enough recharge, you wouldn't need it (Headsplitter, Hack, Disembowel, Hack, repeat) or could replace with Parry for extra safety. Slice would be more useful in general because it can hit multiple targets.

 

* MoG is woefully underslotted for recharge.

 

 

These are just my thoughts, if you have reasons for why you did things ("I find Slash more fun than Slice"), that's cool. I'm just trying to give the best objective feedback I can. I hope this helps.

Edited by Sarrate
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Also, aside from what much of Sarrate had to say..

 

Regen benefits most from two things (2.5 really), max hp, recharge and the last .5 which I specifically dont count AS important would be a second from of damage mitigation.

 

Higher hp boosts your regen effects, most notably Instant Healing.

 

Recharge let's you drop reconstruction, dull pain, instant Healing, and MoG quicker and more reliably.

 

And a second form of mitigation will give you more bang for your buck from regen.

 

Defense is easy to stack, but defense debuffs are more common than resistance debuffs.  Therefore I prefer to stack heavier on resistance.  If your vigilant and keep luck insps handy, you can get yourself in that sweet 32.5 spot where you're only 1 defense inspiration from softcap.  Keeping a third of a tray handy is a good way to prevent defense from experiencing cascading failure.

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I agree with everything Sarrate said. Plus, if money is no object, then use the 2 scrapper archetype enhancement sets. The individual pieces go for around 8-10 million each; if you're level 50 you can then catalyze them to the superior form which greatly increases their bonuses making them extremely nice. The basic versions are attuned so they're available while leveling as well. (Unlike say purple sets that require level 50.)

 

The scrapper archetype sets are universal for scrapper damaging powers - melee, pbaoe, even ranged for the sets like Claws that have such an attack. I personally do not like the stat mix in most of the PBAOE sets so it's nice that I have these extra options. I typically use Critical Strikes 6 slotted as I feel the best bonuses are at the 4-6 part level. However, I typically use Scrapper's Strike split into two groups of 3 as the 3 part set bonus is defensive (but going for all 6 is certainly valid). That 3 part bonus? It's 2.5% defense to Smashing/Lethal and 1.25% defense to melee with the basic version; when you make the ATO superior (requires level 50) those values double. Therefore at 50, if you use all 6 superior pieces split that adds up to 10% defense to Smashing/Lethal and 5% defense to melee.

 

These ATO sets each have a special IO; for Scrapper's Strike it's a global 5% critical hit chance increase.  For Critical Strikes, it's a proc that is triggered by using the power that it's slotted into, which gives you a +50% critical hit chance for about 4 seconds. (So the NEXT attack will benefit from it, so you want to put it in something you use right before your heavy hitter.)

 

Oh and if there's 1 piece of Gaussian's you should actually put in Build Up, it's the proc with a chance of Build Up. There is a very high chance of it triggering almost every time you use Build Up, which means Double Build Up for your next attack

 

Edited by Erydanus
build up...!

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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Okay, so I finally had some time to fiddle with the build in Mid's Reborn, and this is where I stopped:

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

BS - Regen: Level 50 Mutation Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Hack -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(34)
Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(5)
Level 2: Slice -- Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(3), Obl-Acc/Dmg/Rchg(5), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(15)
Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(15), GssSynFr--Build%(17)
Level 8: Parry -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19), DefBuff-I(21), DefBuff-I(31)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(45)
Level 12: Reconstruction -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(23), DctWnd-Heal(25), DctWnd-Rchg(25)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Prv-Heal(A), Prv-Heal/EndRdx(43), Heal-I(45)
Level 18: Whirling Sword -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(29), Obl-%Dam(31)
Level 20: Kick -- Acc-I(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(31), RctArm-ResDam(33), StdPrt-ResDam/EndRdx(48)
Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(33), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg+(34), ShlWal-ResDam/Re TP(46)
Level 26: Resilience -- GldArm-3defTpProc(A), ResDam-I(33), ResDam-I(45)
Level 28: Disembowel -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(37)
Level 30: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(37), DctWnd-Heal/Rchg(39), DctWnd-Heal(39), DctWnd-Rchg(40)
Level 32: Head Splitter -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(40), SprCrtStr-Acc/Dmg/Rchg(40), SprCrtStr-Dmg/EndRdx/Rchg(42), SprCrtStr-Acc/Dmg/EndRdx/Rchg(42), SprCrtStr-Rchg/+50% Crit(42)
Level 35: Instant Healing -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), Rct-Def/EndRdx(50), Rct-ResDam%(50)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 47: Focused Accuracy -- HO:Cyto(A), HO:Cyto(50)
Level 49: Physical Perfection -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(7), Prv-Heal(39)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46)
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: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

Here are the highlights:

 

* Swapped Slash for Slice.

* More recharge slotting in the powers that use them, and more global recharge.

* Around 7% more melee defense with a single application of Parry, more when stacked.

* Around 8% more aoe defense.

* Increased s/l resistance by ~18%.

* Less end use, more recovery.

* Better proc utilization.

- [edit: I lowered your overal regen, but the higher mitigation and recharge easily compensates, imo]

* Bloated the budget by I don't even know how much. 😛

 

Aside from the Slice swap, I've kept your power selection the same. I still feel there is room for improvement on Parry and Disembowel, but I had to stop somewhere. 🙂 You could sacrific some of your melee defense fore more range/aoe, that way you'd be more universally protected. Of course, you'd be more reliant on Parry if you did that, which could affect the gameplay feel. Lastly, you could consider swap Body for another Ancillary pool, perhaps Soul (for Shadow Meld) or Leviathan (Hibernate), but that could start messing with your concept, so I did not explore that.

 

Hopefully this helps!

Edited by Sarrate
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I don't understand why anyone takes Focused Accuracy (or Tactics intended just for themselves really); outside of PVP that is. The advent of enhancement sets makes it so most powers easily get a 66% or more accuracy without sacrificing any damage, as well as accuracy bonuses being very common set bonuses;  and even more is available in Incarnate powers. I'm not talking about builds where someone is specifically saying "I like to fight X and I need a smidge of bonus tohit to offset their annoying powers" I mean people going for these powers like they are still slotting with SOs and want the 20% accuracy and 5% tohit bonus to make up for only having 33% accuracy in their powers. 

 

I similarly look askance at builds that beeline for conserve power. It's 2020, nukes don't crash end, you got inherent Stamina at level 2, and +recovery and +end IOs are readily available and reasonably priced. If you're picking it to counter sappers, legit! If you're picking it because you assume your build is going to suck wind because it used to when you had a similar build 10 years ago only using SOs, it's time to rethink things. 

 

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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