Happy_Cat

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  1. I did the last of the vet respecs this week-end, for an i19 compliant build (I could've waited, but got impatient). I took out the fitness pool, for one thing, and added SJ, Acrobatics and Assault. Took out the Fighting pool (not sure where I was going with that, bad choice). I also swapped Ice Storm for Frost breath (much better choice).
    With Combat Jumping, Hover, Ice Armor, Group Invis and Superior Invis, I have about 30% smash/lethat defense (that's after the defense reduction of SI and GI when attacking/clicking glowies). With some changes in my slotting of AM, I still have amazing recovery. Getting Stamina in i19 will just be icing on the cake, but the toon can easily function without it.

    To get back to the subject of the thread, Acrobatics and Combat Jumping, along with a few breakfrees are more than sufficient to deal with the occasionnal hold/immob that comes my way. Having the s/l defense is indeed handy for those times when I start getting hit (I have my settings at +0 x4, and once in a while, PA doesn't get all the aggro, and I get some unwanted attention from baddies). Finally, Frost Breath is simply a better choice over IS. Much better recharge at about 7 seconds, and 2 big ticks of damage. Decent range too with the Detonation IO set (can't use the recharge in Positron's unfortunately).

    Thank you for the advice.
  2. I just dinged 50 on my ill/rad last night. I'll echo Local Man in that it's probably the most versatile AT you can have in this game. After 4 years + of CoH, that toon is my one and only 50 (no kidding). Of course, a terminal case of altitis is the main culprit for that, but it's saying something for the staying power of that combo (for me anyway). I soloed all the Praetorian story arcs (minus 2 contacts that were "dead" to my toon, and the big SS/Inv elite boss -forget his name- ), I soloed 95% of the CoH story arcs (the ones available post lv 20). With perma-PA your level of awesomeness is just incredible. It's also great on teams too. Another Ill/Rad and I duoed Eochai last night. There was also a scrapper there (I guess he helped as well :-) ). Ill/Rad is totally awesome.
    Not to say that the other AT's or controller combinations are not, but in so far as true power, I don't think anything can top a well built ill/rad. My 2 inf.
  3. Indeed, completely forgot about Frost Breath for some reason. And yes, you're all correct in saying that late-game content seems to have a lot of psi resistance present. I'll keep Acrobatics in my build for the knockback protection and hold resist, and use break-frees for anything else that actually gets through.
    The smash/lethal def might indeed be more useful over time, to get away from AoE splash damage, or for when I draw a bit of attention, etc.
    That way, I spread my defenses (and offense) a bit better, i.e. some status protection and resist, and better smash/lethal def, and a different damage type, as opposed to same damage type and full-on status protection, with 17% less S/L def.
    Feels like I went full circle, since this was the logic behind Ice in the first place. But it's nice to get some outside opinions.
  4. That's indeed what I've been doing, and it's rarely a problem. I've had 1 death attributed to getting held in a Malta bot burn patch. Usually, I have breakfrees available. Knockback can be annoying, but Acrobatics will fix that (and Indomitable Will doesn't help with KB anyway). So it's your contention that I'm better off with the smash/lethal defense? Or is more that you favor the Ice attacks over the Psionic's?
  5. My Ill/Rad is now lv 48, and I have chosen the Ice APP for the Ice Blast, Ice Armor and Ice Storm powers. Like most people, I'll be respec'ing once i19 arrives, and I started to question if the Ice APP was the best choice.

    My non-purple build for i19 has 215% recharge, and Indomitable will would be near-perma.
    I also included Acrobatics for the knockback protection. With both of these, I have very good protection against status effects (save repel, taunt and placate I believe). My purple build has 236.5% recharge, with a downtime of 10 seconds for Indomitable Will.

    I barely use Ice Armor as it is, so the question is: do I stick with Ice to get roughly 34% Smash/Lethal DEF, or do I go with Psionics to get near perma status protection.

    Another issue is having all psionic damage (with Spectral Wound, Blind, Mental Blast and Psionic Tornado), versus having 2 attacks of a different type (Ice Blast and Ice Storm).
    Obviously, my attacks cycle very fast at roughly 1.5 sec. for SW, and 2 sec. for Blind and 2 sec for Ice Blast. So I'm not sure that a non-psionic attack or 2 makes that much of a difference at this point. Also, Psionic Tornado recharges in 4 sec. for 127 (non-contained damage) versus roughly 30 sec. for Ice Storm at 400 something damage. Seems Psionic Tornado would help put out more damage over time than Ice Storm.

    Now, I don't think that going either way would be a bad choice, but I'm curious to see what is the general consensus on status protection versus smash/lethal that can be capped with a small purple (if I did my math ok). Incidentally, I have 47% DEF to Psionics with Indomitable Will...

    Psionic is my personnal preference, if only for thematic reasons. Also, the Fire and Primal APP's are out, because I can't slot an additional LoTG anywhere (I could always elect to pick Maneuvers over Assault in my build, but I'd rather not). Stone is out because of the longish animation for Hurl Boulder.

    Any thoughts are welcome!
  6. ah, ok, I'm at work and could not check the chunk in mids...

    As for the armor, I went with ice too for the extra LoTG slot. But I agree, I've never bothered yet to actually activate the armor. But I believe I'm capped (or very darn close to it) on smash/lethal defense with a small purple, which is nice if I ever need the def boost.
  7. Is it me, or is the Posi Blast in Ice Blast an error? Posi is a targeted AoE set, not a ranged damage set...
  8. 1) If I slot the +5% DEF unique in the tier 1 pets, do all pets benefit from the DEF bonus, or just the pets that actually have the set?

    2) If I use the recharge intensive set with the +5% DEF unique in Gang War, does the 5% only kick in when Gang War is activated? (I'm thinking yes on this one, but want to be sure)

    Would appreciate any input, thank you.
  9. Interesting indeed. I figured that I wouldn't solo particularly quick with that combo, but that's fine really. My illusion/rad solos beautifully, and my idea was to have a "teaming" hero with the earth/storm. But it's not always easy to find a team, unfortunately...
    But just for the visuals, I'd like to be able to level up that character if only to see the full complement of "nature" type powers unleashed.
  10. So what are your thoughts on that combo so far Local? Worth the time and effort? Any particular advice to give?

    Interesting: the classical 5 elements in terms of Greek philosophy are Earth, Air, Water, Fire and Aether... Aether could be explained through negative energy from the Vet attacks.

    Whatever, just at work, bored, and rambling. :-)
  11. That's pretty much what I was planning on doing:

    Bunch stuff up with Hurricane, immob with Stone Cages, stun with thunderclap or stalag, throw down some rain for the resistance debuff and a bit of damage, then tornado and lightning storm. Finish off with single target attacks and have the pet join in the fun.

    I made this toon for the "fun" factor of all the powers in the 2 powersets. Seems Earth and Storm are very visually interesting. I'm also hoping that it will still be somewhat efficient at killing things once everything is properly slotted up.

    I'm planning on finishing up with the fire APP, for a character that has control over the elements of earth, air, water, electricity and fire.
  12. This just came to mind: does the damage from Tornado profit from Containment?

    Also to Local Man: I just hit lv 45 on my Ill/Rad. Your guide was a great help. I'm up to 190% recharge so far, with a planned i19 build of 220% (can't wait for i19 to come out!).

    Edit: Nevermind on that question. I just remembered/realized that Tornado is a pet, and would not get Containment damage... Silly me.
  13. Thank you very much Muon, this is exactly what I wanted to know.
  14. Hello, I have a small question with regards to Tornado from the Storm powerset. How good is the damage on it, assuming 3 damage IO's, and that the power is used with conjunction with Stone Cages to negate the knockback? The numbers seem high according to Mid's, but the damage figures aren't clear on City of Data. I've never had the chance to see the Tornado in action either. Any input would be appreciated. Thanks!
  15. I'd be more than happy myself with 30% ranged defense. I run normal missions at the normal setting (although I turn it up a notch or two post-Stamina usually).

    Could someone outline a general strategy to get to 30% on the cheap? I have a fire/fire blaster I play (when I get tired of my scrapper)... I plan on taking CJ, SJ, and acrobatics, Hurdle (or Swift), Health and Stamina, and 3 powers from the Flame Epic for flavour. I'd rather not take Hover and Fly, and just use terrain and mobility to stay out of range. Would this still be workable? Aid Self I could work in, as I find that there's a lot of skippable stuff in the Fire secondary. Anything under 100 million Influence I can swing, as I like running Story Arcs, and usually by the 30's I have enough to get a nice recipe for the AH.

    Also, what the thought on slotting Health and Stamina on a blaster? The Numina set is nice for the ranged defense bonus, but this is way too expensive... What about Stamina? 3 slots on both of these with regular IO's?

    I'm sorry, I hope this is not considered thread-jacking, if so, please disregard my questions...
  16. Oh wow. That's a big piece of the puzzle I was missing there...
    Thanks for the answer!
    I suppose it's rather easy and possible to go for capped range defense without spending a fortune?
  17. Oh right, I totally forgot about the market being cross-server. Silly me!
    I'll keep all those changes in mind. It's really hard to try and settle on something.
    I suppose there's more than one way to get there...
  18. Silly question regarding the above build: I thought you couldn't get more than 5 bonuses of the same type from IO sets...

    The above build has more than 5 ranged def. bonuses.

    Is the 5 rule only applied for certain bonuses?
  19. Wow, always amazed at all the good info on these boards from the player community. Thank you!
    Sorry for the late reply. That being said, I leveled my toon up to 31 over the last day or so. I managed to get a full set of Crushing Impact, Mako, Gaussian, and the 3% Steadfast. For the time being I slotted Focused Fighting and Focused senses with 5 Serendipity. I'd (of course) like to change that for LoTG, but I really don't think I'll have the funds. Next best would be Red Fortunes, but even those seem to be a bit pricey at the moment on my server.
    I have 5 pieces for a ToD (bidding for the last one right now). So far, I'm at 41% on Ranged, and something like 38% on Melee. I have about 260 Merit Rewards, that I plan to using to get a Numina regen/recov to sell at AH, to get some funds back. I'm REALLY poor right now, having started the toon with a bit over 80 million. I have no 50 characters, and this is my only toon. I transferred funds I had on other toons, put everything on this one, then deleted my old ones. So purples are probably out of the question as well. I'll be happy with capped positional defenses, and hopefully a combination of luck and merits will allow me to get the expensive health recipes. As for the franken slotting in Crane Kick, it's mostly because I have no idea as to what I can put in there. Again, funds are really starting to be an issue. Right now I have some regular lv 30 IO's. Everything on that toon is now an IO, recipe or regular, so at least now I just need to spend as I go. My numbers on my sets aren't the best, them being between lv 28 to 31 on average. But it's working ok anyway. Eventually I'll get higher level recipes and replace what I have currently (at least I hope).

    Also, as for only keeping 2 slots in the passives, I think it's the first time I ever hear someone recommend that. I'd like to save the slots, so maybe that's the way to go...
  20. I've come up with this build for an MA/SR. I'm at lv 26 and so far so good. I was wondering if I could get some comments about it...

    Also, according to my math (which could be wrong) I'm a bit short of the soft cap for defense... Am I correct, and if so, what would you guys recommend I do about it?

    Thanks!

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Martial Arts Kid: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------
    Level 1: Storm Kick
    (A) Crushing Impact - Accuracy/Damage
    (3) Crushing Impact - Damage/Endurance
    (3) Crushing Impact - Damage/Recharge
    (5) Crushing Impact - Accuracy/Damage/Recharge
    (5) Crushing Impact - Accuracy/Damage/Endurance
    (7) Crushing Impact - Damage/Endurance/Recharge


    Level 1: Focused Fighting
    (A) Red Fortune - Defense/Endurance
    (7) Red Fortune - Defense/Recharge
    (9) Red Fortune - Defense
    (9) Red Fortune - Defense/Endurance/Recharge
    (11) Red Fortune - Endurance


    Level 2: Focused Senses
    (A) Red Fortune - Defense/Endurance
    (17) Red Fortune - Defense/Recharge
    (17) Red Fortune - Defense/Endurance/Recharge
    (19) Red Fortune - Defense
    (19) Red Fortune - Endurance


    Level 4: Agile
    (A) Defense Buff IO
    (25) Defense Buff IO
    (27) Defense Buff IO


    Level 6: Focus Chi
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    (42) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 8: Crane Kick
    (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    (11) Mako's Bite - Accuracy/Endurance/Recharge
    (13) Crushing Impact - Accuracy/Damage/Recharge
    (13) Crushing Impact - Accuracy/Damage/Endurance
    (15) Crushing Impact - Damage/Endurance/Recharge
    (15) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge


    Level 10: Practiced Brawler
    (A) Recharge Reduction IO


    Level 12: Hurdle
    (A) Jumping IO


    Level 14: Health
    (A) Regenerative Tissue - +Regeneration
    (45) Miracle - +Recovery
    (45) Miracle - Heal
    (45) Numina's Convalescence - Heal
    (46) Numina's Convalescence - +Regeneration/+Recovery
    (50) Healing IO


    Level 16: Dodge
    (A) Defense Buff IO
    (27) Defense Buff IO
    (29) Defense Buff IO


    Level 18: Crippling Axe Kick
    (A) Mako's Bite - Accuracy/Damage
    (21) Mako's Bite - Damage/Endurance
    (21) Mako's Bite - Damage/Recharge
    (23) Mako's Bite - Accuracy/Endurance/Recharge
    (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    (25) Mako's Bite - Chance of Damage(Lethal)


    Level 20: Stamina
    (A) Performance Shifter - EndMod
    (43) Performance Shifter - EndMod/Recharge
    (43) Performance Shifter - EndMod/Accuracy
    (43) Performance Shifter - Chance for +End


    Level 22: Quickness
    (A) Run Speed IO


    Level 24: Boxing
    (A) Accuracy IO


    Level 26: Dragon's Tail
    (A) Scirocco's Dervish - Accuracy/Damage
    (29) Scirocco's Dervish - Damage/Endurance
    (31) Scirocco's Dervish - Damage/Recharge
    (31) Scirocco's Dervish - Accuracy/Recharge
    (31) Scirocco's Dervish - Accuracy/Damage/Endurance
    (33) Scirocco's Dervish - Chance of Damage(Lethal)


    Level 28: Tough
    (A) Steadfast Protection - Resistance/+Def 3%
    (46) Titanium Coating - Resistance/Endurance
    (48) Titanium Coating - Resistance/Recharge
    (48) Titanium Coating - Resistance


    Level 30: Weave
    (A) Red Fortune - Defense/Endurance
    (33) Red Fortune - Defense/Recharge
    (33) Red Fortune - Defense/Endurance/Recharge
    (34) Red Fortune - Defense
    (34) Red Fortune - Endurance


    Level 32: Eagles Claw
    (A) Touch of Death - Accuracy/Damage
    (34) Touch of Death - Damage/Endurance
    (36) Touch of Death - Damage/Recharge
    (36) Touch of Death - Accuracy/Damage/Endurance
    (36) Touch of Death - Damage/Endurance/Recharge
    (37) Touch of Death - Chance of Damage(Negative)


    Level 35: Evasion
    (A) Red Fortune - Defense/Endurance
    (37) Red Fortune - Defense/Recharge
    (37) Red Fortune - Defense/Endurance/Recharge
    (39) Red Fortune - Defense
    (39) Red Fortune - Endurance


    Level 38: Lucky
    (A) Defense Buff IO
    (39) Defense Buff IO
    (40) Defense Buff IO


    Level 41: Hasten
    (A) Recharge Reduction IO
    (46) Recharge Reduction IO


    Level 44: Conserve Power
    (A) Recharge Reduction IO


    Level 47: Physical Perfection
    (A) Endurance Modification IO
    (48) Endurance Modification IO
    (50) Healing IO
    (50) Healing IO


    Level 49: Combat Jumping
    (A) Defense Buff IO


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    16% DamageBuff(Smashing)
    16% DamageBuff(Lethal)
    16% DamageBuff(Fire)
    16% DamageBuff(Cold)
    16% DamageBuff(Energy)
    16% DamageBuff(Negative)
    16% DamageBuff(Toxic)
    16% DamageBuff(Psionic)
    6.13% Defense(Smashing)
    6.13% Defense(Lethal)
    5.81% Defense(Fire)
    5.81% Defense(Cold)
    6.13% Defense(Energy)
    6.13% Defense(Negative)
    6.13% Defense(Psionic)
    9.25% Defense(Melee)
    9.25% Defense(Ranged)
    8.63% Defense(AoE)
    16% Enhancement(Accuracy)
    25% Enhancement(RechargeTime)
    10% FlySpeed
    140.6 HP (10.5%) HitPoints
    10% JumpHeight
    10% JumpSpeed
    MezResist(Held) 6.05%
    MezResist(Immobilize) 20.4%
    MezResist(Sleep) 2.2%
    7.5% (0.13 End/sec) Recovery
    22% (1.23 HP/sec) Regeneration
    5.04% Resistance(Fire)
    5.04% Resistance(Cold)
    3.13% Resistance(Negative)
    2.5% Resistance(Psionic)
    10% RunSpeed



    ------------
    Set Bonuses:
    Crushing Impact
    (Storm Kick)
    MezResist(Immobilize) 2.2%
    15.1 HP (1.12%) HitPoints
    7% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    2.5% Resistance(Psionic)


    Red Fortune
    (Focused Fighting)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Red Fortune
    (Focused Senses)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Gaussian's Synchronized Fire-Control
    (Focus Chi)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


    Mako's Bite
    (Crane Kick)
    MezResist(Immobilize) 3.3%


    Crushing Impact
    (Crane Kick)
    MezResist(Immobilize) 2.2%
    15.1 HP (1.12%) HitPoints


    Miracle
    (Health)
    2.5% (0.04 End/sec) Recovery


    Numina's Convalescence
    (Health)
    12% (0.67 HP/sec) Regeneration


    Mako's Bite
    (Crippling Axe Kick)
    MezResist(Immobilize) 3.3%
    20.1 HP (1.5%) HitPoints
    3% DamageBuff(All)
    MezResist(Held) 3.3%
    3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery


    Scirocco's Dervish
    (Dragon's Tail)
    10% (0.56 HP/sec) Regeneration
    3.13% Resistance(Negative)
    9% Enhancement(Accuracy)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
    3.13% Defense(Psionic)


    Steadfast Protection
    (Tough)
    3% Defense(All)


    Titanium Coating
    (Tough)
    MezResist(Sleep) 2.2%
    20.1 HP (1.5%) HitPoints


    Red Fortune
    (Weave)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Touch of Death
    (Eagles Claw)
    MezResist(Immobilize) 2.75%
    20.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Red Fortune
    (Evasion)
    MezResist(Immobilize) 2.2% (Exceeded 5 Bonus Cap)
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)






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  21. Just dinged 24 on my new toon last night after playing all week-end. Of course, no IO in the build yet, but having a clue as to where to slot is helpful. I suppose someone can go many different ways in the slotting of Health and Stamina. Assuming I have the Merits for it, I'd love to slot Health with 5 (total) slots, and Stamina with 4. I'm just worried that I'll never have the Influence necessary to get the good recipes (looking at you regen/recover recipes!). I figure I should have enough Merits at some point to get one or 2 good recipes. Red Fortunes seem to be pretty cheap. I wanted to make sure I could get a full set of Gaussian and the +3% Def in Steafast, as to help getting to the cap for defense. The rest of the sets I'm planning on getting are all reasonnably priced as well. And I think I'll be able to get the stamina proc recipe for Perf Shift. But assuming I'll bever have the Inf for the Health uniques, I'm really torn in how to spend the slots in Health. Seems like the slots could be used elsewhere (keeping only 3 in Health). See my build (so far) below. Sorry, no datachunk (at work right now, and this is what I emailed myself from home, don't have MID's here)... I'm also unsure that I want to go with Body Mastery as opposed to Weapons with Caltrops and Shuriken. Anyway, thoughts and comments are welcome!

    --EDIT-- I just noticed that the top part of the build doesn't match with the bottom... I was playing around with different slotting options and sets... The top part is actually what I'm planning on doing. The difference is that the bottom part has 6 slots in health and Stamina, with full sets, and only 3 (total) slots in Physical Perf. So the totals for bonuses would change a bit for defense since I might not be using the full Numina and Perf Shift set. But I believe I'd be at cap anyway. I'm new to using MID's, so errors are entirely possible.
    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Scrapper
    Primary: Martial Arts
    Secondary: Super Reflexes
    +----------------------------------------------------------------

    01: Focused Fighting => Empty(1), Empty(13), Empty(15), Empty(15), Empty(17)
    01: Storm Kick => Empty(1), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
    02: Focused Senses => Empty(2), Empty(17), Empty(23), Empty(25), Empty(25)
    04: Agile => Empty(4), Empty(39), Empty(39)
    06: Focus Chi => Empty(6), Empty(7), Empty(40), Empty(40), Empty(42), Empty(42)
    08: Crane Kick => Empty(8), Empty(9), Empty(9), Empty(11), Empty(11), Empty(13)
    10: Practiced Brawler => Empty(10)
    12: Hurdle => Empty(12)
    14: Health => Empty(14), Empty(42), Empty(43), Empty(43), Empty(43)
    16: Dodge => Empty(16), Empty(37), Empty(37)
    18: Crippling Axe Kick => Empty(18), Empty(19), Empty(19), Empty(21), Empty(21), Empty(23)
    20: Stamina => Empty(20), Empty(45), Empty(45), Empty(45)
    22: Boxing => Empty(22)
    24: Tough => Empty(24), Empty(46), Empty(46), Empty(46)
    26: Dragon's Tail => Empty(26), Empty(27), Empty(27), Empty(29), Empty(29), Empty(31)
    28: Weave => Empty(28), Empty(31), Empty(31), Empty(33)
    30: Lucky => Empty(30), Empty(39), Empty(40)
    32: Eagles Claw => Empty(32), Empty(33), Empty(33), Empty(34), Empty(34), Empty(34)
    35: Evasion => Empty(35), Empty(36), Empty(36), Empty(36), Empty(37)
    38: Quickness => Empty(38)
    41: Hasten => Empty(41), Empty(50)
    44: Conserve Power => Empty(44)
    47: Physical Perfection => Empty(47), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
    49: Combat Jumping => Empty(49)

    +----------------------------------------------------------------
    + Inherent Powers
    +----------------------------------------------------------------

    01: Brawl => Empty(1)
    01: Sprint => Empty(1)
    02: Rest => Empty(2)

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Martial Arts Kid: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------
    Level 1: Storm Kick
    (A) Mako's Bite - Accuracy/Damage
    (3) Mako's Bite - Damage/Endurance
    (3) Mako's Bite - Damage/Recharge
    (5) Mako's Bite - Accuracy/Endurance/Recharge
    (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    (7) Mako's Bite - Chance of Damage(Lethal)


    Level 1: Focused Fighting
    (A) Red Fortune - Defense/Endurance
    (13) Red Fortune - Defense/Recharge
    (15) Red Fortune - Defense/Endurance/Recharge
    (15) Red Fortune - Defense
    (17) Red Fortune - Endurance


    Level 2: Focused Senses
    (A) Red Fortune - Defense/Endurance
    (17) Red Fortune - Defense/Recharge
    (23) Red Fortune - Defense/Endurance/Recharge
    (25) Red Fortune - Defense
    (25) Red Fortune - Endurance


    Level 4: Agile
    (A) Defense Buff IO
    (42) Defense Buff IO
    (42) Defense Buff IO


    Level 6: Focus Chi
    (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    (7) 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
    (40) Gaussian's Synchronized Fire-Control - Chance for Build Up


    Level 8: Crane Kick
    (A) Crushing Impact - Accuracy/Damage
    (9) Crushing Impact - Damage/Endurance
    (9) Crushing Impact - Damage/Recharge
    (11) Crushing Impact - Accuracy/Damage/Recharge
    (11) Crushing Impact - Accuracy/Damage/Endurance
    (13) Crushing Impact - Damage/Endurance/Recharge


    Level 10: Practiced Brawler
    (A) Recharge Reduction IO


    Level 12: Hurdle
    (A) Jumping IO


    Level 14: Health
    (A) Numina's Convalescence - Heal/Endurance
    (43) Numina's Convalescence - Endurance/Recharge
    (45) Numina's Convalescence - Heal/Recharge
    (45) Numina's Convalescence - Heal/Endurance/Recharge
    (45) Numina's Convalescence - Heal
    (50) Numina's Convalescence - +Regeneration/+Recovery


    Level 16: Dodge
    (A) Defense Buff IO
    (40) Defense Buff IO
    (42) Defense Buff IO


    Level 18: Crippling Axe Kick
    (A) Crushing Impact - Accuracy/Damage
    (19) Crushing Impact - Damage/Endurance
    (19) Crushing Impact - Damage/Recharge
    (21) Crushing Impact - Accuracy/Damage/Recharge
    (21) Crushing Impact - Accuracy/Damage/Endurance
    (23) Crushing Impact - Damage/Endurance/Recharge


    Level 20: Stamina
    (A) Performance Shifter - EndMod/Accuracy
    (46) Performance Shifter - Chance for +End
    (46) Performance Shifter - Accuracy/Recharge
    (46) Performance Shifter - EndMod/Accuracy/Recharge
    (48) Performance Shifter - EndMod
    (50) Performance Shifter - EndMod/Recharge


    Level 22: Boxing
    (A) Accuracy IO


    Level 24: Tough
    (A) Steadfast Protection - Resistance/+Def 3%
    (37) Titanium Coating - Resistance/Endurance
    (37) Titanium Coating - Resistance
    (39) Titanium Coating - Resistance/Recharge


    Level 26: Weave
    (A) Red Fortune - Defense/Endurance
    (27) Red Fortune - Defense/Recharge
    (27) Red Fortune - Defense/Endurance/Recharge
    (29) Red Fortune - Defense


    Level 28: Dragon's Tail
    (A) Eradication - Damage
    (29) Eradication - Accuracy/Recharge
    (31) Eradication - Damage/Recharge
    (31) Eradication - Accuracy/Damage/Recharge
    (31) Eradication - Accuracy/Damage/Endurance/Recharge
    (34) Eradication - Chance for Energy Damage


    Level 30: Lucky
    (A) Defense Buff IO
    (43) Defense Buff IO
    (43) Defense Buff IO


    Level 32: Eagles Claw
    (A) Touch of Death - Accuracy/Damage
    (33) Touch of Death - Damage/Endurance
    (33) Touch of Death - Damage/Recharge
    (33) Touch of Death - Accuracy/Damage/Endurance
    (34) Touch of Death - Damage/Endurance/Recharge
    (34) Touch of Death - Chance of Damage(Negative)


    Level 35: Evasion
    (A) Red Fortune - Defense/Endurance
    (36) Red Fortune - Defense/Recharge
    (36) Red Fortune - Defense/Endurance/Recharge
    (36) Red Fortune - Defense
    (37) Red Fortune - Endurance


    Level 38: Quickness
    (A) Run Speed IO


    Level 41: Hasten
    (A) Recharge Reduction IO
    (50) Recharge Reduction IO


    Level 44: Conserve Power
    (A) Recharge Reduction IO


    Level 47: Physical Perfection
    (A) Energy Manipulator - EndMod
    (48) Energy Manipulator - EndMod/Recharge
    (48) Energy Manipulator - Chance to Stun


    Level 49: Combat Jumping
    (A) Defense Buff IO


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    18.5% DamageBuff(Smashing)
    18.5% DamageBuff(Lethal)
    18.5% DamageBuff(Fire)
    18.5% DamageBuff(Cold)
    18.5% DamageBuff(Energy)
    18.5% DamageBuff(Negative)
    18.5% DamageBuff(Toxic)
    18.5% DamageBuff(Psionic)
    6.13% Defense(Smashing)
    6.13% Defense(Lethal)
    7.38% Defense(Fire)
    7.38% Defense(Cold)
    11.1% Defense(Energy)
    11.1% Defense(Negative)
    3% Defense(Psionic)
    9.25% Defense(Melee)
    14.6% Defense(Ranged)
    11.8% Defense(AoE)
    1.8% Max End
    14% Enhancement(Accuracy)
    6% Enhancement(Heal)
    25% Enhancement(RechargeTime)
    10% FlySpeed
    195.8 HP (14.6%) HitPoints
    10% JumpHeight
    10% JumpSpeed
    MezResist(Held) 9.35%
    MezResist(Immobilize) 17.1%
    MezResist(Sleep) 2.2%
    6.5% (0.11 End/sec) Recovery
    18% (1.01 HP/sec) Regeneration
    5.04% Resistance(Fire)
    5.04% Resistance(Cold)
    5% Resistance(Psionic)
    10% RunSpeed
    2% XPDebtProtection



    ------------
    Set Bonuses:
    Mako's Bite
    (Storm Kick)
    MezResist(Immobilize) 3.3%
    20.1 HP (1.5%) HitPoints
    3% DamageBuff(All)
    MezResist(Held) 3.3%
    3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


    Red Fortune
    (Focused Fighting)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Red Fortune
    (Focused Senses)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Gaussian's Synchronized Fire-Control
    (Focus Chi)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)


    Crushing Impact
    (Crane Kick)
    MezResist(Immobilize) 2.2%
    15.1 HP (1.12%) HitPoints
    7% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    2.5% Resistance(Psionic)


    Numina's Convalescence
    (Health)
    12% (0.67 HP/sec) Regeneration
    25.1 HP (1.87%) HitPoints
    6% Enhancement(Heal)
    MezResist(Held) 3.3%
    3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)


    Crushing Impact
    (Crippling Axe Kick)
    MezResist(Immobilize) 2.2%
    15.1 HP (1.12%) HitPoints
    7% Enhancement(Accuracy)
    5% Enhancement(RechargeTime)
    2.5% Resistance(Psionic)


    Performance Shifter
    (Stamina)
    5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    25.1 HP (1.87%) HitPoints
    2.5% (0.04 End/sec) Recovery
    2.5% DamageBuff(All)
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)


    Steadfast Protection
    (Tough)
    3% Defense(All)


    Titanium Coating
    (Tough)
    MezResist(Sleep) 2.2%
    20.1 HP (1.5%) HitPoints


    Red Fortune
    (Weave)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)


    Eradication
    (Dragon's Tail)
    1.8% Max End
    3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
    30.1 HP (2.25%) HitPoints
    2% XPDebtProtection
    3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)


    Touch of Death
    (Eagles Claw)
    MezResist(Immobilize) 2.75%
    20.1 HP (1.5%) HitPoints
    2.5% DamageBuff(All)
    MezResist(Held) 2.75%
    3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)


    Red Fortune
    (Evasion)
    MezResist(Immobilize) 2.2% (Exceeded 5 Bonus Cap)
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Energy Manipulator
    (Physical Perfection)
    1.5% (0.03 End/sec) Recovery
    6% (0.34 HP/sec) Regeneration
  22. Thanks a bunch guys, good info here!
  23. I'm working on a MA/SR build, and I've checked a couple of threads already (builds, guides, etc.), but I see a lot of different slotting for Health, Stamina and Physical Perfection.
    I was wondering what is considered the best slotting for those three powers, assuming I'm not necessarely interested in set bonuses, and that I'd like to get the most recovery and regen possible.

    It'd be great if I could get high-end (expensive) slotting ideas, as well as optimum slotting with cheap sets. I've seen a lot of people put 5 slots in Health, and 4 in Stamina. Health having a mix of Numina, Miracle and Regen. Tissue, and Stamina having 4 from Performance Shifter. I've also seen 6 slots in both, with full sets as opposed to mixed. Also, I haven't seen much slots devoted to Physical Perfection and I was wondering if there was a specific reason behind this. Slotting suggestion for that one would be appreciated as well.

    As an aside, I have a similar question for the defensive toggles (focused fighting, etc.): 4 slots, or 5? I've seen both.

    I'd really like to be able to aim for something, and get the slotting "right" without needing multiple respec's.

    Thank you!