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Dual Blade/Regen build


Masterfunk

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Since the servers are down, I thought this would be a good time to ask about this.  I'm experimenting with Regen and chose ( for better or worse) Dual Blades/Regen on a Scrapper.  It's actually been quite fun so far. I'm now L23.  But I was wondering what advice was available on this.  Has anyone tried DB/Regen? 

 

Early on, I took Combat Jumping and Haste.  I'm thinking I need to go Fighting and get Kick/Tough/Weave.  This means I will probably skip Maneuvers.  And while I am leveling up, should I initially max my slots in Regen and Defense while waiting till later to slot my attacks?

 

Any build examples on this?  I didn't see any when I was reviewing the forums, but maybe just no one bothered.

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8 minutes ago, Masterfunk said:

And while I am leveling up, should I initially max my slots in Regen and Defense while waiting till later to slot my attacks?

 

I always go attacks first on a scrapper. Dead things do zero damage! Actually attacks first on everything for that reason, even my tankers. Most defensive powers will rarely need or benefit from max slots unless you're chasing a specific set bonus, ED means you just cannot get that much benefit for them. (as in, if you put 6 healing enhancements into Intergration, you're only getting benefit from the first three, the others are useless) 

 

You'll definitely want the Fighting Pool, and honestly if you can get Maneuvers in there as well its very useful, regen gets a lot of effective HP out of additional defense, giving you more time to let that steady regen do its work.

 

I don't have a specific build, could look at one, do you have a budget in mind? Are you at the point you have sets you can get this early or just working with basic IOs/SOs? Have your ATOs? DB is an odd set in that as you increase in recharge it benefits you to start dropping attacks and focus on rotating the attack vitals combo on repeat. That gives you a lot of room for other power selections if you are going that route. 

The Alphabet Bunnies
Currently Building: Dark/Fire Tanker, Merc/Time MM


50 Bunnies: Alpha Bunny (Il/Rad Controller) Beta-Bunny (FF/BR Defender) Gamma-Bunny (Seismic/Stone Sent) Epsilon Bunny (Spines/Invul Scrapper) Theta Bunny (Willpower/Axe Tanker) Zeta Bunny (DB/EnA Stalker) Lambda Bunny (Bio/SvgM Tanker) Xi Bunny (Stone/Stone Stalker) Sigma Bunny (SR/KM Tanker) Upsilon Bunny (Shield/DM Tanker) Chi Bunny (Fire Farmer Brute) Omega Bunny (Claws/Ninja Scrapper) F - araday Bunny (Elec/Elec Defender)
50 Non-Bunnies: Darboux (Crab Spider) Invisible Icicle (Ice/Bio Stalker) Cooling-Tower (Rad/Ice Tanker) Ferrouscious Feline (Invul/WM Tanker) Bill the Yeti (SavM/Ice Stalker) Sally Salamander (Fire/MA Tanker) Blade Azure (Kat/EnA Scrapper) 

 

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Thanks for the reply.  I have some money, but not a lot.  I have a farmer build that I sometimes run for a couple hours, but it isn't a "tricked out" farmer build that gets over 50 mil an hour. Just 10-20 mil and hour.  I also build and sell crafted IOs when I can.  

 

I've been trying to get a couple of attuned IOs, not full sets, just some that help specific things with bonuses like Regen, Recov, Accuracy and Recharge.  Mainly Regen and Recharge.  So I have 3 LoTG in I think Combat Jumping for Regen and Recharge.  And I'm looking at a health one that gives something at only 2 or 3.  Not trying to 6-slot yet.

 

I was thinking my next ones should be a couple of health to help my regen, and maybe a set of 3 Scrapper ATOs (not sure of the names ) but they are harder for me to afford right now at 8-10 mil each.  But I think I can swing 3 of them to put in something.  Since Defense seems important, my next power selections might need to be the Fighter pool since I don't even have one of those yet.

 

It's kind of fun trying to figure out what to select first so that leveling up is easier.  I tell you, taking Combat Jumping early and dropping slots in it really helped me early (and is still helping me.)  But maybe I'll move towards 6-slotting my attacks before my regen & defense.

Edited by Masterfunk
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Here's something I came up with quickly, which isn't expensive though it isn't super cheap. Quick math says this should be doable in just a few hours of farming for you depending what you already have.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 49 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Power Slice -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), ScrStr-Rchg/+Crit(13)
Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/Rchg(5)
Level 2: Ablating Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(13)
Level 4: Quick Recovery -- PrfShf-End%(A), PwrTrns-+Heal(27), PwrTrns-EndMod(45)
Level 6: Typhoon's Edge -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-%Dam(27)
Level 8: Blinding Feint -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(11), CrtStr-Rchg/+50% Crit(11)
Level 10: Reconstruction -- Heal-I(A), Heal-I(43), RechRdx-I(43), RechRdx-I(43)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), ShlWal-ResDam/Re TP(39), Ksm-ToHit+(39)
Level 14: Dull Pain -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal(36), NmnCnv-Heal/EndRdx/Rchg(36), RechRdx-I(42)
Level 16: Integration -- Prv-Heal/EndRdx(A), Prv-Heal(17), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(45)
Level 18: Vengeful Slice -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(19), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(23)
Level 20: Resilience -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21)
Level 22: Kick -- Empty(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31)
Level 26: Sweeping Strike -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(34)
Level 28: Instant Healing -- Prv-Heal(A), Prv-Heal/Rchg/EndRdx(37), Prv-Heal/Rchg(37), RechRdx-I(42)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34)
Level 32: One Thousand Cuts -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Moment of Glory -- Empty(A)
Level 41: [Empty] 
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(29)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
------------


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This is leaning heavily on some of the same sets over and over to push melee and S/L defense up, and S/L resists to decent levels, and the big uniques that you'll want eventually. I didn't do the full ATO sets, but did get the procs that are most important and slotted them in. Those Kinetic Combat sets are nice for defense, but not the best for actual attacks as they stop at level 35 power level, but they do end up near capping damage and a good amount of accuracy, recharge and end redux. Long term you'd drop those for the full ATOs or hetacomb or more mako's, and possibly procs on top.

 

Stops at 38, so for the rest you'll want to pick which epic pool, if any, you want, a travel power, and decide if you want to get Maneuvers (I would). Only 9 slots left though so if you pick up more attacks you'll need to shuffle things some. The attack chains here would be blinding feint, which may proc build up and your +50% crit chance, then Attack Vitals combo (Ablating->Vengeful->Sweeping). When doing Area attacks, use Blinding Feint into Sweep Combo (One Thousand Cuts -> Power Slice -> Typhoon's Edge). 

Those heal sets are expensive, but I'd recommend filling out later on integration or fast healing. The 5 and 6 bonuses are recharge and endurance reductions which are nice. You want to get Dull Pain to the point it is perma, the big HP pool boost translates into a regen doing a lot more. Power Transfer chance to heal is a nice amount of extra healing, I honestly am not sure how good that is on top of regen, but I love them typically always (two of those + panacea are usually enough to keep my tankers alive with no outside healing)


Edit to add: Oh, Resilience could use slots I realized. Cheap way would be 1-2 Resist IOs which will add about 4.5% resist to all, the more expensive option (both in inf and slots) would be another 4 set of unbreakable guard for the melee/S/L defense yet again.

This is stats as of the posted build with Resilience missing resist IOs:, Instant Healing not on (which will add ~1000% regen)
image.png.2652106b63fdc49011700f89d7db2f3e.png
 

Edited by Oysterhead
Added info

The Alphabet Bunnies
Currently Building: Dark/Fire Tanker, Merc/Time MM


50 Bunnies: Alpha Bunny (Il/Rad Controller) Beta-Bunny (FF/BR Defender) Gamma-Bunny (Seismic/Stone Sent) Epsilon Bunny (Spines/Invul Scrapper) Theta Bunny (Willpower/Axe Tanker) Zeta Bunny (DB/EnA Stalker) Lambda Bunny (Bio/SvgM Tanker) Xi Bunny (Stone/Stone Stalker) Sigma Bunny (SR/KM Tanker) Upsilon Bunny (Shield/DM Tanker) Chi Bunny (Fire Farmer Brute) Omega Bunny (Claws/Ninja Scrapper) F - araday Bunny (Elec/Elec Defender)
50 Non-Bunnies: Darboux (Crab Spider) Invisible Icicle (Ice/Bio Stalker) Cooling-Tower (Rad/Ice Tanker) Ferrouscious Feline (Invul/WM Tanker) Bill the Yeti (SavM/Ice Stalker) Sally Salamander (Fire/MA Tanker) Blade Azure (Kat/EnA Scrapper) 

 

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You have some interesting things in there that I would never have thought to try.  e.g. Resilience with just the one unique from each of Gladiator's Armor and Steadfast Protection.  I tend to look at putting at least 2 of the same set so I can get a bonus.  This gives me another way to look at things.  Thanks.

 

Once the servers go back up I'll definitely try to some of these IOs.  I'll run a couple hours farm to get some $.  I was already looking at the Scapper's set.  But yeah, it could be cheaper initially to just get the one Critical Chance boost from each set, and fill it in later when I get the $.

 

I like the Mako because sooner or later I have to deal with the darn Sappers, and the only defense against it that I notice working seems to be Ranged Defense and Defense All.  And the little Resist Endurance Drain inspiration you can make in your base.  But I guess my next powers will be kick/tough/weave.  I prefer Kick to Punch ( or is it Jab?) because of the knockdown.  Elite Bosses seem as if they don't Stun.  But I think they can get Knockdowned.  Occassionally.

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13 minutes ago, Masterfunk said:

You have some interesting things in there that I would never have thought to try.  e.g. Resilience with just the one unique from each of Gladiator's Armor and Steadfast Protection.  I tend to look at putting at least 2 of the same set so I can get a bonus.  This gives me another way to look at things.  Thanks.

 

Once the servers go back up I'll definitely try to some of these IOs.  I'll run a couple hours farm to get some $.  I was already looking at the Scapper's set.  But yeah, it could be cheaper initially to just get the one Critical Chance boost from each set, and fill it in later when I get the $.

 

I like the Mako because sooner or later I have to deal with the darn Sappers, and the only defense against it that I notice working seems to be Ranged Defense and Defense All.  And the little Resist Endurance Drain inspiration you can make in your base.  But I guess my next powers will be kick/tough/weave.  I prefer Kick to Punch ( or is it Jab?) because of the knockdown.  Elite Bosses seem as if they don't Stun.  But I think they can get Knockdowned.  Occassionally.


That frankenslotting where you just toss things in for the unique effects rather than set bonuses is pretty common and supremely useful. Those two pieces in Resilience are each +3% defense to everything, so combined that's 6% def to all for 2 slots, heaps more than any complete set gives. However, they only go into resistance sets, so that power is a perfect place to park those! Likewise on CJ, you'll see I put 4 unrelated IOs in there. You're getting your LotG recharge, +5% resist all, Scaling Resists (you'll get 0-10% resists to all depending how low on health you are) and +6% to hit. So for 3 extra slots you're getting almost as much resists are you are from resilience, and almost as much to-hit as you'd get from Tactics but for no end or power pick. For those, they can only go into defensive powers, so CJ is a perfect spot for them. Those 5 uniques (Steadfast, Gladiators Armor, Shield Wall, Reactive Defense, Kismet) you can and likely should find a place for on every character and build. Likewise on the ones I put in Health and Stamina, which you mentioned I think you already went for.

RE: Kick vs Punch. You shouldn't have any reason to ever use either. With your DB attacks alone you shouldn't have any gaps at that point, and the attacks are better than Kick or Punch. If you are still having gaps, I'd also recommend Kick, but actually because of another IO. Force Feedback +Chance for Recharge. Kick will take that, and it works great as a single slot filler, as it'll grant you momentary 100% recharge on occasion, getting your other, better attacks back up faster.

The Alphabet Bunnies
Currently Building: Dark/Fire Tanker, Merc/Time MM


50 Bunnies: Alpha Bunny (Il/Rad Controller) Beta-Bunny (FF/BR Defender) Gamma-Bunny (Seismic/Stone Sent) Epsilon Bunny (Spines/Invul Scrapper) Theta Bunny (Willpower/Axe Tanker) Zeta Bunny (DB/EnA Stalker) Lambda Bunny (Bio/SvgM Tanker) Xi Bunny (Stone/Stone Stalker) Sigma Bunny (SR/KM Tanker) Upsilon Bunny (Shield/DM Tanker) Chi Bunny (Fire Farmer Brute) Omega Bunny (Claws/Ninja Scrapper) F - araday Bunny (Elec/Elec Defender)
50 Non-Bunnies: Darboux (Crab Spider) Invisible Icicle (Ice/Bio Stalker) Cooling-Tower (Rad/Ice Tanker) Ferrouscious Feline (Invul/WM Tanker) Bill the Yeti (SavM/Ice Stalker) Sally Salamander (Fire/MA Tanker) Blade Azure (Kat/EnA Scrapper) 

 

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29 minutes ago, Oysterhead said:

Those 5 uniques (Steadfast, Gladiators Armor, Shield Wall, Reactive Defense, Kismet) you can and likely should find a place for on every character and build. Likewise on the ones I put in Health and Stamina, which you mentioned I think you already went for.

Think I'll try and work these in my other builds too. I only have 2 builds over L40, and one of those is my farmer.

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