DethMonger Posted June 13 Posted June 13 (edited) When Homecoming released, the very first thing I did was resurrect my very first toon I created on the Champion server back in about '08. He's a Natural Martial Arts/Regeneration Scrapper. I chose powers as I probably did back in the day and enhanced with minimal understanding. I then did a deep dive on the wiki and bought/invented some enhancement sets, including both Scrapper Archetype sets, which I upgraded to Superior. Lately I've noticed that, despite six-slotting both Stamina (Inherent Fitness pool) and Quick Recovery (Secondary Regeneration pool), and fully equipping all six attuned enhancements from Performance Shifter and Efficacy Adaptor (respectively). I have noticed that, during certain missions, trials, TF's etc., my Endurance drops more rapidly than I would expect (not including mobs of Sappers et. al. where I would expect it) and is slower to recover than I would hope. Also, I feel like other scrappers are doing more DPS than I am. Basically what I need is for one of you geniuses who understand all of the details and quirks (that go right over my head) to tell me which powers I shouldn't bother taking, which ones to enhance (with how many slots and which sets) and if I'm being an idiot with Power Pools. My power list is a real fluster-cluck at the moment (I took all four of the original Travel Powers for some reason) but I will be including a table of my planned powers for my respec (lemme know if I'm an idiot) and the enhancement sets that I currently own (all have been attuned). The power table show 6 of the powers enhanced +5 (which is how they are now) leaving 37 enhancement slots left to place (if my math is correct). Edited June 13 by DethMonger
Errants Posted June 13 Posted June 13 (edited) Even just looking at the spreadsheet, I have a few suggestions: 1) Mids Reborn Hero Planner - It lives, it is up to date for Homecoming, and it is just as useful as Mids was for Legacy. 2) You're definitely overslotted on passives. 3) IO's are a supplement to regular slotting - don't slot IO sets for bonuses exclusively, slot for enhancements and grab useful bonuses along the way. 4) SO slotting rules are still valid - e.g. 1 Acc/3 Dam in attacks, 3 Rech in clicks, 3 Heal or Def or Res in defensive powers. That should help a LOT on rebuilding and making the character more effective and viable, and less likely to run out of gas. A small trick I use, Health and Stamina usually got +2 slots under SO slotting - my IO builds retain that, except I'm usually slotting the unique from Numina's, Miracle, and Panacea in Health, and the globals from Performance Shifter and Power Transfer, as well as Power Transfer's EndMod. While 5/6 of those enhancements aren't actually enhancing the powers they're in, I get better overall numbers on Regen/Recovery than if I slotted them conventionally. If I have extra slots, I'll go for enhancing the powers as well. So, that means on a /Regen, I'd have 2x PerfShift Chance for End, and 2x PowTrans Chance for Heal, with ~40% EndMod enhancement in both Stamina and QR. Edited June 13 by Errants Death is the best debuff.
Uun Posted June 13 Posted June 13 If I'm reading this correctly, you're running Maneuvers, Assault, Tactics, Tough, Weave, Acrobatics and Focused Accuracy. Even if with end reduction slotted in all of those, that's a lot of toggles. Acrobatics is completely unnecessary and should be dropped. You don't need both Tactics and Focused Accuracy - pick one. I would also consider dropping Assault and Maneuvers. You generally want to 5 or 6-slot your attacks with Melee IO sets. Mako's Bite is good, but Bonesnap, Pulverizing Fisticuffs and Bruising Blow are low-level sets that cap at lvl 25 or 30. Look at Touch of Death and Crushing Impact instead. You also have too many attacks. At a minimum drop Thunder Kick. Even with the set bonuses, 6-slotting an IO set in auto powers like Fast Healing, Quick Recovery, Health and Stamina is inefficient. Since these powers don't require recharge or end reduction, you don't need more than 2-3 slots in each. If you're not aware, slotting more than 3 of an enhancement type in a power has diminishing returns (https://homecoming.wiki/wiki/Enhancement_Diversification). Rather than slotting full sets, focus on slotting the globals and procs (Numina's +regen/+recovery, Miracle +recovery, Performance Shifter %end, Panacea +health/+end). This will help your endurance. Don't skip Dull Pain and Instant Healing. Regeneration already under-performs enough without skipping core powers. Both of those should be 6-slotted with a Healing set (as should Reconstruction and Integration). https://midsreborn.com/ Uuniverse
Errants Posted June 13 Posted June 13 (edited) For instance, here is a down and dirty, rough concept for an MA/Regen on just common IO's/SO's. While you don't have to copy the power choices, the slotting/enhancement of the attacks should be your minimum to shoot for when using sets. Alternately, if the IO's you're slotting doesn't give you a better bang for the buck than offa SO's... You may want to rejigger the build. Hero ScrapperBuild plan made with Mids' Reborn v3.7.4 rev. 9 ──────────────────────────────Primary powerset: Martial ArtsSecondary powerset: RegenerationPool powerset (#1): FightingPool powerset (#2): SpeedPool powerset (#3): LeadershipPool powerset (#4): FlightEpic powerset: Weapon Mastery ────────────────────────────── Powers taken: Level 1: Storm KickA: Invention: Accuracy3: Invention: Damage Increase3: Invention: Damage Increase5: Invention: Damage Increase37: Invention: Endurance Reduction43: Invention: Recharge Reduction Level 1: Fast HealingA: Invention: Healing11: Invention: Healing11: Invention: Healing Level 2: Cobra StrikeA: Invention: Accuracy5: Invention: Damage Increase7: Invention: Damage Increase7: Invention: Damage Increase37: Invention: Endurance Reduction42: Invention: Recharge Reduction Level 4: Quick RecoveryA: Invention: Endurance Modification9: Invention: Endurance Modification9: Invention: Endurance Modification Level 6: Focus ChiA: Invention: Recharge Reduction36: Invention: Recharge Reduction37: Invention: Recharge Reduction Level 8: ReconstructionA: Invention: Recharge Reduction13: Invention: Recharge Reduction13: Invention: Recharge Reduction15: Invention: Healing15: Invention: Healing17: Invention: Healing Level 10: Dull PainA: Invention: Recharge Reduction17: Invention: Recharge Reduction19: Invention: Recharge Reduction19: Invention: Healing21: Invention: Healing21: Invention: Healing Level 12: KickA: Invention: Accuracy Level 14: ToughA: Invention: Resist Damage23: Invention: Resist Damage23: Invention: Resist Damage48: Invention: Endurance Reduction Level 16: IntegrationA: Invention: Healing25: Invention: Healing25: Invention: Healing48: Invention: Endurance Reduction Level 18: Crippling Axe KickA: Invention: Accuracy27: Invention: Damage Increase27: Invention: Damage Increase29: Invention: Damage Increase39: Invention: Endurance Reduction42: Invention: Recharge Reduction Level 20: ResilienceA: Invention: Resist Damage39: Invention: Resist Damage39: Invention: Resist Damage Level 22: Dragon's TailA: Invention: Accuracy34: Invention: Damage Increase36: Invention: Damage Increase36: Invention: Damage Increase40: Invention: Endurance Reduction42: Invention: Recharge Reduction Level 24: Instant HealingA: Invention: Recharge Reduction29: Invention: Recharge Reduction31: Invention: Recharge Reduction50: Invention: Healing50: Invention: Healing50: Invention: Healing Level 26: Eagles ClawA: Invention: Accuracy31: Invention: Damage Increase31: Invention: Damage Increase33: Invention: Damage Increase40: Invention: Endurance Reduction40: Invention: Recharge Reduction Level 28: HastenA: Invention: Recharge Reduction33: Invention: Recharge Reduction33: Invention: Recharge Reduction Level 30: Moment of GloryA: Invention: Recharge Reduction34: Invention: Recharge Reduction34: Invention: Recharge Reduction Level 32: AssaultA: Invention: Endurance Reduction Level 35: CaltropsA: Invention: Slow Level 38: TacticsA: Invention: Endurance Reduction Level 41: Targeting DroneA: Invention: Endurance Reduction Level 44: Exploding ShurikenA: Invention: Accuracy45: Invention: Damage Increase45: Invention: Damage Increase45: Invention: Damage Increase46: Invention: Endurance Reduction46: Invention: Recharge Reduction Level 47: VengeanceA: Invention: Healing Level 49: ReviveA: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: BrawlA: Invention: Accuracy Level 1: Critical Hit Level 1: SprintA: Invention: Endurance Reduction Level 2: Rest(Empty) Level 1: SwiftA: Invention: Run Speed Level 1: HealthA: Invention: Healing43: Invention: Healing43: Invention: Healing Level 1: HurdleA: Invention: Jumping Level 1: StaminaA: Invention: Endurance Modification46: Invention: Endurance Modification48: Invention: Endurance Modification ──────────────────────────────Stats Breakdown: - Defense - Smashing:0%Lethal:0%Fire:0%Cold:0%Energy:0%Negative:0%Toxic:0%Psionic:0%Melee:0%Ranged:0%AoE:0%- Resistance - Smashing:32.26%Lethal:32.26%Fire:14.66%Cold:14.66%Energy:14.66%Negative:14.66%Toxic:14.66%Psionic:14.66%- HP & Endurance - Regeneration:570.67%Max HP:1339 | End Recovery:3.46/sEnd Use:1.81/s End. (Net gain: 1.65/s)Max End:100- Movement - Run Speed:35.39 mphJump Speed:38.35 mphJump Height:13.39 ftFly Speed:0 mph- Stealth & Perception - Stealth (PvE):0 ftStealth (PvP):0 ftPerception:1042.2 ft- Misc - Haste:170%ToHit:32%Accuracy:20%Damage:210.5%End Rdx:0%Threat:300- Status Protection - Held:10.38Stunned:15.57Sleep:10.38Immobilized:39.62Knockback:10Repel:Confused:3.63Terrorized:Taunt:Placate:Teleport:- Status Resistance - Held:0%Stunned:173%Sleep:60.55%Immobilized:0%Knockback:10000%Repel:0%Confused:42.39%Terrorized:42.39%Taunt:42.39%Placate:42.39%Teleport:0%- Debuff Resistance - Defense:0%Endurance:0%Recovery:0%PerceptionRadius:96.33%ToHit:69.2%RechargeTime:0%SpeedRunning:0%Regeneration:53.04% ────────────────────────────── Set Effects Breakdown ────────────────────────────── Set Buffs Totals Edited June 13 by Errants Death is the best debuff.
DethMonger Posted June 14 Author Posted June 14 First of all, @Errants and @Uun, thank you both so much. I knew that ED was a thing but I didn't really understand how it worked. @Uun I can see now the redundancy of some of my power selections (thank you for pointing them out) but, simply put, I really hate missing. I expect to miss occasionally on anything yellow and up, but when I miss on blue, green and grey it really bugs me. I'll have to live with it, though. A big part of the reason why I chose two +Def powers is that I solo most of the time (I work at night so, even on my days off, I'm up until at least 6am and asleep when most people are online) so I don't have healers or tanks. @Errants I figured six-slotting the autopowers might've been overkill, which is part of why I went asking for help. In my defense when I first started playing, my friends really hammered it into my head that I did NOT want to run out of endurance, so I just always maxed those out. The pow/enh breakdown is gonna be extremely helpful as a guide. P.S. another, "In my defense,": the first thing I did when I decided I needed to respect was download Mids' Reborn. Installed and opened, and it immediately asked me to update. I clicked update, it starts installing, closes the window ... and never reopens. I open it again, and rinse and repeat a few times. Same thing. So finally I tell it I'll update later and get to work building. After a few minutes of choosing powers and adding slots. It freezes. Restart, build again (saving every few changes), freezes again. I really tried to do it on my own, but Mids' hates me apparently.
Errants Posted June 14 Posted June 14 Remember, you're still gonna miss 1/20 attacks, due to ToHit being capped at 95%. Otherwise, regarding Mids... Try a new install, and/or check the discord for help. Death is the best debuff.
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