Martial Arts / Regeneration Guide for I8
Nice guide, but I really can't agree with your slotting on the regen side. Sure you went through the game solo on invincible. Guess what - any scrapper with any secondary can do that. But you're limiting yourself unnecessarily.
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Dull Pain = Nice power, the extra health it gives if always nice to have and could mean the difference between life and death. But I have to be honest, this is the last power I took. "Last in the set?" No, last in the game. Other Regeners out there will most likely stone me to death now but this power never really seemed vital to me and the fact that I ran solo through most of this game on Invincible and never really died much kinda backs me up.
Slotted = 2 Time 2 Health
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*pulls out the stones* I can't imagine not taking this ASAP. Even if you don't use it often, slotting should be 3 heals as the heals increase the hit point boost.
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Integration = I couldn't love this power more if it made me dinner. I took this ASAP and kept it running just about day and night for the rest of my life I am basically never NEVER knocked back, put to sleep, held, disoriented, or immobilized thanks to this sexy power. Take it. Love it.
Slotted = 2 End. 1 Health.
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This power does not need 2 endred. It doesn't need 1 endred. It does need 3 heals.
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Resilience = Honesty again, never took it and really, never hurt for lack of it. I hear that the Smashing/Lethal damage resistance isn't bad on it, but I dealt with those in another way we will speak of later.
Slotted = All you if you take it.
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If you're taking tough, I would take this before I would take weave. Even if you use just the base slot it gets you from 17.5% up to 24.3% S/L resistance. What does your 5 slots in weave get you? 5.85% defense. pffft.
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Boxing = Not a bad power and I slotted it up to the point where it is nearly as fast as brawl so I went ahead and made it an auto-attack. It's good for mopping up those poor baddies who are just shy of hittin' the floor.
Slotted = 3 Time 1 Acc. 1 Dam.
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I don't know that you're getting much benefit from all those rechred, as boxing recharges so quickly. My preference is to slot it for damage and take it instead of thunder kick (the two do almost identical damage). It seems like you have more attacks than you really need anyway.
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Nice guide, but I really can't agree with your slotting on the regen side. Sure you went through the game solo on invincible. Guess what - any scrapper with any secondary can do that. But you're limiting yourself unnecessarily.
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Thanks for reading/responding and believe me I am not saying that this is in any way the "best" way to do regeneration. All I wanted to do was show the way that I got myself through the game and got through it, I might add, with little difficulty and a lot of fun.
Dull Pain:
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*pulls out the stones* I can't imagine not taking this ASAP. Even if you don't use it often, slotting should be 3 heals as the heals increase the hit point boost.
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Hahah I knew I was going to catch flak on this one and I freely admit that this is a very useful power, more useful than I initially thought at any rate. It just ended up at the bottom of the barrel so to speak and when I finally got around to it I was already 49. I will change the slotting to what you suggested as I am sure you've had much more experience with this than I have.
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I don't know that you're getting much benefit from all those rechred, as boxing recharges so quickly. My preference is to slot it for damage and take it instead of thunder kick (the two do almost identical damage). It seems like you have more attacks than you really need anyway.
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Again I think I'll go with your slotting suggestions here because you seem to be in the know. As for having more attacks than I "need", I suppose I do technically but I always like having a large attack chain, mixes things up a little more and breaks the monotony of the same four attacks over and over.
Thanks again for the input.
INTRO
OK, so I have finally got my ducks in a row on this and decided to write this guide....now I know I am not the first to write a MA/Reg guide and I doubt I will be the last or the best for that matter but I had a good time playing the "Kid" and I decided that I may as well share what I have come to think of these two sets. Hope you all like it.
MARTIAL ARTS
Now I am not going to go over each power in painful detail or go over the B.I. ((Brawl Index)) Why? Well because the B.I. is a dark and scary mystery to me and causes me to hurt where from I think.
Thunder Kick = Took it as my first attack and never stopped using it. It's a great anchor for my attack chain and a good fast attack for finishing off enemies with a bare sliver of health left.
Slotted = 1 End. 1 Acc. 3 Dam.
Storm kick = Next attack I took and one of my favorite animations in the set, can't beat a jumping-spinning-crescent kick. Anyway, never stopped using this one either.
Slotted = 1 End. 1 Acc. 3 Dam.
Cobra Strike = Good power at the lower levels and great for PvP. It's a sure stun on minions and most LTs and, when stacked with others stuns, is good on bosses. I got rid of mine early, just never got into the habit of using it.
Slotted = If you take it, all you're call buddy.
Focus Chi = Gotta have it, gotta! Took this ASAP and slotted it with 3 Time ASAP. What can I say? You gotta love it. three-slotted with SOs you can build up about every fight and I think about every sixty seconds.
Slotted = 3 Time 2 ToHit
Crane Kick = Took it and never stopped using it. Until you get Eagle claw this will be your highest damage attack. Plus knock back is great it is so fun to kick a baddie and watch them sail off a rooftop to the asphalt below.
Slotted = Slotted = 1 End. 1 Acc. 3 Dam.
Warrior's Challenge = Never took it. A single target taunt and can be used to break up groups....but I never felt the need to break up groups.
Slotted = If you take this one slot what makes you feel good.
Crippling Axe Kick = A power that has been debated time and again, is it worth it or not? Some say no, too long animation, not enough damage. Others, such as me, like it. Don't get me wrong I am not in love with the animation and it is a long one but it is also cool when you have a baddie at your feet and you axe kick him in the chest. Better damage than Thunder or Storm but not as good as Crane. Anyway, I took it and still use it.
Slotted = 1 End. 1 Acc. 3 Dam.
Dragon's Tail = Took it and loved it. Out only AOE attack and it's no blockbuster but it is a great animation and the fact that it knocks baddies down is oh so nice. In fact, between this and Crane kick I have kept red and even the occasional purple boss on the ground for an entire fight, you gotta love that. Damage-wise it's like a 360 Thunder Kick.
Slotted = 1 End. 1 Acc. 3 Dam.
Eagle's Claw = Here she is and she is good. Our highest damage attack that has a very nice animation even with the silly little flip at the end. The fact that she criticals nice and often is a thing of beauty and the stun is nothing to sneeze at either all-in-all, Take it. Love it.
Slotted = 1 End. 1 Acc. 3 Dam.
And now before we move on, my attack chain that has worked so well for me!
1. Focus Chi ((If you want))
2. Thunder Kick
3. Storm Kick
4. Crane Kick ((Even without Focus up this will kill most yellow minions))
5. Crippling Axe Kick
6. Eagle's Claw
7. Thunder Kick or Dragon's Tail if there are more baddies around.
8. Wash, rinse and repeat.
If you do start with Focus Chi that chain will kill 3-4 Yellow minions or wipe out any red LTs or really give a red/purple boss a bad day
REGENERATION
Fast Healing = I always considered this a lack-luster power. It's health regeneration boost is very minor and wont save you if you're going to eat floor..
Slotted = 2 Health ((The slot I added here was for no reason really)).
Reconstruction = Took it and slotted it fairly fast. This is a great heal and has saved my poor life countless times. With three Time SOs on here this power will almost always be there when you need it and with three Health SOs the heal it gives is very nice indeed.
Slotted = 3 Time 3 Health.
Quick Recovery = MUST take it MUST slot it quickly with this power slotted and a few Endurance Reductions spread here and there I am never really hurting for endurance unless it is an epic battle. Plus with this you can skip the Fitness power pool and save yourself three powers.
Slotted = 3 Endurance Recovery.
Dull Pain = Nice power, the extra health it gives if always nice to have and could mean the difference between life and death. But I have to be honest, this is the last power I took. "Last in the set?" No, last in the game. Other Regeners out there will most likely stone me to death now but this power never really seemed vital to me and the fact that I ran solo through most of this game on Invincible and never really died much kinda backs me up.
Slotted = 1 Time 3 Health
Integration = I couldn't love this power more if it made me dinner. I took this ASAP and kept it running just about day and night for the rest of my life I am basically never NEVER knocked back, put to sleep, held, disoriented, or immobilized thanks to this sexy power. Take it. Love it.
Slotted = 2 End. 1 Health.
Resilience = Honesty again, never took it and really, never hurt for lack of it. I hear that the Smashing/Lethal damage resistance isn't bad on it, but I dealt with those in another way we will speak of later.
Slotted = All you if you take it.
Instant Healing = I love this power, with this you can survive fights that would kill you fast and bad otherwise. It's boost to your health regeneration is almost like your using rest while fighting. Love it.
Slotted = 3 Time 1 Health.
Revive = Self-resurrection sounds cool but is really lacking in this particular power. Ok, so you take a fall, hit this power and stand back up....but your toggles are down and so, more than likely, is your self-heal. What does this add up to? You take a dirt nap again. If you all want a great self-rez check out Rise of the Phoenix sometime...but that's a different guide. Besides, I never really died all that much outside of groups and when in groups you almost always have someone who can resurrect you anyway.
Slotted = Your call if you take it buster.
Moment of Glory = Possibly my favorite power and one that has got a bad rap from a lot of people but its Myth-Bustin' time! Basically for three minuets you're an unstoppable engine of Martial Arty destruction...just make sure there are no psychics around. But the downside is that when this power wears off you are left with a mere quarter of your health and, or so most believe, an inability to heal...this is wrong! I have tested this numerous times and as soon as this power wears off you hit your self-heal and boom! You're back in green baby! I strongly recommend this power for anyone; it's a great panic button and also a great way to dive into that odd situation when you have two or three groups that have kinda banded together. All you have to do is watch for the power symbol to start blinking and then get ready to hit your heal. Take it. Love it.
Slotted = 1 Time 1 Resist 1 Defense
POWER POOLS
There is only one power pool that I strongly suggest any Regener take and that is...
FIGHTING
I strongly recommend that this Power Pool be taken and taken relatively early in your career.
Boxing = Not a bad power and I slotted it up to the point where it is nearly as fast as brawl so I went ahead and made it an auto-attack. It's good for mopping up those poor baddies who are just shy of hittin' the floor.
Slotted = 1 Time 1 Acc. 3 Dam.
Tough = A must-have if you ask me and I still run it all the time. Makes you more resistant to smashing and lethal and when slotted is nothing to scoff at. I strongly recommend taking this.
Slotted = 2 End. 3 Resist.
Weave = Another must-have and is the third power, along with Integration and Tough, in my defensive toggle triad. I mean c'mon whats better than taking less damage from a hit? Dodging it and taking none of course. Take it. Love it.
Slotted = 2 End. 3 Defense.
And as for the rest...
Travel Power = Take whatever floats your boat here, I generally changed my travel power every time I respec'd just because it was fun. Though I have settled on Teleportation there are great things about all the Travel Powers and you should just find one you like.
Epic Powers = I took weapons mastery and love it. The Shuriken is nice, the Exploding Shuriken is great but it's the Caltrops I love. I slotted my caltrops with 3 Slow and 1 Time and with proper use of them they can change any fight and that's the truth.
Others = Whatever makes you happy I suppose I went with the Concealment pool personally but that was just a personal preference as it is a very useful power pool. But at times I also had the Leadership power pool, which is great, and also the Presence power pool, which I loved for its final power, just take what you love.
OUTRO
Well there she is you all, I sure hope you all enjoyed this and maybe a few of you even got some useful information out of it. Playing my MA/Reg scrapper this way I was able to knock my difficulty up to Invincible by the time I got to Croatoa and before that Unyielding wasn't really all that hard either. So like I said if this helped any of you that's great, if not you can always PM me any death threats. Take it easy Heroes.
-The TKD Kid
P.S. = Here is the "Kid" after his final respec.
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Martial Arts
Secondary Powers - Support : Regeneration
Level 01 : Fast Healing
Healing ( 01 )
Healing ( 43 )
Level 01 : Thunder Kick
Endurance Reduction ( 01 )
Accuracy ( 3 )
Damage ( 17 )
Damage ( 19 )
Damage ( 21 )
Level 02 : Storm Kick
Endurance Reduction ( 02 )
Accuracy ( 3 )
Damage ( 17 )
Damage ( 19 )
Damage ( 31 )
Level 04 : Reconstruction
Recharge Reduction ( 04 )
Recharge Reduction ( 5 )
Recharge Reduction ( 5 )
Healing ( 9 )
Healing ( 13 )
Healing ( 13 )
Level 06 : Focus Chi
Recharge Reduction ( 06 )
Recharge Reduction ( 7 )
Recharge Reduction ( 7 )
To Hit Buff ( 42 )
To Hit Buff ( 46 )
Level 08 : Crane Kick
Endurance Reduction ( 08 )
Accuracy ( 9 )
Damage ( 36 )
Damage ( 36 )
Damage ( 37 )
Level 10 : Quick Recovery
Endurance Recovery ( 10 )
Endurance Recovery ( 11 )
Endurance Recovery ( 11 )
Level 12 : Recall Friend
Recharge Reduction ( 12 )
Level 14 : Teleport
Endurance Reduction ( 14 )
Range ( 15 )
Range ( 15 )
Range ( 40 )
Level 16 : Integration
Endurance Reduction ( 16 )
Endurance Reduction ( 43 )
Healing ( 43 )
Level 18 : Crippling Axe Kick
Endurance Reduction ( 18 )
Accuracy ( 21 )
Damage ( 34 )
Damage ( 34 )
Damage ( 36 )
Level 20 : Boxing
Damage ( 20 )
Damage ( 45 )
Damage ( 45 )
Accuracy ( 46 )
Recharge Reduction ( 46 )
Level 22 : Tough
Endurance Reduction ( 22 )
Endurance Reduction ( 23 )
Damage Resistance ( 23 )
Damage Resistance ( 37 )
Damage Resistance ( 39 )
Level 24 : Weave
Endurance Reduction ( 24 )
Endurance Reduction ( 25 )
Defense Buff ( 25 )
Defense Buff ( 37 )
Defense Buff ( 39 )
Level 26 : Dragons Tail
Endurance Reduction ( 26 )
Accuracy ( 27 )
Damage ( 27 )
Damage ( 31 )
Damage ( 31 )
Level 28 : Instant Healing
Recharge Reduction ( 28 )
Recharge Reduction ( 29 )
Recharge Reduction ( 29 )
Healing ( 40 )
Level 30 : Grant Invisibility
Recharge Reduction ( 30 )
Level 32 : Eagles Claw
Endurance Reduction ( 32 )
Accuracy ( 33 )
Damage ( 33 )
Damage ( 33 )
Damage ( 34 )
Level 35 : Invisibility
Defense Buff ( 35 )
Level 38 : Moment of Glory
Recharge Reduction ( 38 )
Damage Resistance ( 39 )
Defense Buff ( 40 )
Level 41 : Caltrops
Slow ( 41 )
Slow ( 42 )
Slow ( 42 )
Recharge Reduction ( 45 )
Level 44 : Shuriken
Range ( 44 )
Level 47 : Exploding Shuriken
Damage ( 47 )
Damage ( 48 )
Damage ( 48 )
Accuracy ( 48 )
Level 49 : Dull Pain
Recharge Reduction ( 49 )
Recharge Reduction ( 50 )
Healing ( 50 )
Healing ( 50 )
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Level 01 : Brawl
Recharge Reduction ( 01 )
Level 01 : Sprint
Run Speed ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )