MA Regen build for a friend, critique please
Stick a DamRes in MoG so it hits the cap. 2xDefBuff should be plenty in I7.
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Stick a DamRes in MoG so it hits the cap. 2xDefBuff should be plenty in I7.
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I admit, I sometimes miss MoG even with aim and BU when I have a ToHit SO in each buff and 2 acc SOs in all powers
Plight
I wouldn't bother slotting Resilience. Each additional slot is only going to give you about 1% res. Not really worth it, you would be better putting the slots in attacks for end reds or recharge.
lose the 3 slots from resiliance, 1 is all thats needed. 1 SO is about 6.7% resistance and 3 SOs gives a mere 8.8% a very expensive way to get 2.1% resistance.
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
Personally I found MA/Regen to be easily the most fun toon I've played, so your pal is on the right track. Bear in mind, though, that I only play PvE, so I have no clue whatsoever what's needed for PvP and what not. I can, however, vouch that it was great fun in PvE.
Anyway, the way I went on mine was sorta like this. (Bear in mind that it's been a really long time, though, so I'm sorta struggling to remember it all.)
- got TK and SK immediately, just like on yours
- got Air Sup from the Flight pool as soon as it's available, i.e., at level 6. It already gives you a pretty nice attack chain. (Level 4, was, of course, Reconstruction.) This will mean taking Flight, but then I like flight.
I should explain that all along the plan was to _not_ need Hasten. In I4 that just meant lots of attacks, later I had enough slots for recharge reducers. And especially in I6, I really don't like Hasten. I like to have a continuous attack chain all the time, not just half the time when Hasten is up.
- I got CK and CS next, at levels 8 and 10 respectively. I respecced CS out later, but seriously, it's a _very_ nice power to have in the teen levels. It's a Tsoo Sorcerer killer. *SMACK* one dizzy sorcerer who can't tp, heal or debuff (whirlwind drops.) He's dead, he just doesn't know it yet.
I.e., personally I'd say: consider taking it now, not at 35. In fact, if you got to 35 without it, you can probably forget about it altogether. Focus Chi, Eagle's Claw, Crane Kick is a Sapper killer by itself, and I can't really think of anyone else I ever wanted to mez after 35.
On the bright side, one ACC is enough in it, which frees up slots for your main attacks.
- So far, my build didn't include Focus Chi or Dull Pain. I took those much later. In fact, I only took them in the 30s. Not necessarily the best build, but it worked for me.
- Personally I skipped CAK altogether. Mind you, that was originally in I4, where CAK was useless.
Still, I've tried it later in I5 and early I6 and seriously, CAK and TK are equal DPS and the lowest DPS of MA at that. You don't really need both for a good attack chain, so I'd get rid of one or the other. Personally I got rid of CAK.
- level 12 was QR. At this point I already had a good continuous attack chain, and plenty of endurance for it. Fun.
- Level 14 was, of course, the travel power.
- Levels 16 and 20 were respectively Integration and Resilience. (Resilience really helped, IMHO.) I think I squeezed in Swift at 18.
I like running towards my target fast by just hitting the "follow" key, and not needing Sprint for that. There are good arguments to be made for taking Hurdle instead, but then Swift was more convenient for me.
- Levels 22 and 24 didn't have anything really useful, and with Integration and all those attacks I was starting to occasionally run out of endurance, so I took Health and Stamina there. Taking Stamina put me on infinite endurance right there.
- Level 26 and 28 are, obviously, Dragon's Tail and Instant Healing. Not much room to wrangle those, since one is the only AOE and the other one is the one that gets you alive out of a bad charge or pull or add.
DT is also an AOE knock-down, so it really also counts as a defense power. Gives you time to pop an inspiration, hit Reconstruction or hit your travel power and run for your life. I'd really take it at 26 again any time.
- level 30 filled in the DP lack, and 32 was, of course, Eagle's Claw. I think I took FC as late as 35.
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At this point I used a respec to go for a more "light tank" kind of a build. I swapped Flight for SJ, got rid of CS, and got started on Fighting. Namely, I got Boxing and at levels 35 and 38 I got Tough and Weave.
It may not sound like much, but Tough+Resilience, both 3-slotted for damage resistance, are worth 27% damage resistance to Smash and Lethal. Those are the most common damage types on COH. You can actually notice the improvement in survivability.
CJ and Weave, both 3-slotted for defense, are 9% defense. It may sound like useless, but there goes more than 25% of the damage from minions and about 25% of the damage from Lts right there. In I7 it'll be worth even more.
Basically together they're two extra layers of damage mitigation, which means you can take a _lot_ more damage and heal it right back. It means that at equal level, anything short of an elite boss doesn't even start to need IH or even DP.
Anyway, it made the 30's a _lot_ more fun.
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Other comments about your build:
- Be aware that only half of DP's effect and only 25% of IH are enhanceable. I.e., look at those heal slots there and imagine that for DP, SOs have the same worth as DOs everywhere else, and for IH, SOs make as much of a difference as TOs do anywhere else. I.e., it's enough to make me seriously consider using those slots somewhere else. Personally I do just great without them there, anyway.
- Where I used those extra slots was for 1 endurance reducer in each of my attacks. Integration, Tough and Weave got 1 each too. With all those defenses _and_ Focused Accuracy, I was starting to run out of endurance eventually. Putting the endurance reducers there put me back on infinite endurance again. Fun.
- This means that I also never needed Conserve Power. I mean, seriously, it takes a Sapper or soloing something like Infernal's summoning portal for my endurance to even drop below half. Conserving something I have plenty of, makes no sense.
- Personally I consider MOG to be a joke. Other than a relatively brief test, I've never used it and really never missed it.
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- Be aware that only half of DP's effect and only 25% of IH are enhanceable. I.e., look at those heal slots there and imagine that for DP, SOs have the same worth as DOs everywhere else, and for IH, SOs make as much of a difference as TOs do anywhere else. I.e., it's enough to make me seriously consider using those slots somewhere else. Personally I do just great without them there, anyway.
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A 60% boost to regen provided by Dull Pain is quite a lot more than a 40% boost (which it would be without any heals in it). The heal itself also allows you to endure a bigger alpha strike.
I agree about IH - it's much more important to slot recharges than heals but at the end of the day you want as much regen as possible. If you need to hit IH then you're in a slightly dodgy situation so you want to be able to live.
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- Personally I consider MOG to be a joke. Other than a relatively brief test, I've never used it and really never missed it.
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This is one of the reasons MoG is shunned by many players - they test it without slots and possibly against the wrong type of foes. I think it is an excellent survival tool, not the best but definately worth fitting into a build.
Well, it's sorta like this. _If_ I could take all the powers suitable for a given level, like on WoW, I'd certainly find some use for MoG too. Heck, I'd probably even take the self-res, just so I don't have to carry an awaken any more.
But, as it is, well, it's sorta hard to decide what else to kick out of that build to make room for MoG. Those DR and defense powers keep me from needing an "oh [censored]!!!" kinda power in the first place, they're on 100% of the time, and they don't prevent me from healing or getting healed. Getting rid of one of them just for a power that might... do the same in a really tight spot, but then again might get me killed instead... well, it's a tad hard a step to take.
i have respec'd my scrapper for PvP on test go have a lookskie if ya want plighty pants
Ahoy all, I have delved into Hero Builder to do this. An ingame friend needs a build for his MA/reg and for reasons I won't go into here can't really do it themself. So who better to help than you friendly neighbourhood elec/elec/elec blaster!? So my experiance of MA is issue 2 up to level 28 and I've never played regen other than *cough* mates toon on test *cough* so tbh don't have a clue.
I will post at the bottom a summary of things I think make it strong/weak etc, but would appreciate it if you lot could do the same, and please try to stay on topic. MA and Regen only please, also this is a 50 respec, and I've tried to make it vaguely SC/WB friendly for PvP. The build:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: John Doe
Level: 50
Archetype: Scrapper
Primary: Martial Arts
Secondary: Regeneration
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01) --> Thunder Kick==> Acc(1)Dmg(5)Dmg(5)Dmg(7)
01) --> Fast Healing==> Heal(1)Heal(9)Heal(9)
02) --> Storm Kick==> Acc(2)Rechg(3)Dmg(3)Dmg(7)Dmg(15)
04) --> Reconstruction==> Rechg(4)Rechg(11)Rechg(11)Heal(13)Heal(25)Heal(27)
06) --> Quick Recovery==> EndMod(6)EndMod(13)EndMod(43)
08) --> Crane Kick==> Acc(8)Rechg(21)Dmg(21)Dmg(27)Dmg(36)
10) --> Dull Pain==> Rechg(10)Rechg(15)Rechg(17)Heal(17)Heal(31)Heal(33)
12) --> Hasten==> Rechg(12)Rechg(37)Rechg(37)
14) --> Super Speed==> Run(14)
16) --> Integration==> Heal(16)Heal(19)Heal(19)
18) --> Focus Chi==> Rechg(18)Rechg(23)Rechg(23)
20) --> Resilience==> DmgRes(20)DmgRes(39)DmgRes(40)
22) --> Crippling Axe Kick==> Acc(22)Rechg(25)Dmg(36)Dmg(36)Dmg(46)
24) --> Hurdle==> Jump(24)
26) --> Health==> Heal(26)Heal(43)Heal(43)
28) --> Instant Healing==> Rechg(28)Rechg(29)Rechg(29)Heal(31)Heal(31)Heal(33)
30) --> Dragon's Tail==> Acc(30)Rechg(33)Dmg(34)Dmg(39)Dmg(42)
32) --> Eagle's Claw==> Acc(32)Rechg(34)Dmg(34)Dmg(39)Dmg(42)
35) --> Cobra Strike==> Acc(35)DisDur(37)DisDur(40)Rechg(40)DisDur(42)
38) --> Stamina==> EndMod(38)EndMod(45)EndMod(45)
41) --> Moment Of Glory==> DefBuf(41)DefBuf(45)DefBuf(46)
44) --> Focused Accuracy==> EndRdx(44)EndRdx(46)TH_Buf(48)TH_Buf(48)TH_Buf(48)
47) --> Laser Beam Eyes==> Acc(47)Dmg(50)Dmg(50)
49) --> Conserve Power==> Rechg(49)Rechg(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Rechg(2)
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Right so things I think about this build.
Is around 2.1 - 2.5 EPS recovery acceptable for using MA attacks this fast?
Is 1 acc SO enough with FA running this way?
Have I got the right idea for the clicks, or should there be some res SOs in things like DP and MoG?
MoG is slotted as a panic button, not so much a tool, so I have not put recred in it at all?
Should I have put more stun in the MA attacks which accept them, or is it ok to rely on base stun and 2 stun SOs in cobra strike?
Is there a valid (i.e. almost perma) attack chain here, or can we even go as far as to drop a power?
Super Speed is in there as a result of minimum pools and hasten, which powers would you drop to add in CJ+SJ?
I did put a ToHit SO in Focus Chi but then thought if FA was running the overall acc would be skyhigh anyways, so dropped it for other things.
Is 2 endred enough in FA? i checked the EPS recovery and it came out ok, with ALL toggles running the overall recovery is still2.585 EPS with all +3 SOs.
Thanks for you're time on this one, I/we really appreciate it if you can help someone get on better with a toon they've put hundreds of hours into.
Oh, and btw, please ignore the levels, I did a lot of post 50 rearranging, and as I said this is a respec, not a 1-50 plan.
Plight