Martial Arts/Regeneration - A Comprehensive Guide
You're still using the old numbers for TK, CK, CAK, and EC.
Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.
Truedusk - Human Rogue
I was unaware any of the numbers changed. I just recently realized that CAK does twice as much damage, though. D'oh!
Very old numbers for MoG as well.
Martial Arts/Regeneration - A Comprehensive Guide (v5.2)
Table of Contents
Part 1: An Introduction
Part 2: The Primary Powers
Part 3: The Secondary Powers
Part 4: My Build
Part 5: PvP
Part 6: The Fine Print
Part 1: An Introduction
I started my Martial Arts Scrapper around late May after the game went live, and got him to 50 in early November of the same year. Up until his mid-40s I played him casually, mostly soloing and duoing with a friend of mine, who plays as Fury. His main character is a Blaster, and we mesh well. I'm not a power leveler, though I dont shy away from easy XP every once in a while. I'm a fan of min/maxxing my builds, though Im just as happy playing a more varied build. I played a Scrapper solo, even through the times when people said it was near impossible to get a Scrapper to 40 without help. I made this character before Regen was FotM, and back when MA was the worst set. Way back when MA was less popular than Dark Armor. I guess I like a challenge. I've been through every change, every Regen nerf, Enhancement Diversification, and gotten through it all unscathed. I suffered my fair share of deaths, but I average only about 1 per level, as I learn from my mistakes. I remember never seeing a Martial Arts guide back when I was just starting out, so most of my experience is through trial and error (though I made extensive use of the test server). I recently looked at the list of guides in the Scrapper forum and noticed that MA was lacking, so I decided to write an extensive guide on what I have learned through my experiences. I say this to give you a look at the methodology I use when playing, so you can get an idea of where I am coming from when you read this guide.
So you may be asking yourself, "What is Martial Arts good for?"
Well, a few facts are in order to answer this question...
1. MA Scrappers are mammals.
2. MA Scrappers fight ALL the time.
3. The purpose of the MA Scrapper is to flip out and kill people.
In all honesty, though, Martial Arts can be approached several ways. One way is to go all offense with damaging attacks. In this way, MA Scrappers are just another flavor of melee damage that all Scrappers can deliver. Specifically, with all of our one-hit attacks that do respectable damage, we have a reputation of being the 'boss-killers'. I would say I'm very good at taking out bosses and lieutenants before they get a chance to do any real harm to my party. MA is also efficient when soloing, since the groups of mobs I face in missions are small enough that using AoEs aren't optimal anyway (at least before the difficulty slider is factored in). Its also great to be able to two-hit a pesky mob like Sappers (or at least Crane Kick them onto their butts before they can do anything). Another approach is to use your status effect powers to shape the battlefield to your liking. Cobra Strike has a 100% chance to disorient enemies, and stuns lieutenants with ease. I should specify, actually. It has a 100% chance to apply the disorient status effect to enemies; they might not always be affected if they have resistance to it. Add to that your Eagles Claw and/or Thunder Kick and you can stun bosses. Nothing like seeing a Freak Tank with a hangover! You could also make a combination of the two, though in my experience, the most effective approach is to go all-out offense.
This guide started as solely an MA guide, but the majority of questions I get involve Regen (since I mention it so much), so I decided to expand the guide. With the recent changes in Issue 6, implementing Enhancement Diversification, this seemed like a good time to make said changes. Rest assured that I have done extensive testing to get the best out of every slot.
Part 2: The Primary Powers
Martial Arts is different than other Scrapper sets in that we only have one attack that isn't a single-target attack, and that's Dragon's Tail, our melee AoE. As such, the rest of our offensive powers make up for it with higher damage and lower recharge times (hence us being called boss-killers). Aside from the status powers and DT, we have 2 moderate attacks, 1 heavy attack, and 1 superior damaging attack. No minor damage? Woot! Did I mention they all recharge fast (about 4, 4, 7, and 10 seconds respectively)? The only downside to all this damage is that everything we dish out is Smashing damage, which is the most commonly resisted damage type in the game. Another boon to MA is that we have an inherent +10% accuracy bonus. This is great, especially for those who are anal-retentive about always hitting their foe. I tend to 2-slot my attacks for accuracy, but with MA, I only need 1. A single SO accuracy enhancement of 33%, plus the inherent 10% is enough to reach the cap for hitting +1 minions.
Before I get into the power descriptions, I want to talk a little bit about the changes ED has imparted on slotting. I used to slot my attacks 1/5 with acc/dmg, but that is no longer the best route to take. Since Hasten cannot be made perma anymore (add to that the fact that I dislike perma-Hasten builds), those slots that would normally be allotted to damage can instead take recharge enhancements. 2 recharge enhancements in each attack is the equivalent of Hastens bonus. Another note is that Stamina is no longer necessary to many builds (even more so to Regen Scrappers thanks to IH becoming a click and the global endurance cost reduction every power in the game got). 3 recovery enhancements in Quick Recovery is enough. To be safe, you can always pick up Stamina and not slot it, or you can use one of your slots in your attacks for endurance reduction. Anyway, I digress
Thunder Kick
Endurance Cost: 6.5025 - Activation Time: 1 - Recharge: 4 - Range: 5
Brawl Index: 2.7778 Smashing Damage - Status: Minor Disorient (Foe)
This attack does basic moderate damage. An equally slotted Air Superiority does the same damage, as will a BS Scrapper's Slash (also moderate damage). It'll be doing the least damage of all your offensive attacks, but it's still better than minor damage. It comes with a small chance to disorient foes (20%), but it doesn't have a high enough magnitude to make a dent on its own. Consider the stun to be a pleasant surprise, but don't expect to see it happen often.
Usefulness: 5/5
Recommended slots: 6 (1 accuracy, 2 recharge, 3 damage)
Storm Kick
Endurance Cost: 8.67 - Activation Time: 4 - Recharge: 4 - Range: 5
Brawl Index: 3.6667 Smashing Damage
Ah, I remember back in Issue 1 when this was the "Smell my foot!" power... The animation was a joke. It looked dumb and took forever and a half to animate. I read A Brief History of Time, by Stephen Hawking in the time it took this power to finish. The Devs did MA good in Issue 2, though, and now SK is one of the cooler looking MA powers! They also changed the DoT it did into one single chunk of damage. It does slightly higher damage than TK, and has a smidgen more of an endurance cost. No status effect, but it doesn't need it. It's a good attack. Get it, slot it, and love it.
Usefulness: 5/5
Recommended slots: 6 (1 accuracy, 2 recharge, 3 damage)
Cobra Strike
Endurance Cost: 12.5715 - Activation Time: 3 - Recharge: 20 - Range: 5
Brawl Index: 0.6944 Smashing Damage - Status: Disorient (Foe)
CS lands a high-magnitude disorient on enemies, and one application is enough to drunkify minions and Lieutenants. CS plus a lucky Eagle's Claw will stick to bosses. The damage of this power, though, is laughable. Never slot it for damage. Heck, never slot it period. I picked it up at 41 because I had nothing else worth getting, and promptly respecced out of it and into the Concealment pool. It wasn't for me, but after hearing a lot of feedback about this power from other posters, many seem to enjoy it a lot more than I did. So I tried it out again after I had more free power choices (thanks to IH becoming a click, I was able to drop Stamina). Its a good supplemental power. Throw it on a Lt. when you enter a fight and then focus on the minions. This is especially true in the early levels. I will admit that CS has its uses (such as when soloing enemies, like Sappers or Sorcerers). If you get it, the one slot it comes with could use an accuracy enhancement, but there's no need to put anything else in it.
Usefulness: 3/5, varies by build
Recommended slots: 1 (accuracy)
I have to admit that this power can work. While I'm not a fan, tpull wrote some good stuff in defense of this power in Martial Arts / Super Reflexes - The Advanced Guide:
[ QUOTE ]
Cobra Strike (CS) is skipped often, but it is actually very useful. Playing solo, and up against a boss and three minions? You can Disorient the boss and take out one or two pesky minions. That Tsoo sorcerer keeps healing your enemy? Lay him out with a CS and proceed to take out the enemy, or knock out the sorcerer; he can't teleport away while he's stunned. Same effect on Avalanche Shamans and the like. There will be a few levels where it doesn't help much, but when you reach 40+, it comes in handy again. If you can spare the slots, two Accuracy SOs and two Disorient SOs will really make this a good power.
[/ QUOTE ]
Focus Chi
Endurance Cost: 5.202 - Activation Time: 1 - Recharge: 90 - Duration: 10
Status: +Accuracy (62.50%)(Self), +Damage (100.00%)(Self)
Mmmm, precious Focus Chi, how I love thee. It's MA's version of Build Up. I personally have it 3-slotted for recharge and use it once or twice in battle on average. It's a great power to have. Try to put any spare slots you have into this power, to a maximum of 3.
Usefulness: 4/5
Recommended slots: Up to 3 spare slots (recharge)
Crane Kick
Endurance Cost: 10.8375 - Activation Time: 3 - Recharge: 7 - Range: 5
Brawl Index: 4.5556 Smashing Damage - Status: Moderate Knockback (Foe)
This is one of the defining powers for Martial Arts. A high damage, fast recharge, short animation attack? Sign me up! It's a satisfying kick to the gut with a good chance (60%) to knock foes on their butts about 5 feet away from impact. One of my favorite things to do in Peregrine Island is to jump up to building ledges where Crey Snipers are lurking, get in the right position, and give them a swift kick, sending them off the edge and out of sight. It's comical and I never get tired of doing it. I get a chuckle every time.
Usefulness: 5/5
Recommended slots: 6 (1 accuracy, 2 recharge, 3 damage)
Warrior's Challenge
Activation Time: 3 - Recharge: 3 - Range: 70
Status: Taunt (Foe)
I already have a few taunts. They're called Thunder Kick, Storm Kick, and Crane Kick. So yeah, you can skip this power. Unless you team with squishy friends a lot where it would be helpful, your power choice is better spent elsewhere. I personally had it, but that was at 41, and only because I duo with my Blaster friend who goes into his own form of Scrapper-lock, so I have to get multiple mobs off his back constantly. With my recent respec I dropped it from my build again. Oh, and it was nice to pull Lattices from Monster Island with it in Issue 2. If you tank in groups more, you'll want it. If you solo more, you can go without.
Usefulness: 2/5
Recommended slots: 1 (taunt duration)
Crippling Axe Kick
Endurance Cost: 6.5025 - Activation Time: 2 - Recharge: 4 - Range: 5
Brawl Index: 2.7778 Smashing Damage - Status: Immobilize (Foe), -Spd (Foe)
CAK does the same damage as TK and lands a low-magnitude immobilize on foes (or slows their movement speed if the mag isn't enough to immobilize them), but the animation is kind of slow. Another one of those powers I picked up in the 40s when I had nothing else to get, then respecced out of. I see this as the least practical power in the set. No other powers from MA slow OR immobilize, so you can't stack magnitudes without stepping into your secondary, and I can't think of any powers from the 4 secondary sets that would help it. The only application I can think of is to stop runners, but why not just get Warrior's Challenge instead? Better yet, just kick them in the back. With the changes to running mobs and melee in Issue 3, now you can attack from behind without much of a problem. You could conceivably take this power instead of (or in addition to) TK, but your attack cycle will be a little wonky if you ask me. Now that Hasten can't be made perma, though, another use for this power is a filler if you don't put recharge enhancements in your attacks.
Usefulness: 1/5
Recommended slots: 1 (accuracy)
I'm going to quote tpull again on this one, since he makes some good points about this power despite my position on it:
[ QUOTE ]
This is skipped by most players, but there is a way to use it. It deals about the same amount of damage as Thunder Kick, but also has the potential to Immobilize your opponent (and it will automatically Slow your opponent, according to the game manual). This secondary effect of the power can be used in tandem with the secondary disorient aspects of Thunder Kick, Cobra Strike, and Eagle's Claw. Add in Air Superiority from the Flight Power Pool, and you have a Scrapper designed to stun opponents, with as many Disorient Enhancements as you feel each power needs. Storm Kick can be skipped in this case, or a solo Scrapper might take CAK in place of Dragon's Tail. That said, this is a relatively rare build, and comments from people who have successfully used it would be good testimonials in this guide for this build variation.
[/ QUOTE ]
Dragon's Tail
Endurance Cost: 16.473 - Activation Time: 3 - Recharge: 14 - Range: 5
Brawl Index: 2.7778 Smashing Damage - Status: High Knockdown (Foe)
This is the only power that affects more than 1 mob at a time. You'd think it would be an obvious choice, but it really depends on your build. Do you plan on soloing all the time? Do you have a specific character concept this clashes with? My experience with this power is that I went from level 1 to 38 without it, not really thinking it would help that much. It's got a high endurance cost and is situational. Then I respecced and picked it up (if you've been reading up to this point, you can guess that I used all of my respecs, hehe). This power changed me forever. I love it! I can jump into a group of mobs and pound on the lieutenants/bosses while occasionally DTing all the minions around me. Not only does it soften them up for later, but it also slows down their damage output by planting them on their butts (not sure on the percentage, but it's around 80%). Dragon's Tail does the same damage as a Thunder Kick to every enemy in a 5' circle around me. It's nice to see 1 or 2 of them get hit with a critical hit, too. It wasn't uncommon to finish off a boss and have 2 less minions to face solely from the help DT provided. Just be wary of the endurance cost. As a Regen Scrapper, I can keep a constant chain and not lose endurance, but as soon as I add DT to the mix, I have to watch my blue bar.
Usefulness: 4/5
Recommended slots: 6 (1 accuracy, 1 recharge, 1 endurance reduction, 3 damage)
Eagle's Claw
Endurance Cost: 13.005 - Activation Time: 5 - Recharge: 10 - Range: 5
Brawl Index: 5.5556 Smashing Damage - Status: High Disorient (Foe), +Critical (Self)
Ah, I got comments from new players who saw this all the time... This is a nice, flashy power. I love the back flip animation, especially since they shortened it in Issue 2. Some people still don't like the length, though, and as such the people who want to maximize DPS would skip it in favor of Hasten (not currently possible to the same extent). I still like it. It's got an increased chance to critical hit (15%), plus a good chance to disorient foes (60%). There's nothing like a Build Up-boosted final attack critical-hitting a boss! An even level boss loses nearly half of his or her life that way. Nothing compares...
Usefulness: 4/5, varies with build
Recommended slots: 6 (1 accuracy, 1 recharge, 1 endurance reduction, 3 damage)
Part 3: The Secondary Powers
There are plenty of guides about Regeneration, so instead of rehashing what's already been said, I'll just go over what has changed due to Enhancement Diversification (henceforth referred to as ED) as I describe the powers.
Fast Healing
Status: Auto +Heal Rate(75%)(Self)
If you have spare slots after adding some to Focus Chi, put up to 2 here for a total of 3.
Usefulness: 2/5 (mandatory power)
Recommended slots: 3 (healing)
Reconstruction
Endurance Cost: 13.005 - Activation Time: 1 - Recharge: 60
Status: +Heal (25%)(Self), +Resist Toxic (25%)(Self)
Now that IH is a click power, you're going to want to be using Reconstruction liberally. As such, add 3 recharge enhancements to it. The way ED works with self-heal powers is a bit different than other healing powers. The bonus you get from heal enhancements starts to drop off after the second, instead of after the third. So 5 slots is the most this power needs, or maybe a 6th if you want to reduce the endurance cost.
Usefulness: 5/5
Recommended slots: 5 (2 healing, 3 recharge)
Quick Recovery
Status: Auto +Recovery (0.56%)(Self)
Add 3 slots to it as soon as you can and you're set.
Usefulness: 5/5
Recommended slots: 3 (recovery)
Dull Pain
Endurance Cost: 13.005 - Activation Time: 1 - Recharge: 360 - Duration: 60
Status: Health Boost (40%)(Self), +Heal (40%)(Self)
Now that you can't make this power permanent, I like to use it in a different manner. Instead of having it on as often as possible, I leave it off unless a fight gets hairy. I have heal enhancements in it and use it to raise my max life and heal me at the same time. Combined with Reconstruction, fights that would otherwise go South are manageable.
Usefulness: 4/5
Recommended slots: 3 to 5, varies by build (3 recharge, maybe 2 heal)
Integration
Endurance Cost: 0.66759 (Toggle) - Activation Time: 3 - Recharge: 40
Status: +Resist Disorient, Hold, Immobilize, Knockback, Sleep (Self), +Heal Rate (100% enhanceable, 50% unenhanceable)(Self)
3 heals is the most you need in here now. If you put in 3 endurance reducers along side it, you'll have all kinds of endurance left over for other toggles or beefy attacks.
Usefulness: 5/5
Recommended slots: 5 or 6 (2 or 3 endurance, 3 heal)
Resilience
Status: Auto +Resist Lethal, Smashing, Toxic (5.62%)(Self), Auto +Resist Minor Disorient(Self)
It's not really worth slotting unless you have 2 extra slots after Focus Chi, Fast Healing, Dull Pain, etc...
Usefulness: 1/5
Recommended slots: 1 (resist)
Instant Healing
Endurance Cost: 19.5075 - Activation Time: 3 - Recharge: 480 - Duration: 90
Status: +Heal Rate (600% enhanceable, 200% unenhanceable)(Self)
Slot 3 recharges in it and you're set. Add 3 heals in it if you've got slots to spare. Now that it's a click power, the monster endurance drain it used to have is gone and it's become a situational power.
Usefulness: 4/5
Recommended slots: 3 (heal)
Revive
Activation Time: 5 - Recharge: 300
Status: Rez (Self)
Revive always was and always will be a useless power. This is what Awakens are for. I took it for the sake of having it and freeing up an inspiration slot.
Usefulness: 1/5
Recommended slots: 1 (recharge)
Moment of Glory
Endurance Cost: 13.005 - Activation Time: 3 - Recharge: 1000 - Duration: 120
Status: +Resist Disorient, Hold, Immobilize, Knockback, Sleep (Self), +Resist Lethal, Smashing, Fire, Cold, Energy, Negative Energy, Toxic (40%)(Self), +Defense Lethal, Smash, Fire, Cold, Energy, Negative Energy (80%)(Self)
MoG has always been the antithesis of a Regen Scrapper. I don't understand it. At any rate, it's still not worth taking. Perhaps as an "Oh, sh*t!" power, but it still might not save you.
Usefulness: 1/5
Recommended slots: 1 (resist)
Notable Power Pools
Fitness - Martial Arts doesn't use too much endurance. To compare, we use less than Broad Sword, but more than Katana. Regeneration has its own Fitness pool built-in. If you're not picking any of the utility powers in the MA set, it shouldn't be terribly hard to find room to fit Stamina into your build. Then again, I run Integration and Tough and have endurance to spare with a Stamina-free build.
Flight - Air Superiority is one of those things to think about. Sure, it breaks the whole 'all-kick' theme, but combined with Crane Kick and Dragon's Tail, you've almost got a Scraptroller attack style. I personally played this way up until I got Eagle's Claw, at which point I respecced out of AS. Its just something to think about.
Speed - Ah, Hasten. Everybody picks it... or do they? Well, Claws Scrappers dont need it, and if you ask me, neither do MA scrappers, as I mentioned above. I did perfectly fine without Hasten, cycling TK, SK, CK and EC with nary a moment of downtime. Maybe once every 20 seconds I'll have a 1-second downtime, but that's ok for me. One thing to note, though, is that enemies using speed debuffs on me cripple my cycles and really hurt. If you do get Hasten, only 3-slot it with recharge enhancements.
Body Mastery - Focused Accuracy is a power worth thinking about. I run it without Stamina and do fine. How? 3 endurance reducers in it, Tough, Instant Healing, and 1 in each of my attacks. It's even easier to manage with Stamina in your build.
Part 4: My Build
Since I respecced later in my career, I don't have my original power choices. As such, I'm recreating this build to match mine, but be able to stand on its own before reaching its prime (in Issue 3). Keep in mind that while there are only 3 attacks for the first half of your character's life, you can always add more power pool attacks to supplement them, then respec out of it later by doing the Terra Volta trial (up to 3 times).
Here is my current build. I'll only be showing the slots added with the immediate levels in the text breakdown, not stuff added later on, since you can refer to this image of my full build in .jpg form.
01) --> Thunder Kick==> Acc(1) Dmg(3) Dmg(5) Rechg(7)
01) --> Fast Healing==> Heal(1)
02) --> Storm Kick==> Acc(2) Dmg(3) Dmg(5) Rechg(7)
04) --> Reconstruction==> Heal(4) Rechg(11)
06) --> Quick Recovery==> EndRec(6) EndRec(11)
08) --> Crane Kick==> Acc(8) Dmg(9) Dmg(9)
10) --> Focus Chi==> Rechg(10)
Of all the Scrapper primaries, your early levels will be easiest in my opinion. TK and SK do good damage and recharge fast enough that even with misses (which will be few thanks to the inherent accuracy bonus), you will be dealing out damage more consistently than, say, a Spines Scrapper. Once you get CK, your attack cycle will be very nice, considering youre only level 8 at that point! Slot up your first 3 attacks and take Reconstruction to make things easier for yourself. Fighting is easy going in these levels. I should note that when I played, I took Air Superiority at some point around here, as I disliked SK (this was before Issue 2, mind you). You may want another attack before 8, but just hang in there!
12) --> Hover==> EndRdx(12)
14) --> Fly==> EndRdx(14)
16) --> Integration==> EndRdx(16) Heal(17) Heal(17) Heal(19)
18) --> Dull Pain==> Rechg(18)
20) --> Cobra Strike==> Acc(20)
You get to further slot your attacks and QR, plus you finally get your travel power. I bet you hated all that sprinting, huh? I picked Fly due to my character concept (which can be found here, along with all my other character backgrounds), but Super Speed and Super Jump work just as well. And yay, Integration! By now you should be getting used to your build.
22) --> Resilience==> DmgRes(22)
24) --> Boxing==> Empty(24)
26) --> Dragon's Tail==> Acc(26) Dmg(27) Dmg(27) EndRdx(29) Rechg(29)
28) --> Instant Healing==> Rechg(28)
30) --> Tough==> EndRdx(30) DmgRes(31) DmgRes(31) DmgRes(31)
2 new powers that don't get slotted until way later, but another attack to help you out. By now you have Integration slotted up, along with your other attacks. You also get IH, which is situational and doesn't require slots until later. Tough will help now, too. This will reduce the incoming damage, making Integration all the more effective. Between Dull Pain, IH and Reconstruction, you should be all set defense-wise.
32) --> Eagle's Claw==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) EndRdx(34)
35) --> Revive==> Rechg(35)
38) --> Stealth==> EndRdx(38)
Not much to look at, but that's because most of your slots are going toward other powers. You get your final attack and have tons of slots to spare to max it out with, though. Everythign after 40 is gravy. Pick what you want and like. By now you are familiar enough with your build to know what will work.
Part 5: PvP
I have played PvP extensively and have come to conclusions about some of the powers (thanks in part to the free anniversary respec). I'll make a list of everything I made note of, along with a new rating for 2 unlikely powers that should be considered separately for PvP use.
In General
We are single target beasts. This puts us at somewhat of an advantage in 1v1 fights, where we are at our best. We are at somewhat of a disadvantage, though, in large team fights, because we can only focus on one person at a time (though this can be a good thing if you need to bring one enemy down quick). Warrior's Challenge means one less temporary power to lug around, and can be helpful in team battles. The Presence power pool can give you crowd control with fear effects. The Concealment power pool can give you terrain advantage and the ability to sneak up on an opponent (great for smacking a Controller upside the head with, hehe).
Cobra Strike
This power is now infinitely more useful. If your enemy has an annoying toggle up, one fist to the face can bring their whole world crashing down. You can get a similar effect with Brawl, yes, but with Cobra Strike, they can't immediately retreat and put their toggles back up. A one-two combo of Brawl and CS works well, too. Watch that pesky Invuln tank's life start to plummet! I really love this power in PvP. Its still great with just 1 slot, as the default disorient length is long enough for you to kill anyone.
Usefulness: 4/5
Recommended slots: 1 (accuracy)
Crippling Axe Kick
CAK now has potential. If your enemy just won't stay still long enough for you to kill them (don't ya hate when they don't cooperate?), kicking them with this power can put the ball back in your court. It will also keep Blasters, Controllers, and Defenders from getting out of your range. Since the slow portion is rarely resistible with toggles and such, even someone protected from Immobilize is still susceptible to this attack, which increases its value to me. Slot a few Slow enhancements in it and your enemies will fear you.
Usefulness: 4/5
Recommended slots: 3 (1 accuracy, 2 slow)
Part 6: The Fine Print
I hope this guide can help aspiring Scrappers, if only to give you an idea of what Martial Arts and Regeneration is like. I had fun playing my Scrapper up to level 50, and wish others to have as much fun as I did. The guide was fun to write, and if I think of anything else, I'll be sure to add it (edit: which I have)! But now I think this guide is complete. Barring any changes in the game in future Issues, this will be the final version of my Martial Arts guide (edit: there have been some heavy changes, and the guide has had some even heavier ones). After the success of previous versions, and all the private messages I got, though, Ive felt inspired to possibly write other guides on other power sets I have become familiar with. My thanks go out to everyone who helped with this guide, which includes (but is not limited to) Fury, Aeroth, and the many members of Evolution, the best SG on Guardian! Feel free to add comments, as I appreciate any and all feedback. You can reach me via private message on either the forums or in the game. My Global Chat handle is @Tulzar, and you can also drop me an e-mail in CoH or at transient1024@gmail.com.
Works Cited
MARTIAL ARTS - EXTENSIVE/REGENERATION GUIDE v3.1
by RisingPhoenix, 02-05-05
Martial Arts / Super Reflexes - The Advanced Guide
by tpull, 03-07-05
CoH/CoV Character Builder
by Sherkhan (Sherk Silver), 10-27-05
Version History
1.0 - initial guide
1.1 - fixed typos, spelling, grammar
1.2 - tweaked a few minor errors
2.0 - re-scored Cobra Strike, lengthened Part 2, added Part 3
2.1 - updated old info/errors, made refinements
3.0 - added a level-by-level breakdown to Part 4, new screenshots for powers & builds
3.1 - refined wording, tweaked layout (merged parts)
3.2 - added links/citation, tweaked layout, changed Part 4 to reflect CoH Planner
3.3 - fixed typos, spelling, grammar
3.4 - changed formatting
3.5 - updated to reflect Issue 4, added Part 5
4.0 - final critiques and editing before release
5.0 - added section for secondary, revised guide to reflect Enhancement Diversification
5.1 - changed formatting, removed many redundant links to images
5.2 - fixed typos, spelling, grammar
Now go flip out and kill stuff!