Critique my MA/Regen Build
PvE:
I'd want more defense. I suspect that even all that recharge for your clicks isn't enough on its own to handle AVs. I'd use a chain of Storm Kick -> Crane Kick -> Storm Kick -> Crippling Axe Kick. Since you get two Storm Kicks, I'd put the purple set there to get double the use out of the purple proc. You might just skip Eagles Claw. I'd then fully-slot the attacks that were left.
PvP:
Disregard all of that. Defense is pointless, and the attacks do different amounts of damage, so I have no idea what you want.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
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I don't have a lot of time to look at the build closely, but I will point out, if you've been gone since CoV release, with no game time in a CoX with Markets, and just got back to the game... there's no way you'll be able to afford that build without a lot of help. Many of those purple IOs go for hundreds of millions of influence, the PvP IOs go for billions. Some of them go regularly for more than the inf cap. And you have many expensive unique or global enhancements on top of that.
Oh. And look up Enhancement Diversification. Just glancing on it, I can tell several of your powers are well over the ED cap, and could be switched up a bit with procs or same-set-different-parts for more end/rech/acc.
I don't have a lot of time to look at the build closely, but I will point out, if you've been gone since CoV release, with no game time in a CoX with Markets, and just got back to the game... there's no way you'll be able to afford that build without a lot of help. Many of those purple IOs go for hundreds of millions of influence, the PvP IOs go for billions. Some of them go regularly for more than the inf cap. And you have many expensive unique or global enhancements on top of that.
Oh. And look up Enhancement Diversification. Just glancing on it, I can tell several of your powers are well over the ED cap, and could be switched up a bit with procs or same-set-different-parts for more end/rech/acc. |
I'm in it for the long haul this time lol. Mainly I was looking for a good overall build where I can PVE while being able to do some PVP if I wanted.
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I was hoping to be able to Perma-DP without having to rely on Hasten. |
Anyone have a more realistic build that might be able to do that? |
Also, what are some good Regeneration numbers for a Regen scrapper? |
For a */Regen, the most useful thing to aim for is defense. Defense reduces how much incoming damage is actually going to hit you. Reducing that functionally multiplies your existing damage recovery by allowing that substantial damage recovery to act upon a progressively smaller portion of incoming damage.
The best model to think of this is to consider a rectangle: damage recovery (regeneration and heals) is equitable with the length and damage mitigation (defense and resistance) is equitable with the width (you could also make a 3-dimensional model by separating defense and resistance into separate axis, but the point remains the same since getting resistance is kinda difficult with the current IO set bonuses). Your survivability is the total area of the shape. If you've already got loads of damage recovery (like */Regen), you'll get more area out of adding more damage mitigation.
There are a few flaws with this model (such as the biggest one wherein adding damage mitigation is actually the best case almost universally thanks to damage mitigation operating by increasing in comparative effectiveness the more you've got until you reach the cap), but it gets the point across for */Regen. Adding damage mitigation is more useful than adding damage recovery.
Now, this isn't to say that you shouldn't get +regen set bonuses. Get them, but only get them when the cost is low. Don't aim for them. Just get them tangentially. They're not something you're going to want to go a good deal out of your way to get, but if it's only a single slot and it's a reasonably large +regen set bonus (like with the LotG 2 piece bonus) then get it, especially if it'll increase your defense as well.
Thank you for all the advice guys. Things have changed a heck of a lot since I left so its nice to have people around for advice. I guess what I need to decide is what I want to do with my character. He is currently at level 50 right now and I'm thinking of taking him in a PVP direction, but maybe it would be better to start with PVE in order to build up and get the things I would need for that build than respec for PVP?
Okay, I've checked out your build, and compared it to my own MA/Regen build. Now in terms of global recharge, yours blows mine away. That means you can get your clicks up faster and pretty much guarantees a strong offensive attack chain. Even your combined +Acc bonuses will allow you to have a better chance of hitting higher level mobs (at least +3, +4 more) than my build does.
However, your passive +regen is about the same as mine (give or take a few points). Yours only starts to come out ahead when Instant Healing is up, since you decided to slot up the healing enhancement. Still, you only get about 10-15 more hp/sec than mine. It's not that much of a difference in the long run, where that small window is not going to make too much difference in survivability.
Now going back to your high global recharge, in order to make use of that, you will still need to have the endurance to support attacks and clicks going that fast. Your +recovery is a little less than mine, but with a higher END usage. I only have the occasional END problem when it comes to really long drawn out battles (like RWZ Challenge, Pylon soloing, AV hunting, etc), but I can turn off a toggle here or there or hit MoG to boost up my +rec. I don't know if even MoG can sustain the high recharge you got there for extended periods of time. You don't have Stamina or Physical Perfect, so you are probably going to feel it.
Also, there's no shame in using Hasten in order to get higher global recharge. If you got it, then make use of it. Otherwise, you are going to put too much effort for diminished returns.
The biggest difference in our builds (in addition to costs) is Defense. I got just barely enough global recharge to allow for perma-Dull Pain, and to get close to the SK->CK->SK->CAK attack chain. Then I stacked as much defense as I could get. There was no way of soft-capping on a MA/Regen without some major sacrifices, so I stuck with melee Defense, which would get a decent S/L Def to it as well. I got my melee Defense up to +30%, with +16-17% Ranged and +13% AoE. That Defense works wonders now that I have it. I can solo a Pylon (though at a damn long time) and still get through a RWZ Challenge, albeit at a low success rate. Your defense is decent enough for most of the PvE content, but you will need considerable more defense to be consistent against AVs.
As for PvP, I've done a little bit of it with my PvE build, and I did fine for the most part. I'm no ringer by any means, but having a very high global recharge means you can get your big attacks faster as well as your clicks, which will annoy and frustrate the hell out of your opponent unless they got slows and -recharge to annoy and frustrate the hell out of you with. The +Acc in your proposed build would be useful to keep your To-Hit near, if not at the cap. I also would recommend getting Cobra Strike for PvP as well. Using that with Eagle's Claw will stun and again annoy your opponents. I use it as a bit of control when working in teams, or in free for alls when I need to hamstring one guy so I can then get to the other guys first.
Okay, I've checked out your build, and compared it to my own MA/Regen build. Now in terms of global recharge, yours blows mine away. That means you can get your clicks up faster and pretty much guarantees a strong offensive attack chain. Even your combined +Acc bonuses will allow you to have a better chance of hitting higher level mobs (at least +3, +4 more) than my build does.
However, your passive +regen is about the same as mine (give or take a few points). Yours only starts to come out ahead when Instant Healing is up, since you decided to slot up the healing enhancement. Still, you only get about 10-15 more hp/sec than mine. It's not that much of a difference in the long run, where that small window is not going to make too much difference in survivability. Now going back to your high global recharge, in order to make use of that, you will still need to have the endurance to support attacks and clicks going that fast. Your +recovery is a little less than mine, but with a higher END usage. I only have the occasional END problem when it comes to really long drawn out battles (like RWZ Challenge, Pylon soloing, AV hunting, etc), but I can turn off a toggle here or there or hit MoG to boost up my +rec. I don't know if even MoG can sustain the high recharge you got there for extended periods of time. You don't have Stamina or Physical Perfect, so you are probably going to feel it. Also, there's no shame in using Hasten in order to get higher global recharge. If you got it, then make use of it. Otherwise, you are going to put too much effort for diminished returns. The biggest difference in our builds (in addition to costs) is Defense. I got just barely enough global recharge to allow for perma-Dull Pain, and to get close to the SK->CK->SK->CAK attack chain. Then I stacked as much defense as I could get. There was no way of soft-capping on a MA/Regen without some major sacrifices, so I stuck with melee Defense, which would get a decent S/L Def to it as well. I got my melee Defense up to +30%, with +16-17% Ranged and +13% AoE. That Defense works wonders now that I have it. I can solo a Pylon (though at a damn long time) and still get through a RWZ Challenge, albeit at a low success rate. Your defense is decent enough for most of the PvE content, but you will need considerable more defense to be consistent against AVs. As for PvP, I've done a little bit of it with my PvE build, and I did fine for the most part. I'm no ringer by any means, but having a very high global recharge means you can get your big attacks faster as well as your clicks, which will annoy and frustrate the hell out of your opponent unless they got slows and -recharge to annoy and frustrate the hell out of you with. The +Acc in your proposed build would be useful to keep your To-Hit near, if not at the cap. I also would recommend getting Cobra Strike for PvP as well. Using that with Eagle's Claw will stun and again annoy your opponents. I use it as a bit of control when working in teams, or in free for alls when I need to hamstring one guy so I can then get to the other guys first. |
I normally don't like to post complete builds, wanting to allow other players to pick up hints and principles to make their own builds rather than give them a big cheat sheet. However, I'm in the "Sure, what the hell" kind of mood right now. The following is an old build that I used (I've since updated it). It's still a pricey build, but not as much as your proposed one is.
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Revised the build a bit Spider, still very expensive, decreased global recharge but I increased both defense and stamina a bit as well as adding Cobra Strike into the mix.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(39), Numna-Regen/Rcvry+(40), RgnTis-Regen+(40), Mrcl-Heal(40), Mrcl-Rcvry+(43)
Level 2: Reconstruction -- Panac-Heal(A), Panac-Heal/EndRedux(3), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(7)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(5)
Level 6: Focus Chi -- RechRdx-I(A)
Level 8: Crane Kick -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(37), T'Death-Dam%(37)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-Heal(11), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(13), RechRdx-I(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- EndRdx-I(A)
Level 16: Integration -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(17), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(37)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(50)
Level 20: Boxing -- RzDz-EndRdx/Stun(A), RzDz-Acc/EndRdx(21), RzDz-Stun/Rng(21), RzDz-Acc/Rchg(25), RzDz-Acc/Stun/Rchg(25), RzDz-Immob%(42)
Level 22: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), GA-3defTpProc(23)
Level 24: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 26: Dragon's Tail -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(27), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34)
Level 28: Instant Healing -- Panac-Heal/EndRedux(A), Panac-Heal(29), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Eagles Claw -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(34)
Level 35: Cobra Strike -- RzDz-Acc/EndRdx(A), RzDz-EndRdx/Stun(36), RzDz-Stun/Rng(39), RzDz-Acc/Rchg(45), RzDz-Acc/Stun/Rchg(50)
Level 38: Moment of Glory -- RechRdx-I(A), LkGmblr-Rchg+(39)
Level 41: Focused Accuracy -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit(42)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
I normally don't like to post complete builds, wanting to allow other players to pick up hints and principles to make their own builds rather than give them a big cheat sheet. However, I'm in the "Sure, what the hell" kind of mood right now. The following is an old build that I used (I've since updated it). It's still a pricey build, but not as much as your proposed one is.
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I wouldn't really consider many of the "hints and principles" in that build worth picking up, and it's a less than cost effective "cheat sheet". Either way, there are substantially better ways to spend ones money than what you did there.
Revised the build a bit Spider, still very expensive, decreased global recharge but I increased both defense and stamina a bit as well as adding Cobra Strike into the mix.
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Also, you may not realize it, but half of Stealth's +def is suppressed in combat so you're actually getting less defense than in the original build. The power looks like it has pretty numbers but, in reality, Combat Jumping is just as good for defense, improves rather than injures your mobility, and costs a good deal less. Maneuvers would honestly be a better option.
Also, adding in purple and PvP sets doesn't really ensure that you're necessarily getting better numbers. If you threw in some BotZ sets and didn't mule as much, you could manage pretty much identical performance to that build for a fraction of the cost (because those Panacea sets cost an arm and a leg).
If you're going to start dropping purple sets, Hecatomb goes into Storm Kick, not Eagles Claw. In order to get the SK>Crane>SK>CAK attack string (i.e. the best ST attack string you can get), you need SK recharging in 1.848 seconds. You've got it recharging in 2.03 seconds with Hasten up. Switching Hecatomb to Storm Kick would pull that down to 1.75 sec recharge.
Also, you may not realize it, but half of Stealth's +def is suppressed in combat so you're actually getting less defense than in the original build. The power looks like it has pretty numbers but, in reality, Combat Jumping is just as good for defense, improves rather than injures your mobility, and costs a good deal less. Maneuvers would honestly be a better option. Also, adding in purple and PvP sets doesn't really ensure that you're necessarily getting better numbers. If you threw in some BotZ sets and didn't mule as much, you could manage pretty much identical performance to that build for a fraction of the cost (because those Panacea sets cost an arm and a leg). |
What is BotZ and where would I put that? Also, is endurance going to be a problem with that build? its at End Drain of 1.72 with a recovery of 3.77 (After switching in Maneuvers)
Like I said, the build is an old build. It could be better optimized, but for what it's worth, it's still damn good for what it can do.
I admit that Storm Kick could use more recharge, provided you are going for the optimal attack chain. A revised build would swap Thunder Kick with CAK, and then swap sets so Storm Kick gets better +recharge.
The six-slotted Gaussian's were used in Focus Chi in order to get the defense set bonuses. It's a trade-off with the greater recharge enhancement, as well as the +5% global recharge set bonus, that I would have gotteen from using a 5-slotted Adjusted Targeting.
The HP set bonuses were there for the picking, but mostly came with the higher-slotted set bonuses. Fast Healing is probably the one you are talking about. Everything else had a particular set bonus in mind and were slotted for it.
Again, the "hints and principles" are there, provided you don't ignore them in spite of the deficiencies in the build. Yes, it's not the most min/maxed build out there. Hell, I took Revive and Cobra Strike. Swap those two out as well as the travel power and you could get a little more flexibility with using different sets and bonuses.
And in light of all this, this bring up a side issue with the MA set itself: it's limited to a smaller number of directly useful sets and IO's compared to other Scrapper primaries. So that's going to lead to what a particular player wants to sacrifice for what the player wants to acquire.
Also, is endurance going to be a problem with that build? its at End Drain of 1.72 with a recovery of 3.77 (After switching in Maneuvers) |
Again, the "hints and principles" are there, provided you don't ignore them in spite of the deficiencies in the build. Yes, it's not the most min/maxed build out there. Hell, I took Revive and Cobra Strike. Swap those two out as well as the travel power and you could get a little more flexibility with using different sets and bonuses.
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You can't automatically assume that something is going to be interpreted right, especially since you're attempting to teach someone that doesn't have a particularly firm grasp upon IO slotting in the first place. You probably thought that what you did at that time was a great idea as well even though it obviously isn't now.
And in light of all this, this bring up a side issue with the MA set itself: it's limited to a smaller number of directly useful sets and IO's compared to other Scrapper primaries. So that's going to lead to what a particular player wants to sacrifice for what the player wants to acquire. |
Saying that "hints and principles" exist within a build without expressly stating that it's not a good build in the first place doesn't really do much good because you just as well be stating that the "hints and principles" are the bad things that are done in the first place. It would accomplish much more to simply state what some good things are (Doctored Wounds 5 piece in Recon, DP, etc) and what the bad things you did were (6 piece Numina's in Integration) but the reason for doing it anyway (if there was one).
You can't automatically assume that something is going to be interpreted right, especially since you're attempting to teach someone that doesn't have a particularly firm grasp upon IO slotting in the first place. You probably thought that what you did at that time was a great idea as well even though it obviously isn't now. |
I don't really see how you can say that there are fewer directly useful sets available to MA than there are to any other set. It's an attack set. It gets access to the attack sets. That's pretty much how it is. The only sets that get access to "more" useful sets than MA does are Spines and Claws due to having ranged ST and AoE attacks in their primaries, not that it really gives them an untoward advantage since both of those types are generally less useful to Scrappers than outright melee sets. You could just as easily claim that Fire Melee gets hosed for "useful" sets because all it has access to is the damage IO sets. |
Now of course, these issues are more specific to the MA/Regen build and the intended end-purpose in mind. Pair up MA with Shields, for example, and you'll get different synergy from that combination as well as build directions as you would with /Regen.
The issue of less directly useful sets also is related to the issue of secondary effects (or consist secondary effect) within the MA set. The -Def in some of the lethal weapon sets allows for the Achilles' Heel proc, a substantial boost to DPS. That in itself puts the potential of those sets higher than MA. Martial Arts does have access to some IO sets in stuns, Immobile, and even KB, but other than the Force Feedback Proc, many of those sets and their bonuses are not worth what one would be sacrificing to get them.
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The balance issues underlying MA aren't based around IO sets and their capabilities. The fact that MA doesn't really have a single specialist secondary effect isn't really the problem. The problem with MA exists within the set's disproportionate and largely wasted focus on single target attacks (6 of 'em) without getting a substantial benefit from it. Most sets have 5 ST attacks and 2 AoEs (along with a BU and Confront), but MA gives up an AoE power for an ST attack that isn't going to contribute anything because it's already saturated on attacks. A good deal of the animation saturation problem comes from the tier 2 attack being the best attack in the set by a large margin. Even the tier 9 is rendered largely useless by a mediocre DPA.
Well, we could go back and forth on what we think the problems with MA are, without doing much to convince the other. But in the end we can both agree that MA still gives up a few more things than what it gets back.
As for the OP, all advice to build for more defense is necessarily for high level challenges, which is harder to do for a MA/Regen than it is for some other combos.
If the intended direction was to go more into PvP, then the only thing that carries over from a PvE build is high recharge. Resilience is a strongly recommended power for its stun protection/resistance in PvP. Also having unsuppressed movement is important, so it's not unusual to have more than one travel power in addition to Hurdle and Swift from the Fitness Pool.
I tweaked the build again. This time I increased the stamina a bit while decreasing the endurance drain. I was also able to increase the overall defense but lost a bit of regeneration. Let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(43), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(46)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Numna-Heal(39), Numna-Regen/Rcvry+(40), RgnTis-Regen+(40), Mrcl-Heal(40)
Level 2: Reconstruction -- Panac-Heal(A), Panac-Heal/EndRedux(3), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(7), Panac-Heal/EndRedux/Rchg(7)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(5), P'Shift-EndMod/Rchg(5)
Level 6: Focus Chi -- RechRdx-I(A)
Level 8: Crane Kick -- T'Death-Acc/Dmg/EndRdx(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(9), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(37), T'Death-Dam%(37)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-Heal(11), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(13), RechRdx-I(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(21), Zephyr-Travel/EndRdx(25)
Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(21)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(50)
Level 20: Boxing -- RzDz-EndRdx/Stun(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), GA-3defTpProc(23), HO:Ribo(42)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(25), HO:Cyto(43)
Level 26: Dragon's Tail -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(27), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(34)
Level 28: Instant Healing -- Panac-Heal/EndRedux(A), Panac-Heal(29), Panac-EndRdx/Rchg(29), Panac-Heal/Rchg(31), Panac-Heal/EndRedux/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Eagles Claw -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Dmg/EndRdx(33), T'Death-Acc/Dmg(33), T'Death-Dmg/Rchg(33), T'Death-Dam%(34), T'Death-Acc/Dmg/EndRdx(46)
Level 35: Cobra Strike -- RzDz-Acc/EndRdx(A), RzDz-EndRdx/Stun(36), RzDz-Acc/Stun/Rchg(37), RzDz-Stun/Rng(39), RzDz-Acc/Rchg(45)
Level 38: Moment of Glory -- RechRdx-I(A), LkGmblr-Rchg+(39)
Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Physical Perfection -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(45), Efficacy-EndMod(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A), HO:Cyto(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Alright, I just recently picked up COH again during the last double XP weekend after having been absent since the release of COV. I'm still learning about IO's and what not and tried a build of my own.
I realize this build will be pretty darn expensive which is fine. My goal was to have a build that could go up against AV's and do alright in PVP as well.
I also wanted to be able to Perma-Dull Pain without having to rely on Hasten. Let me know what could be changed or if it needs a complete overhaul. Thanks!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Accuracy/Damage/Endurance
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
Level 1: Fast Healing- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (7) Numina's Convalescence - Heal/Endurance
- (9) Regenerative Tissue - +Regeneration
- (9) Miracle - +Recovery
- (11) Miracle - Heal
Level 2: Reconstruction- (A) Panacea - Heal
- (11) Panacea - Heal/Endurance
- (13) Panacea - Endurance/Recharge
- (13) Panacea - Hea/Recharge
- (15) Panacea - Heal/Endurance/Recharge
Level 4: Quick Recovery- (A) Performance Shifter - EndMod
- (15) Performance Shifter - EndMod/Accuracy
- (17) Performance Shifter - EndMod/Recharge
Level 6: Focus Chi- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
Level 8: Crane Kick- (A) Crushing Impact - Accuracy/Damage/Endurance
- (19) Crushing Impact - Damage/Endurance
- (19) Crushing Impact - Accuracy/Damage
- (21) Crushing Impact - Damage/Recharge
- (21) Crushing Impact - Accuracy/Damage/Recharge
Level 10: Dull Pain- (A) Panacea - Heal/Endurance
- (23) Panacea - Endurance/Recharge
- (23) Panacea - Hea/Recharge
- (25) Panacea - Heal/Endurance/Recharge
- (25) Panacea - Heal
- (27) Recharge Reduction IO
Level 12: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 14: Super Jump- (A) Empty
Level 16: Integration- (A) Panacea - Heal
- (33) Doctored Wounds - Heal
- (33) Doctored Wounds - Heal/Endurance
- (33) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal/Recharge
Level 18: Crippling Axe Kick- (A) Crushing Impact - Accuracy/Damage
- (34) Crushing Impact - Accuracy/Damage/Endurance
- (34) Crushing Impact - Damage/Endurance
- (36) Crushing Impact - Damage/Recharge
- (36) Crushing Impact - Accuracy/Damage/Recharge
Level 20: Boxing- (A) Absolute Amazement - Stun
- (27) Absolute Amazement - Stun/Recharge
- (29) Absolute Amazement - Endurance/Stun
- (29) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Chance for ToHit Debuff
Level 22: Tough- (A) Titanium Coating - Resistance
- (31) Titanium Coating - Resistance/Endurance
- (31) Gladiator's Armor - TP Protection +3% Def (All)
Level 24: Maneuvers- (A) Luck of the Gambler - Recharge Speed
Level 26: Dragon's Tail- (A) Armageddon - Damage
- (36) Armageddon - Damage/Endurance
- (37) Armageddon - Damage/Recharge
- (37) Armageddon - Accuracy/Damage/Recharge
- (37) Armageddon - Accuracy/Recharge
Level 28: Instant Healing- (A) Panacea - Heal/Endurance
- (39) Panacea - Heal
- (39) Panacea - Endurance/Recharge
- (39) Panacea - Hea/Recharge
- (40) Panacea - Heal/Endurance/Recharge
Level 30: Hasten- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
Level 32: Tactics- (A) Adjusted Targeting - To Hit Buff/Endurance
- (40) Adjusted Targeting - To Hit Buff
- (40) Adjusted Targeting - To Hit Buff/Recharge
- (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (42) Adjusted Targeting - Recharge
Level 35: Eagles Claw- (A) Hecatomb - Damage/Endurance
- (43) Hecatomb - Damage
- (43) Hecatomb - Damage/Recharge
- (43) Hecatomb - Accuracy/Damage/Recharge
- (45) Hecatomb - Accuracy/Recharge
Level 38: Moment of Glory- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 41: Web Grenade- (A) Gravitational Anchor - Immobilize
Level 44: Caltrops- (A) Javelin Volley - Accuracy/Endurance/Recharge
- (46) Javelin Volley - Chance of Damage(Lethal)
- (46) Javelin Volley - Accuracy/Damage
- (46) Javelin Volley - Damage/Recharge
Level 47: Exploding Shuriken- (A) Ragnarok - Damage/Endurance
- (48) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Accuracy/Recharge
Level 49: Weave- (A) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Recharge Speed
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Critical Hit