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DM/Regen Build


Cuttersky

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Pines for macs.

 

Brute build, but it mostly ports.  Sweep and Weaken are kind of... bad, so this build skips them.

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Brute

Primary Power Set: Dual Blades

Secondary Power Set: Regeneration

Power Pool: Fighting

Power Pool: Leaping

Power Pool: Speed

Power Pool: Leadership

Ancillary Pool: Soul Mastery

 

Villain Profile:

Level 1: Nimble Slash -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Acc/Dmg/EndRdx(42), CrsImp-Dmg/Rchg(42), CrsImp-Acc/Dmg/EndRdx(42)

Level 1: Fast Healing -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx(7)

Level 2: Ablating Strike -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(34), SprUnrFur-Acc/Dmg/Rchg(34), SprUnrFur-Dmg/EndRdx/Rchg(36), SprUnrFur-Acc/Dmg/EndRdx/Rchg(36), SprUnrFur-Rchg/+Regen/+End(36)

Level 4: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(5)

Level 6: Kick -- Empty(A)

Level 8: Reconstruction -- Prv-Absorb%(A), Prv-Heal(9), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(31)

Level 10: Blinding Feint -- GssSynFr--Build%(A), SprBlsCol-Rchg/HoldProc(37), SprBlsCol-Dmg/EndRdx(37), CrsImp-Dmg/Rchg(37)

Level 12: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(13), LucoftheG-Def/EndRdx(13), Rct-ResDam%(45), WntGif-ResSlow(50)

Level 14: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), GldArm-3defTpProc(27)

Level 16: Integration -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(17), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(21)

Level 18: Vengeful Slice -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), CrsImp-Acc/Dmg/Rchg(43), CrsImp-Dmg/Rchg(43)

Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(27), StdPrt-ResDam/Def+(33)

Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), ShlWal-ResDam/Re TP(45)

Level 24: Dull Pain -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), DctWnd-Heal/Rchg(31)

Level 26: Sweeping Strike -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(39), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(39), SprBrtFur-Acc/Dmg/EndRdx/Rchg(45), SprBrtFur-Rech/Fury(46)

Level 28: Hasten -- RechRdx-I(A), RechRdx-I(31)

Level 30: Instant Healing -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(33), Prv-Heal(33), RechRdx-I(34)

Level 32: One Thousand Cuts -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46)

Level 35: Gloom -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48)

Level 38: Moment of Glory -- LucoftheG-Rchg+(A), RechRdx-I(50)

Level 41: Darkest Night -- DmpSpr-ToHitDeb/EndRdx(A)

Level 44: Revive -- RechRdx-I(A)

Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(50)

Level 49: [Empty]

Level 1: Brawl -- Empty(A)

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: Fury

Level 1: Sprint -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Empty(A)

Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(3), Pnc-Heal(7)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(3)

Level 50: Spiritual Core Paragon

------------

 

 

 

 

No-Set Builds: Tanker Scrapper Brute Stalker

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As mentioned, I never managed to get regan past lvl 14 or 15 before dropping it, I just can't get into the set however, I asked a few friends about it, they mentioned DM/Regen is grossly OP. From the DM point of view, I'd just skip the usual ones, Shadow Punch, Confront and Dark Consumption. Touch of Death may or may not be skippable, I personally think it could help but that's a matter of taste. Regarding regen builds, for what I've been told is that you need to focus on +rchg, +HP and +regen, on that order being +rchg you highest priority, no idea though if there's any power you can skip on the Regen set.

 

Personally, I might even try an experimental buld using Touch of Death and Presence Pool and see how it goes but that's me.

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As mentioned, I never managed to get regan past lvl 14 or 15 before dropping it, I just can't get into the set however, I asked a few friends about it, they mentioned DM/Regen is grossly OP. From the DM point of view, I'd just skip the usual ones, Shadow Punch, Confront and Dark Consumption. Touch of Death may or may not be skippable, I personally think it could help but that's a matter of taste. Regarding regen builds, for what I've been told is that you need to focus on +rchg, +HP and +regen, on that order being +rchg you highest priority, no idea though if there's any power you can skip on the Regen set.

 

Personally, I might even try an experimental buld using Touch of Death and Presence Pool and see how it goes but that's me.

 

I'll play around with that

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Here's the build that got me to 50 on Torchbearer. I didn't slot it, and it's probably not 1000% optimal, but I did solo all AV missions in PI with it:

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Level 50 Magic Scrapper

Primary Power Set: Dark Melee

Secondary Power Set: Regeneration

Power Pool: Sorcery

Power Pool: Speed

Power Pool: Teleportation

Power Pool: Concealment

Ancillary Pool: Body Mastery

 

Hero Profile:

------------

Level 1: Shadow Punch

(A) Empty

(7) Empty

(7) Empty

(33) Empty

(33) Empty

(33) Empty

 

 

Level 1: Fast Healing

(A) Empty

(3) Empty

(3) Empty

 

 

Level 2: Smite

(A) Empty

(19) Empty

(23) Empty

(23) Empty

(34) Empty

(34) Empty

 

 

Level 4: Shadow Maul

(A) Empty

(5) Empty

(5) Empty

(25) Empty

(31) Empty

(34) Empty

 

 

Level 6: Mystic Flight

(A) Empty

(45) Empty

(46) Empty

 

 

Level 8: Quick Recovery

(A) Empty

(9) Empty

(9) Empty

 

 

Level 10: Dull Pain

(A) Empty

(11) Empty

(11) Empty

(25) Empty

(43) Empty

(43) Empty

 

 

Level 12: Siphon Life

(A) Empty

(13) Empty

(13) Empty

(39) Empty

(40) Empty

(40) Empty

 

 

Level 14: Hasten

(A) Empty

(15) Empty

(15) Empty

 

 

Level 16: Integration

(A) Empty

(17) Empty

(17) Empty

(19) Empty

 

 

Level 18: Reconstruction

(A) Empty

(48) Empty

(50) Empty

(50) Empty

 

 

Level 20: Resilience

(A) Empty

(21) Empty

(21) Empty

 

 

Level 22: Recall Friend

(A) Empty

 

 

Level 24: Grant Invisibility

(A) Empty

 

 

Level 26: Soul Drain

(A) Empty

(27) Empty

(27) Empty

(36) Empty

(36) Empty

(36) Empty

 

 

Level 28: Instant Healing

(A) Empty

(29) Empty

(29) Empty

 

 

Level 30: Invisibility

(A) Empty

 

 

Level 32: Midnight Grasp

(A) Empty

(37) Empty

(37) Empty

(37) Empty

(40) Empty

(42) Empty

 

 

Level 35: Conserve Power

(A) Empty

 

 

Level 38: Focused Accuracy

(A) Empty

(39) Empty

(39) Empty

(46) Empty

(46) Empty

 

 

Level 41: Touch of Fear

(A) Empty

(42) Empty

(42) Empty

(43) Empty

(45) Empty

(45) Empty

 

 

Level 44: Moment of Glory

(A) Empty

(50) Empty

 

 

Level 47: Teleport Foe

(A) Empty

 

 

Level 49: Phase Shift

(A) Empty

 

 

Level 1: Brawl

(A) Empty

 

 

Level 1: Critical Hit

Level 1: Prestige Power Dash

(A) Empty

 

 

Level 1: Prestige Power Slide

(A) Empty

 

 

Level 1: Prestige Power Quick

(A) Empty

 

 

Level 1: Prestige Power Rush

(A) Empty

 

 

Level 1: Prestige Power Surge

(A) Empty

 

 

Level 1: Sprint

(A) Empty

 

 

Level 2: Rest

(A) Empty

 

 

Level 4: Ninja Run

Level 2: Swift

(A) Empty

 

 

Level 2: Health

(A) Empty

(31) Empty

(31) Empty

 

 

Level 2: Hurdle

(A) Empty

 

 

Level 2: Stamina

(A) Empty

(48) Empty

(48) Empty

 

 

------------

 

 

 

 

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Not sure exactly what you are looking for in terms of a build. It really depends on what you want to do with the Toon, Solo AV's, solo PVE content in general, work in a team ... this will affect the build, slotting and IO sets. That being said here is my build, keep in mind it is very expensive but you said price is not a factor. Also I want to stress that REGEN is sub-optimal as a Scrapper secondary. Ever since i6, I think it was, and you could no longer have perma instant healing .... it really just isn't that great. I play this Toon out of sentimental reason as he was my first. This build has Perma-Hasten, off by .1 seconds actually but close enough, because that allows for 41.8% S/L Defense. Survivability is through the roof on this guy, and as anyone who has played DM extensively will tell you, the set is a bit strange and very different from most melee sets, it offers a lot of utility, self heals and even some endurance recovery with Dark Consumption. touch of Fer is not a bad choice if you want to mitigate damage when fighting large mobs, keep in mind that DM is very much an ST power set. Also I chose the Epic pool based on wanting a debuff to put on AV's and also powers I could slot purples in for the 10% recharge set bonus. Anyway on to the build ...

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Darkest Abyss: Level 50 Mutation Scrapper

Primary Power Set: Dark Melee

Secondary Power Set: Regeneration

Power Pool: Speed

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Blaze Mastery

 

Hero Profile:

Level 1: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5)

Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(43)

Level 2: Shadow Punch -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Dmg/Rchg(13)

Level 4: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(15)

Level 6: Super Speed -- HO:Micro(A)

Level 8: Siphon Life -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(17), KntCmb-Dmg/EndRdx/Rchg(17), KntCmb-Dmg/EndRdx(19)

Level 10: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(21)

Level 12: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal(25)

Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)

Level 16: Integration -- EndRdx-I(A)

Level 18: Dark Consumption -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Dmg/EndRdx(31)

Level 20: Resilience -- UnbGrd-Max HP%(A), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(33)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(33)

Level 24: Tough -- TtnCtn-EndRdx(A), TtnCtn-ResDam(33), TtnCtn-ResDam/EndRdx/Rchg(34), TtnCtn-EndRdx/Rchg(34), TtnCtn-ResDam/Rchg(43), TtnCtn-ResDam/EndRdx(45)

Level 26: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(36), Arm-Dam%(36), Arm-Dmg/EndRdx(36)

Level 28: Instant Healing -- Pnc-Heal/+End(A), Pnc-Heal(37), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal/Rchg(39), Pnc-EndRdx/Rchg(39)

Level 30: Assault -- EndRdx-I(A)

Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(39), SprCrtStr-Acc/Dmg/Rchg(40), SprCrtStr-Dmg/EndRdx/Rchg(40), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40), SprCrtStr-Rchg/+50% Crit(45)

Level 35: Weave -- LucoftheG-Rchg+(A), RedFrt-EndRdx(42), RedFrt-Def/EndRdx(42), RedFrt-Def(42), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(45)

Level 38: Moment of Glory -- LucoftheG-Rchg+(A)

Level 41: Char -- Apc-Dam%(A), Apc-Dmg/EndRdx(46), Apc-Acc/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(48)

Level 44: Melt Armor -- AchHee-ResDeb%(A), TchofLadG-DefDeb/Rchg(48)

Level 47: Fire Ball -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50)

Level 49: Combat Jumping -- LucoftheG-Rchg+(A)

Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(37)

Level 1: Critical Hit

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A)

Level 50: Musculature Core Paragon

Level 50: Ion Core Final Judgement

Level 50: Degenerative Total Core Conversion

Level 50: Barrier Total Core Invocation

------------

 

 

 

 

 

 

 

 

 

 

 

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I'm going to warn you, there is a lot of advice to skip shadow punch. These are holdovers from old guides, from pre-I14.

 

I'll just leave the comment from Smilin' Joe from the old forums here:

 

Recently Castle and co. reworked the activation and animation times of this and other quick punch tier one powers to balance them out a bit. They made one number a little less and the other a little more, did some vaguely mystical algebraic falderall and tweaked the exponent. And carried the fraction. Or something. I don't know. The end result as near as I can tell is that Shadow Punch is a bit more skippable than it was before.

 

What's that mean? Desdemona recently told me: "Shadow Punch did not become skippable because it got nerfed. It became optional becuase half of Dark Melee got better." Now Des was quoting either Werner or Sarratte, but I really liked the quote no matter who said it, and felt it worth including here. Whereas before it was considered absolutely essential as a proc-holder and buzz-saw build attack chain filler, now it's "just" a good attack. No, it doesn't do PHENOMENAL COSMIC DAMAGE, but I'll stand by my previous assertion that this is a very good power to have, slot and keep. Why? It has a fast recharge and a 5% debuff to your enemy's tohit roll, making it valuable as a damage mitigator.

 

Here's the kicker - it's CUMULATIVE, meaning that every hit reduces your target's chances of hitting you less and less. The duration on that tohit debuff is also twice as long as its recharge, so it's stackable to 10% out of the box with no recharge enhancements. In addition, this debuff is present in all the other powers in the set as well, and it stacks from power to power! So if a hit from Shadow Punch makes your enemy five percent less likely to hit you (and it does) then a hit from Shadow Punch combined with a hit from another Dark Melee attack makes the poor sap TEN percent less likely to hit you. A quick Shadow Punch/Smite/Shadow Punch attack can, with minimal slotting, nearly maintain a 15% debuff on your enemy's tohit.

 

See why I like it? With it's short activation and recharge, you can use it with your other attacks to stack the effect three and sometimes even four or five times over (with hasten) for a whopping TWENTY-FIVE PERCENT extra defense for you! And actually it's better than that because it debuffs ToHIT rolls, and not accuracy. Number crunchers far and wide will tell you that's waaaaay better, though I'm not comletely sure why. In the end, I just accept that it's awesome and roll with it.

 

If you're looking to skip this power, check your secondary first. If it's any other set besides Regen, skip away, but be warned - you'll miss its punchy goodess. If you're a Regeneration scrapper, though, you seriously should reconsider - anything that is this effective at mitigating incoming damage ought to be taken. I respecced out of it once on my DM/Regen, and immediately noticed the difference. Take it.

 

Slotting: Slot this power with at least two Accuracies, three Damage, and one EndRedux.

 

Invention Slotting: One complete set of Crushing Impact is what I use, but look for my advice on general IO considerations at the end of the guide.

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The reason you don't skip Shadow Punch is because you need it for the sets. It is not in the attack chain. I don't even have it in my tray, but as I said, you need it for sets. You attack chain is MG, Smite, Siphon Life .... with an occasional Soul Drain thrown in for +DMG

 

I'm going to warn you, there is a lot of advice to skip shadow punch. These are holdovers from old guides, from pre-I14.

 

I'll just leave the comment from Smilin' Joe from the old forums here:

 

Recently Castle and co. reworked the activation and animation times of this and other quick punch tier one powers to balance them out a bit. They made one number a little less and the other a little more, did some vaguely mystical algebraic falderall and tweaked the exponent. And carried the fraction. Or something. I don't know. The end result as near as I can tell is that Shadow Punch is a bit more skippable than it was before.

 

What's that mean? Desdemona recently told me: "Shadow Punch did not become skippable because it got nerfed. It became optional becuase half of Dark Melee got better." Now Des was quoting either Werner or Sarratte, but I really liked the quote no matter who said it, and felt it worth including here. Whereas before it was considered absolutely essential as a proc-holder and buzz-saw build attack chain filler, now it's "just" a good attack. No, it doesn't do PHENOMENAL COSMIC DAMAGE, but I'll stand by my previous assertion that this is a very good power to have, slot and keep. Why? It has a fast recharge and a 5% debuff to your enemy's tohit roll, making it valuable as a damage mitigator.

 

Here's the kicker - it's CUMULATIVE, meaning that every hit reduces your target's chances of hitting you less and less. The duration on that tohit debuff is also twice as long as its recharge, so it's stackable to 10% out of the box with no recharge enhancements. In addition, this debuff is present in all the other powers in the set as well, and it stacks from power to power! So if a hit from Shadow Punch makes your enemy five percent less likely to hit you (and it does) then a hit from Shadow Punch combined with a hit from another Dark Melee attack makes the poor sap TEN percent less likely to hit you. A quick Shadow Punch/Smite/Shadow Punch attack can, with minimal slotting, nearly maintain a 15% debuff on your enemy's tohit.

 

See why I like it? With it's short activation and recharge, you can use it with your other attacks to stack the effect three and sometimes even four or five times over (with hasten) for a whopping TWENTY-FIVE PERCENT extra defense for you! And actually it's better than that because it debuffs ToHIT rolls, and not accuracy. Number crunchers far and wide will tell you that's waaaaay better, though I'm not comletely sure why. In the end, I just accept that it's awesome and roll with it.

 

If you're looking to skip this power, check your secondary first. If it's any other set besides Regen, skip away, but be warned - you'll miss its punchy goodess. If you're a Regeneration scrapper, though, you seriously should reconsider - anything that is this effective at mitigating incoming damage ought to be taken. I respecced out of it once on my DM/Regen, and immediately noticed the difference. Take it.

 

Slotting: Slot this power with at least two Accuracies, three Damage, and one EndRedux.

 

Invention Slotting: One complete set of Crushing Impact is what I use, but look for my advice on general IO considerations at the end of the guide.

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The reason you don't skip Shadow Punch is because you need it for the sets. It is not in the attack chain. I don't even have it in my tray, but as I said, you need it for sets. Your attack chain is MG, Smite, Siphon Life .... with an occasional Soul Drain thrown in for +DMG

 

I'm going to warn you, there is a lot of advice to skip shadow punch. These are holdovers from old guides, from pre-I14.

 

I'll just leave the comment from Smilin' Joe from the old forums here:

 

Recently Castle and co. reworked the activation and animation times of this and other quick punch tier one powers to balance them out a bit. They made one number a little less and the other a little more, did some vaguely mystical algebraic falderall and tweaked the exponent. And carried the fraction. Or something. I don't know. The end result as near as I can tell is that Shadow Punch is a bit more skippable than it was before.

 

What's that mean? Desdemona recently told me: "Shadow Punch did not become skippable because it got nerfed. It became optional becuase half of Dark Melee got better." Now Des was quoting either Werner or Sarratte, but I really liked the quote no matter who said it, and felt it worth including here. Whereas before it was considered absolutely essential as a proc-holder and buzz-saw build attack chain filler, now it's "just" a good attack. No, it doesn't do PHENOMENAL COSMIC DAMAGE, but I'll stand by my previous assertion that this is a very good power to have, slot and keep. Why? It has a fast recharge and a 5% debuff to your enemy's tohit roll, making it valuable as a damage mitigator.

 

Here's the kicker - it's CUMULATIVE, meaning that every hit reduces your target's chances of hitting you less and less. The duration on that tohit debuff is also twice as long as its recharge, so it's stackable to 10% out of the box with no recharge enhancements. In addition, this debuff is present in all the other powers in the set as well, and it stacks from power to power! So if a hit from Shadow Punch makes your enemy five percent less likely to hit you (and it does) then a hit from Shadow Punch combined with a hit from another Dark Melee attack makes the poor sap TEN percent less likely to hit you. A quick Shadow Punch/Smite/Shadow Punch attack can, with minimal slotting, nearly maintain a 15% debuff on your enemy's tohit.

 

See why I like it? With it's short activation and recharge, you can use it with your other attacks to stack the effect three and sometimes even four or five times over (with hasten) for a whopping TWENTY-FIVE PERCENT extra defense for you! And actually it's better than that because it debuffs ToHIT rolls, and not accuracy. Number crunchers far and wide will tell you that's waaaaay better, though I'm not comletely sure why. In the end, I just accept that it's awesome and roll with it.

 

If you're looking to skip this power, check your secondary first. If it's any other set besides Regen, skip away, but be warned - you'll miss its punchy goodess. If you're a Regeneration scrapper, though, you seriously should reconsider - anything that is this effective at mitigating incoming damage ought to be taken. I respecced out of it once on my DM/Regen, and immediately noticed the difference. Take it.

 

Slotting: Slot this power with at least two Accuracies, three Damage, and one EndRedux.

 

Invention Slotting: One complete set of Crushing Impact is what I use, but look for my advice on general IO considerations at the end of the guide.

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I recommended him to skip it because with the +rchg he should look for this build, he should be able to achieve the optimal ST chain Midnight Grasp-Smite-Siphon Life-Smite. Shadow punch can work as a filler alright although I personally prefer Dark Blast from Darkness Mastery ancillary pool but that's me.

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Again, I never said it would be used. If you look at my build you will see I used Shadow Punch for one of the Scrapper ATO's, I took Fire Mastery rather than dark because it does more damage and I wanted Melt Armor which helps when I solo AV's and Giant monsters. If you have a build you think is better, please post it and explain why. I am always looking to improve this Toon

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Slight tweak as I wanted to get to the S/L cap.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Darkest Abyss: Level 50 Mutation Scrapper

Primary Power Set: Dark Melee

Secondary Power Set: Regeneration

Power Pool: Speed

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Blaze Mastery

 

Hero Profile:

Level 1: Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5)

Level 1: Fast Healing -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(43)

Level 2: Shadow Punch -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11)

Level 4: Quick Recovery -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(15)

Level 6: Super Speed -- HO:Micro(A)

Level 8: Siphon Life -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg(17), SprScrStr-Acc/Dmg/Rchg(17)

Level 10: Kick -- KntCmb-Knock%(A), KntCmb-Dmg/EndRdx/Rchg(19), KntCmb-Dmg/EndRdx(21), KntCmb-Acc/Dmg(21)

Level 12: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal(25)

Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(43)

Level 16: Integration -- EndRdx-I(A)

Level 18: Dark Consumption -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Dmg/EndRdx(31)

Level 20: Resilience -- UnbGrd-Max HP%(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-EndRdx/Rchg(31), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(37)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(33)

Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(33), RctArm-ResDam/EndRdx/Rchg(34), RctArm-EndRdx(34)

Level 26: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(36), Arm-Dam%(36), Arm-Dmg/EndRdx(36)

Level 28: Instant Healing -- Pnc-Heal/+End(A), Pnc-Heal(37), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal/Rchg(39), Pnc-EndRdx/Rchg(39)

Level 30: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(45)

Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(39), SprCrtStr-Acc/Dmg/Rchg(40), SprCrtStr-Dmg/EndRdx/Rchg(40), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40), SprCrtStr-Rchg/+50% Crit(45)

Level 35: Weave -- LucoftheG-Rchg+(A), RedFrt-EndRdx(42), RedFrt-Def/EndRdx(42), RedFrt-Def(42), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(45)

Level 38: Moment of Glory -- LucoftheG-Rchg+(A)

Level 41: Char -- Apc-Dam%(A), Apc-Dmg/EndRdx(46), Apc-Acc/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(48)

Level 44: Melt Armor -- AchHee-ResDeb%(A), TchofLadG-DefDeb/Rchg(48)

Level 47: Fire Ball -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50)

Level 49: Combat Jumping -- LucoftheG-Rchg+(A)

Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(13), KntCmb-Knock%(13), KntCmb-Dmg/EndRdx(15)

Level 1: Critical Hit

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Clr-Stlth(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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- EndMod-I(A)

Level 50: Musculature Core Paragon

Level 50: Ion Core Final Judgement

Level 50: Degenerative Total Core Conversion

Level 50: Barrier Total Core Invocation

------------

 

 

 

 

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Just curious - why do people skip Shadow Punch? I realize it's the first tier attack but it still hits pretty hard despite the description of 'light' damage. I have to believe it contributes to high DPS with Smite (I can, of course, be proven wrong).

 

Also... I remember 15 years ago arguments in the forums about how awesome Shadow Maul is but... it's really finicky to position the cone correctly so it seems like a very situational power to me. Thoughts?

 

Leveling up a dm/shield (fun!) and don't want to gimp myself too bad.

 

 

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It's not the damage per hit that matters so much as the damage per animation time.  By that measure, Shadow Punch does about 2/3rds the damage of Smite, and the best attack chain is Smite -> Midnight Grasp -> Smite -> Siphon Life.

 

I don't remember the specifics of the buzzsaw build you're talking about, but I know it fell out of favor due both to game changes and better methods of evaluation.

No-Set Builds: Tanker Scrapper Brute Stalker

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  • 3 years later
On 6/19/2019 at 10:40 AM, loyalreader said:

Just curious - why do people skip Shadow Punch? I realize it's the first tier attack but it still hits pretty hard despite the description of 'light' damage. I have to believe it contributes to high DPS with Smite (I can, of course, be proven wrong).

 

Also... I remember 15 years ago arguments in the forums about how awesome Shadow Maul is but... it's really finicky to position the cone correctly so it seems like a very situational power to me. Thoughts?

 

Leveling up a dm/shield (fun!) and don't want to gimp myself too bad.

 

 

It's not really finicky though with experience.  I actually use both Shadow Maul and Sands of Mu in my DM/Regen build, it seems better than it used to with regard to misses, it doesn't seem to miss like it used to.  I played alot of AR/Dev in the beginning and learned cone positioning early on.  I can often get three in the cone and almost always two.

"Stand By to Stand By"

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