MA/WP build critique for a friend


CaptA

 

Posted

So, I've canned 2 WP toons of my own, Claws/WP and Kat/WP, and I'm not particularly fond of the set personally, but I am pretty familiar with it. Working on a build for a friend, who isn't as "build savvy" for "ITFs, high level teaming, and stuff." Exemplaring wasn't mentioned, but I suspect it'll happen now and then, so I want it functional so he doesn't go "wth? I suck now!"

Went for S/L defense first, HP second, while trying to solve the "end problem", and get additional regen. Not thrilled with the unsoftcapped S/L def, nor the low recharge. I know MA is pretty end heavy, and WP isn't so light on it either, especially with additional toggles, but I am pretty confident atm, 4.44 e/s recover and 1.17 e/s drain with conserve power will solve the "end problem"

I'm curious about getting a bit more S/L defense, or HP, without sacrificing too much, as well as (obviously) pointing out any holes I may have worked in without noticing. Any advice is appreciated.
Hero Plan by Mids' Hero Designer 1.601
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Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(46)
Level 1: High Pain Tolerance -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), Numna-Heal(9), Numna-Heal/EndRdx(11)
Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/Rchg(13)
Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(15)
Level 6: Focus Chi -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(17), GSFC-ToHit/Rchg(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Build%(21)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Rise to the Challenge -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(27), DisWord-ToHitDeb/Rchg/EndRdx(29), Numna-Heal/Rchg(45), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31)
Level 20: Quick Recovery -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(33), Efficacy-EndMod/Acc(33)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 26: Dragon's Tail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(34), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(37)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-EndRdx/Rchg(37), LkGmblr-Rchg+(39)
Level 30: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), LkGmblr-Def(40)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 35: Swift -- Run-I(A)
Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(43), Aegis-ResDam/EndRdx(43)
Level 41: Health -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(45)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Numna-Heal/EndRdx(48), Efficacy-EndMod(48), Efficacy-EndMod/Rchg(50)
Level 49: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


 

Posted

Your friend apparently has a lot of inf to burn.

Seems solid otherwise.


"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21

Guide to Base Teleporters

 

Posted

Quote:
Originally Posted by CaptA View Post
Your friend apparently has a lot of inf to burn.

Seems solid otherwise.
He said he was around 750m, which should cover everything here I figure, except the LOTG 7.5s, but that's something that isn't all that critical, and they can work for. Might be tight with the Numi' single aspects as well. He has some of the reactives in his build already I think.


 

Posted

Looks alright.

I'd go for a little more E/N/F/C defense, but it doesn't look bad. You're already about as high as you're likely to get on HP, 2267 is pretty respectable for a WP.

It looks plenty solid for Tfs and teaming.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

That might be some endurance overkill, specially with Conserve Power. Not that FA is good alternative, lol. I just took it and dropped the +perception IO in it...guess I could spot stalkers in RV, meh. Don't use it for anything...would probably end up taking conserve if I respec'd it again like you did. I can appreciate trying to make it so the blue bar never moves. One of the previous versions of my MA/WP did the QR/Sta/+Recovery IOs and the bar was pretty much solid and I was running some leadership (on a scrapper!: I had a team I played with each night and it helped ). Since then I shuffled powers around, dropped stamina but have Physical Perfection...had to get used to seeing my blue bar drop again. Used to just delete blue insps, now I use them again...heh. But in a team you probably have a Kin or an Emp. Mmm, endo recovery buffage.

I've never slotted my Rise with tohit debuff. Was I not doing something I should do, or is that just for a set bonus?


 

Posted

The tohit debuff set is just for the set bonus really. My main is an MA/Regen; I don't recall the end numbers offhand, but with fewer toggles + FA, with no CP and PP, I actually do run my end down pretty often. It never bottoms out, but it does drop... usually turning off sprint is all I need to do to bring it back up. So, for the MA/WP, I figured the end issues had to be a bit rougher, and I wasn't sure if I had "endurance overkill" as you put it, or not.


 

Posted

I'd put another heal in there and lose the to-hit debuff set. It'll give you a couple more slots to play with, and honestly, with QR, Stamina, AND PP, you won't be having end problems.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Just not sure where I'd put them where I'd end up with more defense out of it.