greenstalker Posted November 23, 2022 Posted November 23, 2022 After a long hiatus I decided to get back to game. This is my character from 2019 I think not sure he was in this state. There are a couple of changes like some IO's being different (as in made to change with my level and some of them are not 50+5 but most are) This Hero build was built using Mids Reborn 3.4.7https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural ScrapperPrimary Power Set: KatanaSecondary Power Set: Super ReflexesPower Pool: LeadershipPower Pool: SpeedPower Pool: FightingAncillary Pool: Body Mastery Hero Profile:Level 1: Gambler's Cut (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc (11) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (13) Superior Critical Strikes - Damage/Endurance/RechargeTime (13) Superior Critical Strikes - Accuracy/Damage/RechargeTime (15) Superior Critical Strikes - Damage/RechargeTime (15) Superior Critical Strikes - Accuracy/Damage Level 1: Focused Fighting (A) Reactive Defenses - Scaling Resist Damage (36) Reactive Defenses - Defense/RechargeTime (37) Reactive Defenses - Endurance/RechargeTime (37) Reactive Defenses - Defense/Endurance (37) Reactive Defenses - Defense (39) Reactive Defenses - Defense/Endurance/RechargeTime Level 2: Flashing Steel (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus (17) Superior Scrapper's Strike - Damage/Recharge (17) Superior Scrapper's Strike - Accuracy/Damage/Recharge (19) Superior Scrapper's Strike - Damage/Endurance/Recharge (19) Superior Scrapper's Strike - Accuracy/Damage (21) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge Level 4: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 6: Hasten (A) Recharge Reduction IOLevel 8: Assault (A) Recharge Reduction IOLevel 10: Kick (A) EmptyLevel 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (25) Gaussian's Synchronized Fire-Control - To Hit Buff Level 14: Tactics (A) Rectified Reticle - To Hit BuffLevel 16: Weave (A) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Shield Wall - Defense (45) Shield Wall - Defense/Endurance (45) Shield Wall - Defense/Recharge (45) Shield Wall - Endurance/Recharge (46) Shield Wall - Defense/Endurance/Recharge Level 18: Tough (A) Impervium Armor - Psionic Resistance (42) Impervium Armor - Resistance/Endurance (42) Gladiator's Armor - TP Protection +3% Def (All) (42) Gladiator's Armor - End/Resist (43) Steadfast Protection - Resistance/+Def 3% (43) Aegis - Psionic/Status Resistance Level 20: The Lotus Drops (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (27) Obliteration - Damage (27) Obliteration - Chance for Smashing Damage (29) Obliteration - Damage/Recharge (29) Obliteration - Accuracy/Damage/Recharge (31) Obliteration - Accuracy/Damage/Endurance/Recharge Level 22: Focused Senses (A) Red Fortune - Defense (39) Red Fortune - Endurance (39) Red Fortune - Defense/Endurance (40) Red Fortune - Defense/Recharge (40) Red Fortune - Endurance/Recharge (40) Red Fortune - Defense/Endurance/Recharge Level 24: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 26: Soaring Dragon (A) Achilles' Heel - Chance for Res Debuff (31) Hecatomb - Damage (31) Hecatomb - Chance of Damage(Negative) (33) Hecatomb - Damage/Recharge (33) Hecatomb - Damage/Recharge/Accuracy (33) Hecatomb - Damage/Endurance Level 28: Practiced Brawler (A) Recharge Reduction IOLevel 30: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 32: Golden Dragonfly (A) Fury of the Gladiator - Chance for Res Debuff (34) Armageddon - Chance for Fire Damage (34) Armageddon - Damage (34) Armageddon - Damage/Recharge (36) Armageddon - Damage/Recharge/Accuracy (36) Armageddon - Damage/Endurance Level 35: Conserve Power (A) Recharge Reduction IOLevel 38: Quickness (A) Run Speed IOLevel 41: Physical Perfection (A) Performance Shifter - Chance for +End (46) Performance Shifter - EndMod (46) Performance Shifter - EndMod/Recharge (50) Performance Shifter - EndMod/Accuracy/Recharge (50) Performance Shifter - EndMod/Accuracy Level 44: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 47: Evasion (A) Red Fortune - Defense/Endurance (48) Red Fortune - Endurance/Recharge (48) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Endurance (50) Red Fortune - Defense Level 49: Elude (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 1: Critical Hit Level 1: Brawl
Doomguide2005 Posted November 23, 2022 Posted November 23, 2022 Well first off what are your build goals? What do you want to be able to do with the character? For my SR characters I generally build for: Positional defenses of 46 to 47%. Generally I'm teamed or in Leagues for Incarnate content and find there's generally plenty of buffs to not need higher. Prefer to get those defenses via power choices and not set bonuses (outside the 2 +3% uniques). This leaves set bonuses for reaching other goals like i-cap defenses, max health/regen or high recharge etc. as desired. Capped DDR (95%). This is what really makes SR SR and separates them from almost everyone and everything else. I'm generally looking at +max health and +regeneration over high recharge. I want 2000+ health after accolades. If building for recharge I'm looking for perma-Hasten (or nearly so). Generally no Hasten in primary build. Typically no travel power in primary build either. 2nd and/or 3rd builds, if they have one, is where I'll add Hasten and/or travel powers to the character. You look to be building for recharge. I'm not the one to figure out what recharge you need to optimize your attack chain. But I'd get some advice there, build only for the amount needed then add protection against recharge debuffs (Quickness is a solid start but I'd get a Winter's Gift and similar in there if possible.) Maneuvers - I'd like to see slotted to ED limits unless it's 99% a mule for the LotG. Just a note here that my computer is dead so I can't use Mids currently to see your actual numbers. I'd hit the ED limits then toggle on or off if the end drain or certain mobs are an issue. Elude - mule for LotG or for use in incarnate or hardmode content? More slots if not a mule and consider Vengeance instead if it is intended as a mule. Assault - guessing it's an oops but that should be an endurance reduction not a recharge reduction in there. Tactics - drop a To Hit buff in there not a lone Rectified Reticle. It caps at 20th and even if attuned will not function at greater value than its value at 20th. If end usage is an issue then either slot 1 endred or 2 - slot 2 endred/to hit IOs. Build Up - I don't know if you need the 6-slotted set bonus to soft cap but ... well that's a lot of slots used. This is one reason I look directly to powers to reach defense goals and not set bonuses. It takes 3 separate powers for each boost across 3 positions typically. Gaussian's happens to be a rare exception (along with the two uniques) boosting all 3 at once. Add Kismet +6% to the build Because of the formatting I can't see what uniques or slotting you have in Health or Stamina. Food for thought.
BrandX Posted November 24, 2022 Posted November 24, 2022 I'd put the set in Tactics, not Build Up. I wouldn't hold off on any of SR for later levels. You can take Evasion much early than lvl 35. I don't have my build available for my /SR at this time (as I did it by hands, not mids, since it had updated to the new issue yet), but you can be softcapped a lot earlier now. Believe I get it by lvl 30 (so I can exemp to 25 and still be softcapped). I look at your build and wonder if you just slapped it together and went "I made a build, what should I do differently"
Doomguide2005 Posted November 24, 2022 Posted November 24, 2022 Wow talk about me totally missing something! Yes you should really have Practiced Brawler as well as Lucky and Evasion much earlier in the build unless you never want to exemplar or plan to make a second build to do so. Practiced Brawler is your mez and kb protection. The other two are a major portion of your AoE defenses. PB is at 10th, Lucky and Evasion at 24th and 28th. As for the Gaussian's set whether Tactics or Build Up is, to me, dependent on control of when it procs. As I understand it in Tactics it could fire off at anytime (checking once per 10 sec while active) including between spawns or right after you use a big AoE attack. In Build Up the proc will only check to trigger after you hit BU giving you a bit more control over when it happens.
BrandX Posted November 24, 2022 Posted November 24, 2022 56 minutes ago, Doomguide2005 said: Wow talk about me totally missing something! Yes you should really have Practiced Brawler as well as Lucky and Evasion much earlier in the build unless you never want to exemplar or plan to make a second build to do so. Practiced Brawler is your mez and kb protection. The other two are a major portion of your AoE defenses. PB is at 10th, Lucky and Evasion at 24th and 28th. As for the Gaussian's set whether Tactics or Build Up is, to me, dependent on control of when it procs. As I understand it in Tactics it could fire off at anytime (checking once per 10 sec while active) including between spawns or right after you use a big AoE attack. In Build Up the proc will only check to trigger after you hit BU giving you a bit more control over when it happens. Also, when teamed, I believe in Tactics is where it has more of a chance to go off, I don't think it has the same additional chance in Build Up
greenstalker Posted November 24, 2022 Author Posted November 24, 2022 Ah the build does not really represents when i took which power at that level. This character was on shelf since 2019 and I don't remember what I took when I took. I just slapped them all together while looking at the in-game screen. I remember though getting SR powers as soon as they become available maybe except elude. For tactics vs buildup I run solo as much as teamplay (though honestly more solo for now I might need to switch servers to get more teamplay) with this character and I really prefer to have buildup just before my big hitter which is goldendragonfly in this case. For the build I tried to max damage i suppose quiet honestly i was playing this character since the game was live but the build then had some changes in it and I lost the original mids file during the time between live and homecoming. I tried to recreate him from an old scrapper forum post which was not the latest version of him from official website in 2019 and added new things to it. For some reason the data chunk didn't copy the incarnate powers either but I have the Muscularate core paragon and degenerative radial flawless interface along with assault core embodiment. I vaguely remember putting kismet at some point in build and not being impressed by it but it was a long time ago.
aethereal Posted November 24, 2022 Posted November 24, 2022 6 hours ago, BrandX said: Also, when teamed, I believe in Tactics is where it has more of a chance to go off, I don't think it has the same additional chance in Build Up Here's a discussion of the build up proc on Tactics and what it means for uptime: https://forums.homecomingservers.com/topic/34762-how-and-when-to-use-procs/?do=findComment&comment=451717 1
Frozen Burn Posted November 24, 2022 Posted November 24, 2022 (edited) Welcome back! 1. Your SR toggles are over-slotted and your SR Passives (Agile, Dodge, and Lucky) are under-slotted. 2. You do not have enough endurance to run all those toggles - especially early on. Even though you didn't show what you slotted in Health and Stamina - knowing how end heavy SR is and how fast Katana is - you're going to burn through all your endurance quickly. Then to pile on Fighting and Leadership (which you have no end reduction in), you're going to get 2 attacks in and then drop toggles. I suggest dropping Leadership altogether - it's not needed at all. 3. Drop Elude - it's a crap power. The end crash at the end is not worth having to stop and take a blue just to re-toggle up. I realize you may have it for a LotG carrier, but you can work 5 of those into your build with proper slotting and without using elude as a carrier. 4. Use the Winter Event set IOs - they provide a LOT of defense and End Recovery (similar to Purples). Here is a sample of a quick build I threw together for you as an example. Lvl 49 power is a throw away - pick whatever you want there.... (Personally, I'd pick up Infiltration from Concealment Pool as my "travel power" and stealth component, work it into the build earlier, and also slot a Celerity Stealth IO into Sprint for total invis.) This Hero build was built using Mids Reborn 3.4.6https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Kat-SR: Level 50 Natural ScrapperPrimary Power Set: KatanaSecondary Power Set: Super ReflexesPower Pool: SpeedPower Pool: FightingPower Pool: LeapingAncillary Pool: Weapon Mastery Hero Profile:Level 1: Sting of the Wasp (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (15) Superior Blistering Cold - Accuracy/Damage/Recharge (45) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (46) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Focused Fighting (A) Shield Wall - Defense/Endurance (9) Shield Wall - Defense/Endurance/Recharge (11) Shield Wall - Defense (13) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Flashing Steel (A) Eradication - Damage (5) Eradication - Accuracy/Damage/Recharge (5) Eradication - Accuracy/Recharge (15) Eradication - Accuracy/Damage/Endurance/Recharge (17) Cleaving Blow - Accuracy/Damage (48) Cleaving Blow - Damage/Endurance Level 4: Gambler's Cut (A) Mako's Bite - Accuracy/Damage (7) Mako's Bite - Damage/Endurance (7) Mako's Bite - Damage/Recharge (17) Mako's Bite - Accuracy/Endurance/Recharge (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge (48) Mako's Bite - Chance of Damage(Lethal) Level 6: Focused Senses (A) Reactive Defenses - Defense/Endurance (9) Reactive Defenses - Defense/Endurance/RechargeTime (11) Reactive Defenses - Defense (13) Reactive Defenses - Scaling Resist Damage (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 8: Divine Avalanche (A) Accuracy IO Level 10: Practiced Brawler (A) Recharge Reduction IO Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Agile (A) Shield Wall - Defense/Endurance (25) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Dodge (A) Shield Wall - Defense/Endurance (25) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: The Lotus Drops (A) Superior Avalanche - Accuracy/Damage (19) Superior Avalanche - Damage/Endurance (19) Superior Avalanche - Accuracy/Damage/Endurance (29) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (46) Superior Avalanche - Recharge/Chance for Knockdown Level 20: Quickness (A) Run Speed IO Level 22: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO Level 24: Kick Hamidon Origin:Nucleolus Exposure Level 26: Soaring Dragon (A) Superior Scrapper's Strike - Accuracy/Damage (27) Superior Scrapper's Strike - Damage/Recharge (27) Superior Scrapper's Strike - Accuracy/Damage/Recharge (29) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (45) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 28: Lucky (A) Shield Wall - Defense/Endurance (37) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Tough (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - +Max HP (34) Steadfast Protection - Resistance/+Def 3% (43) Gladiator's Armor - TP Protection +3% Def (All) Level 32: Golden Dragonfly (A) Superior Critical Strikes - Accuracy/Damage (33) Superior Critical Strikes - Damage/RechargeTime (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime (33) Superior Critical Strikes - Damage/Endurance/RechargeTime (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 35: Evasion (A) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Defense/Endurance/RechargeTime (36) Reactive Defenses - Defense (36) Reactive Defenses - Defense/RechargeTime Level 38: Weave (A) Reactive Defenses - Defense/Endurance (39) Reactive Defenses - Defense/Endurance/RechargeTime (39) Reactive Defenses - Defense (39) Reactive Defenses - Defense/RechargeTime Level 41: Caltrops (A) Bombardment - Chance for Fire Damage Level 44: Shuriken (A) Superior Winter's Bite - Accuracy/Damage (48) Superior Winter's Bite - Damage/RechargeTime (50) Superior Winter's Bite - Accuracy/Damage/Endurance (50) Superior Winter's Bite - Accuracy/Damage/Recharge (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 47: Combat Jumping (A) Gift of the Ancients - Defense/Increased Run Speed Level 49: Exploding Shuriken Hamidon Origin:Nucleolus Exposure Level 1: Critical Hit Level 1: Brawl Edited November 24, 2022 by Frozen Burn 1
BrandX Posted November 24, 2022 Posted November 24, 2022 1 hour ago, aethereal said: Here's a discussion of the build up proc on Tactics and what it means for uptime: https://forums.homecomingservers.com/topic/34762-how-and-when-to-use-procs/?do=findComment&comment=451717 Good to know, but I'd put other factors into it, like Endurance Reduction. 73,78% End Reduction in Tactics if the set is slotted there. Tho, he may not need Tactics if he slots BU with the set and puts in a Kismet. However, I did mention his build needed lots of work.
Doomguide2005 Posted November 24, 2022 Posted November 24, 2022 8 hours ago, BrandX said: Also, when teamed, I believe in Tactics is where it has more of a chance to go off, I don't think it has the same additional chance in Build Up Mostly correct (again as I understand things). Chance to trigger on BU is fixed. It can be calculated and one of the factors is the enhanced recharge time of the power. Global recharge doesn't effect the chance and (just eyeballing the build) it appears to have a fair bit of global recharge. There's a 90% max chance to trigger at 'x' amount recharge so there's a sweet spot for how much recharge can be enhanced to maintain the maximum chance to trigger. BU has a relatively long recharge so (math involved) you may be able to enhance the recharge aspect without reducing your chance to trigger. Especially if primarily a solo build Tactics chance to trigger the proc is minimized, BU is steady regardless of team size. So it comes down to what the numbers are for BU (cool down, proc chance per trigger etc..) and predictability.
BrandX Posted November 24, 2022 Posted November 24, 2022 This Hero build was built using Mids Reborn 3.4.7https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Mutation ScrapperPrimary Power Set: KatanaSecondary Power Set: Super ReflexesPower Pool: LeapingPower Pool: FightingPower Pool: LeadershipPower Pool: SpeedAncillary Pool: Body Mastery Hero Profile:Level 1: Gambler's Cut (A) Gladiator's Strike - Chance for Smashing Damage (7) Achilles' Heel - Chance for Res Debuff (9) Mako's Bite - Accuracy/Damage (9) Mako's Bite - Damage/Endurance (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge (11) Mako's Bite - Chance of Damage(Lethal) Level 1: Focused Fighting (A) Kismet - Accuracy +6% (13) Shield Wall - Defense/Endurance (13) Shield Wall - Defense/Recharge (15) Shield Wall - Defense/Endurance/Recharge (15) Shield Wall - Defense (48) Shield Wall - +Res (Teleportation), +5% Res (All) Level 2: Flashing Steel (A) Eradication - Chance for Energy Damage (17) Obliteration - Damage (17) Obliteration - Damage/Recharge (19) Obliteration - Accuracy/Damage/Recharge (19) Obliteration - Accuracy/Damage/Endurance/Recharge (21) Obliteration - Chance for Smashing Damage Level 4: Focused Senses (A) Shield Wall - Defense/Endurance (21) Shield Wall - Defense/Recharge (23) Shield Wall - Defense/Endurance/Recharge (23) Shield Wall - Defense Level 6: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 8: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 10: Practiced Brawler (A) Endurance Reduction IOLevel 12: Boxing (A) Superior Blistering Cold - Accuracy/Damage (50) Superior Blistering Cold - Damage/Endurance Level 14: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (25) Steadfast Protection - Resistance/+Def 3% (27) Unbreakable Guard - Resistance (27) Unbreakable Guard - Resistance/Endurance (48) Unbreakable Guard - Resistance/Endurance/RechargeTime (48) Unbreakable Guard - +Max HP Level 16: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 18: The Lotus Drops (A) Superior Scrapper's Strike - Accuracy/Damage (25) Superior Scrapper's Strike - Damage/Recharge (29) Superior Scrapper's Strike - Accuracy/Damage/Recharge (29) Superior Scrapper's Strike - Damage/Endurance/Recharge (31) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (31) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 20: Quickness (A) Run Speed IOLevel 22: Soaring Dragon (A) Hecatomb - Damage (31) Hecatomb - Damage/Recharge/Accuracy (33) Hecatomb - Recharge/Accuracy (33) Hecatomb - Damage/Endurance (33) Hecatomb - Chance of Damage(Negative) (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 24: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge SpeedLevel 26: Golden Dragonfly (A) Armageddon - Damage (34) Armageddon - Damage/Recharge/Accuracy (34) Armageddon - Recharge/Accuracy (36) Armageddon - Damage/Endurance (36) Armageddon - Chance for Fire Damage (36) Fury of the Gladiator - Chance for Res Debuff Level 28: Evasion (A) Shield Wall - Defense/Endurance (37) Shield Wall - Defense/Recharge (37) Shield Wall - Defense/Endurance/Recharge (37) Shield Wall - Defense Level 30: Weave (A) Reactive Defenses - Defense (40) Reactive Defenses - Defense/Endurance (42) Reactive Defenses - Endurance/RechargeTime (42) Reactive Defenses - Defense/RechargeTime (42) Reactive Defenses - Defense/Endurance/RechargeTime (43) Reactive Defenses - Scaling Resist Damage Level 32: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Red Fortune - Defense/Endurance (43) Red Fortune - Endurance/Recharge (45) Red Fortune - Defense/Endurance/Recharge (45) Red Fortune - Defense (50) Red Fortune - Endurance Level 35: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (43) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 38: Conserve Power (A) Recharge Reduction IOLevel 41: Physical Perfection (A) Performance Shifter - Chance for +End (46) Power Transfer - EndMod (46) Power Transfer - Chance to Heal Self Level 44: Hasten (A) Recharge Reduction IO (45) Recharge Reduction IO Level 47: Super Jump (A) Winter's Gift - Slow Resistance (20%)Level 49: Assault (A) Endurance Reduction IOLevel 1: Brawl (A) EmptyLevel 1: Critical Hit Level 1: Sprint Quick build, but I feel this is something close to what I'd go with, basing close to the powers picked in the OP. GC > SD > GC > GD > Repeat for Single Target DPS Build Up taken later in the build, as I feel that's a power that can just be taken later in the build, when it's not as needed (imo) in earlier content. Once IOed out, this is softcapped at lvl 25, and goes over at lvl 27 (w/ Maneuvers). Hasten taken later in build as well, as this is SR, so it's really just being used for attack recharge, and that's just not as needed imo until later levels. Of course, even with all these power picks, the order can easily be changed. Hasten is near perma. Fit in a travel power and an additional 35% Slow Resist to stack w/ Quickness Slow Resist.
BrandX Posted November 24, 2022 Posted November 24, 2022 29 minutes ago, Doomguide2005 said: Mostly correct (again as I understand things). Chance to trigger on BU is fixed. It can be calculated and one of the factors is the enhanced recharge time of the power. Global recharge doesn't effect the chance and (just eyeballing the build) it appears to have a fair bit of global recharge. There's a 90% max chance to trigger at 'x' amount recharge so there's a sweet spot for how much recharge can be enhanced to maintain the maximum chance to trigger. BU has a relatively long recharge so (math involved) you may be able to enhance the recharge aspect without reducing your chance to trigger. Especially if primarily a solo build Tactics chance to trigger the proc is minimized, BU is steady regardless of team size. So it comes down to what the numbers are for BU (cool down, proc chance per trigger etc..) and predictability. True, but looking as his build, I think I'd ditch Tactics anyways as I posted.
greenstalker Posted November 24, 2022 Author Posted November 24, 2022 (edited) 1 hour ago, Frozen Burn said: Welcome back! 1. Your SR toggles are over-slotted and your SR Passives (Agile, Dodge, and Lucky) are under-slotted. 2. You do not have enough endurance to run all those toggles - especially early on. Even though you didn't show what you slotted in Health and Stamina - knowing how end heavy SR is and how fast Katana is - you're going to burn through all your endurance quickly. Then to pile on Fighting and Leadership (which you have no end reduction in), you're going to get 2 attacks in and then drop toggles. I suggest dropping Leadership altogether - it's not needed at all. 3. Drop Elude - it's a crap power. The end crash at the end is not worth having to stop and take a blue just to re-toggle up. I realize you may have it for a LotG carrier, but you can work 5 of those into your build with proper slotting and without using elude as a carrier. 4. Use the Winter Event set IOs - they provide a LOT of defense and End Recovery (similar to Purples). Here is a sample of a quick build I threw together for you as an example. Lvl 49 power is a throw away - pick whatever you want there.... (Personally, I'd pick up Infiltration from Concealment Pool as my "travel power" and stealth component, work it into the build earlier, and also slot a Celerity Stealth IO into Sprint for total invis.) This Hero build was built using Mids Reborn 3.4.6https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Kat-SR: Level 50 Natural ScrapperPrimary Power Set: KatanaSecondary Power Set: Super ReflexesPower Pool: SpeedPower Pool: FightingPower Pool: LeapingAncillary Pool: Weapon Mastery Hero Profile:Level 1: Sting of the Wasp (A) Superior Blistering Cold - Accuracy/Damage (3) Superior Blistering Cold - Damage/Endurance (3) Superior Blistering Cold - Accuracy/Damage/Endurance (15) Superior Blistering Cold - Accuracy/Damage/Recharge (45) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (46) Superior Blistering Cold - Recharge/Chance for Hold Level 1: Focused Fighting (A) Shield Wall - Defense/Endurance (9) Shield Wall - Defense/Endurance/Recharge (11) Shield Wall - Defense (13) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Flashing Steel (A) Eradication - Damage (5) Eradication - Accuracy/Damage/Recharge (5) Eradication - Accuracy/Recharge (15) Eradication - Accuracy/Damage/Endurance/Recharge (17) Cleaving Blow - Accuracy/Damage (48) Cleaving Blow - Damage/Endurance Level 4: Gambler's Cut (A) Mako's Bite - Accuracy/Damage (7) Mako's Bite - Damage/Endurance (7) Mako's Bite - Damage/Recharge (17) Mako's Bite - Accuracy/Endurance/Recharge (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge (48) Mako's Bite - Chance of Damage(Lethal) Level 6: Focused Senses (A) Reactive Defenses - Defense/Endurance (9) Reactive Defenses - Defense/Endurance/RechargeTime (11) Reactive Defenses - Defense (13) Reactive Defenses - Scaling Resist Damage (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 8: Divine Avalanche (A) Accuracy IO Level 10: Practiced Brawler (A) Recharge Reduction IO Level 12: Build Up (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Agile (A) Shield Wall - Defense/Endurance (25) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Dodge (A) Shield Wall - Defense/Endurance (25) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: The Lotus Drops (A) Superior Avalanche - Accuracy/Damage (19) Superior Avalanche - Damage/Endurance (19) Superior Avalanche - Accuracy/Damage/Endurance (29) Superior Avalanche - Accuracy/Damage/Recharge (37) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (46) Superior Avalanche - Recharge/Chance for Knockdown Level 20: Quickness (A) Run Speed IO Level 22: Hasten (A) Recharge Reduction IO (23) Recharge Reduction IO Level 24: Kick Hamidon Origin:Nucleolus Exposure Level 26: Soaring Dragon (A) Superior Scrapper's Strike - Accuracy/Damage (27) Superior Scrapper's Strike - Damage/Recharge (27) Superior Scrapper's Strike - Accuracy/Damage/Recharge (29) Superior Scrapper's Strike - Damage/Endurance/Recharge (37) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (45) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 28: Lucky (A) Shield Wall - Defense/Endurance (37) Shield Wall - Defense (40) Shield Wall - Defense/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 30: Tough (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance/RechargeTime (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - +Max HP (34) Steadfast Protection - Resistance/+Def 3% (43) Gladiator's Armor - TP Protection +3% Def (All) Level 32: Golden Dragonfly (A) Superior Critical Strikes - Accuracy/Damage (33) Superior Critical Strikes - Damage/RechargeTime (33) Superior Critical Strikes - Accuracy/Damage/RechargeTime (33) Superior Critical Strikes - Damage/Endurance/RechargeTime (34) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime (34) Superior Critical Strikes - RechargeTime/+50% Crit Proc Level 35: Evasion (A) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Defense/Endurance/RechargeTime (36) Reactive Defenses - Defense (36) Reactive Defenses - Defense/RechargeTime Level 38: Weave (A) Reactive Defenses - Defense/Endurance (39) Reactive Defenses - Defense/Endurance/RechargeTime (39) Reactive Defenses - Defense (39) Reactive Defenses - Defense/RechargeTime Level 41: Caltrops (A) Bombardment - Chance for Fire Damage Level 44: Shuriken (A) Superior Winter's Bite - Accuracy/Damage (48) Superior Winter's Bite - Damage/RechargeTime (50) Superior Winter's Bite - Accuracy/Damage/Endurance (50) Superior Winter's Bite - Accuracy/Damage/Recharge (50) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime Level 47: Combat Jumping (A) Gift of the Ancients - Defense/Increased Run Speed Level 49: Exploding Shuriken Hamidon Origin:Nucleolus Exposure Level 1: Critical Hit Level 1: Brawl Not sure why mids does not post my build properly but I never had any end problem with my character not in live not back in 2019 and not today either. In +4 x8 carnies, malta sappers etc never run out of end unless I pop up elude and I only do that against AV's or EB's keeping my destiny ready to go just it was about to get down which gives me more than enough time to finish the job. Recently done a pylon dps check 2 minutes 29 seconds avarage on 5 runs no endurance problem at all. Let me retry to post the build here though it seems no matter what i try it does not get the incarnate pwoers which is odd I think old mids could do it at least. Ok for some reason now forum is against me too giving some sort of error when I try to post my build so there is only linkhttps://www.midsreborn.com/builds/download.php?uc=1710&c=718&a=1436&f=HEX&dc=78DA6594DB4E53411486FF1EA0B6B4D45A6A39172A8742B5501313351A8D222850442A5E78835B3A4093069AB624F00E820A442FBC55C46B9FC05B057D061F4040BD348AAB7BEDA5D3B2939D7CB3FE997FAD3D6BCFA45686BC7BBBE3D761ABBF99338AC599F46CC1C8E755C1356194960B460EF478470A4A2D164B856C86040A8464D64C4AE5944A8C192563D188FC8B0EA9399AAF12E9E5F2684ACDE5D48A2AC23FB9B4944B8C2B836C8A0BD9BCC71CA7F34A657C260E67E7174AD9C5F93A1EE5CAC3C0AD7C7636716329B33A93328A2555586DA40ABAE95D2B97F2FF39AA01941348BAE14186C18B5981C70CF530041E31A4CA36B60A9B9F0E533983EF0C5D38143810D867E8C10F867597EE4236367C61E5243E09EC329CC29EC04786067C6608908D43AB060E846CA61225A546576A1007BB90E2D21597287652DC5A513438A2074F295EA77F731DDED9AD4276184EE3ADC0364323DE08BC6608928D4F4FECC32B52826E3849F1EB09FC18E30FECC728C3590C0B8C08DC6638873B0C0EB209E83601F4D1B0D78D3E74099CE7B97D484A8630496D65B8C05BB7413641BD37417CE5B9CDF865B7001C69C56FBB057F18DA71C430413621BD9A10EA6DD65FE017F030F49AFB6B8257C0C770976CC2FAAE85A5C59BA434E97536E103EF673B7AA4983843077A056202FD0C9364D3A2276891FFE11E296DBAD226A9B74889E8A923B8C61BD289AB760B2E0A5CB25B07E4B2C0158634AD89EA09A2927A8A1274EB4A37B5D954B67D404C539C31BCB45BFFC186C02643125B022FAC8CE41BD77DE3F249F74949E8BE0969CE80F464407A32200D4C4A4BA769F5A07E7406C537E2ACBC308E5A9D95179119A453365E35915E87D52167E565410373C537CFB115D626ED1F5762AC1C5429643DCA47A3169DDCC213E8107860B36EC8698643CFB1DBCFDA7C3BD6049E3038B12EF08CA116CF19C6E87825F53D696EA80A8C84AB020F435581F7D51E3BD1AAC05FCE51CFC4 Edited November 24, 2022 by greenstalker
Doomguide2005 Posted November 24, 2022 Posted November 24, 2022 1 hour ago, BrandX said: True, but looking as his build, I think I'd ditch Tactics anyways as I posted. I'd have both, but that's definitely a me thing too. I like my Leadership. I'd probably also use only 2 or 3 additional slots beyond the base slot between both powers. And I'd place the proc in BU as I prefer to control when it occurs (as long as the 'math' works).
BrandX Posted November 25, 2022 Posted November 25, 2022 5 hours ago, Doomguide2005 said: I'd have both, but that's definitely a me thing too. I like my Leadership. I'd probably also use only 2 or 3 additional slots beyond the base slot between both powers. And I'd place the proc in BU as I prefer to control when it occurs (as long as the 'math' works). I like the full set bonus when it comes to /SR, /Shield and /Ninja and generally any character I'm going to go with positional defenses on. Tactics, I can get the End Reduction. I was trying to keep to some of those power picks and I did used to try to fit Tactics into all builds, but I've broken a bit away with it lately. 1
Doomguide2005 Posted November 25, 2022 Posted November 25, 2022 I've definitely got some work to do in Mids on my main, a Claws/SR, once the new computer arrives. Got a couple new uniques to squeeze in at minimum plus seeing how the change in levels you gain powers effects things especially given how frequently I tend to exemp. I don't tend to use full sets for the defense positionals just powers to reach the soft cap, at least in SR. The problem as I see it is I can use Maneuvers and gain +defense (all) to increase all 3 positions with one choice. Or i can use 3 different 6-slotted sets to add a similar amount to all 3 positions. That's a lot of slots to gain the same thing. I'll do it to reach the incarnate cap, however, as there's only so many other powers you can take to gain +defense. But for most incarnate content it becomes overkill as team buffs are thick and frequent. You only need it when when solo in Incarnate content. Or Hardmode content perhaps but again the team should be providing buffs in HM content.
BrandX Posted November 25, 2022 Posted November 25, 2022 1 hour ago, Doomguide2005 said: I've definitely got some work to do in Mids on my main, a Claws/SR, once the new computer arrives. Got a couple new uniques to squeeze in at minimum plus seeing how the change in levels you gain powers effects things especially given how frequently I tend to exemp. I don't tend to use full sets for the defense positionals just powers to reach the soft cap, at least in SR. The problem as I see it is I can use Maneuvers and gain +defense (all) to increase all 3 positions with one choice. Or i can use 3 different 6-slotted sets to add a similar amount to all 3 positions. That's a lot of slots to gain the same thing. I'll do it to reach the incarnate cap, however, as there's only so many other powers you can take to gain +defense. But for most incarnate content it becomes overkill as team buffs are thick and frequent. You only need it when when solo in Incarnate content. Or Hardmode content perhaps but again the team should be providing buffs in HM content. Well, if the set is attuned, you're getting that 2.5% Defense bonus as early as level 18, no matter when the power is taken and slotted. It can be the level 47 power and you'll still get the bonus when exemp. The build I posted was softcapped by level 25 when exemp, and it was Maneuvers just adding additional defense after that. Just like you're going to have to slot the +3% Defense IOs to hit that softcap.
Zect Posted November 25, 2022 Posted November 25, 2022 (edited) This build has too many problems to bother addressing (recommend you start over and copy a good build from someone else to modify), but on the specific case of whether to put the gaussian proc in build up or tactics, that depends on a few factors. One is whether you have a high dpa, high damage power that really benefits from the nearly-guaranteed double-BU you can get with putting the gaussian proc in BU. Examples are nukes from any blast set, shield charge, lightning rod etc. This works very well with the dominant "speedkill/mass-aoe" meta of Homecoming, wiping all Lt and below and heavily damaging bosses in the blink of an eye. An unusual ST example is stalker's assassin strike, due to their crit mechanic and their ATIO proc instantly recharging BU. Costantly 1-3 shotting bosses with high-dpa chains and double-BU AS makes a significant difference to the team's pace because team pacing is typically bottlenecked by bosses. Second is your own skill level. Low skill level players are better served putting the gaussian proc in tactics (provided you team often or have a lot of pets), or somewhere where it will proc reasonably frequently without your attention, say followup. These players tend to not use BU as often as they can due to being bad at managing multiple powers, or are too conservative with its usage, letting it sit unused for long periods while waiting for a "better" opportunity to use it. Getting more procs is generally better for such players even if it occurs at less than optimal times. Edited November 25, 2022 by Zect 1
Doomguide2005 Posted November 26, 2022 Posted November 26, 2022 5 hours ago, BrandX said: Well, if the set is attuned, you're getting that 2.5% Defense bonus as early as level 18, no matter when the power is taken and slotted. It can be the level 47 power and you'll still get the bonus when exemp. The build I posted was softcapped by level 25 when exemp, and it was Maneuvers just adding additional defense after that. Just like you're going to have to slot the +3% Defense IOs to hit that softcap. If I'm following your explanation it makes sense. Due to life and timing of things I really don't have the experience with attuned vs non-attuned IOs that might be desirable. Like many build decisions there's probably sweet spots where using a full Thunderstike (ranged) or Touch of Death (melee) to push things to the cap where powers alone can't on an exemplar build.
BrandX Posted November 26, 2022 Posted November 26, 2022 1 hour ago, Doomguide2005 said: If I'm following your explanation it makes sense. Due to life and timing of things I really don't have the experience with attuned vs non-attuned IOs that might be desirable. Like many build decisions there's probably sweet spots where using a full Thunderstike (ranged) or Touch of Death (melee) to push things to the cap where powers alone can't on an exemplar build. Good rule I follow... Purple IOs you never attune. They give the bonuses all the time. You +5 them. PvP IOs you never attune. They give the bonuses all the time. You use them as level 50 IOs (except I get the procs at lvl 10, so I can use them asap...this includes the +3% Defense and +5% Resist) and +5 them too! Anything else, unless you never exemp down...ATTUNE! 🙂 1
Doomguide2005 Posted November 26, 2022 Posted November 26, 2022 14 hours ago, BrandX said: Good rule I follow... Purple IOs you never attune. They give the bonuses all the time. You +5 them. PvP IOs you never attune. They give the bonuses all the time. You use them as level 50 IOs (except I get the procs at lvl 10, so I can use them asap...this includes the +3% Defense and +5% Resist) and +5 them too! Anything else, unless you never exemp down...ATTUNE! 🙂 I was aware of and knew this. What my brain, primarily I suspect was due to a lack of ingame or Mids experience, wasn't making was the connection of how the set bonuses of attuned sets worked compared to not attuned. I wasn't thinking of how an attuned version of Thunderstrike worked as if the IOs we're 27th lvl even if the set was 50th while exemped to 27th instead of having to actually use lvl 30 IOs. And how that might influence the build choices, especially now that primary and secondary are more compacted. I regularly used, for example, level 25 LotG specials while the set as a whole i used lvl 50s so to keep the global recharge even while exemplared.
BrandX Posted November 26, 2022 Posted November 26, 2022 18 minutes ago, Doomguide2005 said: I was aware of and knew this. What my brain, primarily I suspect was due to a lack of ingame or Mids experience, wasn't making was the connection of how the set bonuses of attuned sets worked compared to not attuned. I wasn't thinking of how an attuned version of Thunderstrike worked as if the IOs we're 27th lvl even if the set was 50th while exemped to 27th instead of having to actually use lvl 30 IOs. And how that might influence the build choices, especially now that primary and secondary are more compacted. I regularly used, for example, level 25 LotG specials while the set as a whole i used lvl 50s so to keep the global recharge even while exemplared. In the case of the LotG: +Recharge IO, I'm not sure if it's level 19 (or 22) when that +RCH is available or always once slotted. I use attuned tho. However, if the +RCH bonus is always available and I'm just using the +RCH IO of the set and not anymore of the LotG set, I'd likely be better off numbers wise as a lvl 50 IO +5 if it's available ALWAYS. Still, I'll likely attune it, as I may use it for set one day, and I do have a habit of going "Okay, deslotting this one for this new one" 😛
Doomguide2005 Posted November 27, 2022 Posted November 27, 2022 AFAIK the bonus(es) are available at 22nd and attuned is the way to go for the set or boosted +5 if just the lone IO. The only powers i typically placed LotG def/increased global rchg alone in was/is Vengeance and or CJ. Most if my SR use 3 of the set at minimum as i was going after after the +regen and +max health set bonuses. So def, def/endred, def/endred/rchg in toggles (including Maneuvers and Weave). And def, def/x, def/7.5 inc rchg in passives.
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