Martial Arts/Regeneration Build Help
Your link is borked and you didn't include the data chunk. If you did a preview of your post, it will eat the data link, so you should probably either edit it back in or post the data chunk on its own. Also, the long forum export is mostly pointless since it takes up more space than the short forum export and takes up twice as much space.
In a cursory look, 6 slotting Hecatomb and Apocalypse is mostly pointless. The 6 piece set bonus is pretty much useless. 5 piece Numina's is pretty much useless as well. +HP is pretty much useless thanks to perma-DP, the +heal set bonus doesn't benefit Reconstruction, Integration, or Instant Healing so all you're getting is a tiny bit of extra healing (but no +hp, not that you should need it anyway) from Dull Pain.
Overall, you're not packing a spectacular amount of recharge or defense, both of which are things that you're going to want to get in a decent */Regen build. I would aim for at least 30% +def(melee) and at least 50% global +rech (excluding Hasten).
Wow, that was fast! Thanks a bunch for the help, I am still learning. I'll try to incorporate some of the changes in my build tommorrow. Doing anything intellectual in the evening usually involves it getting worse.
Thanks again for the help!
Wow, that was fast! Thanks a bunch for the help, I am still learning. I'll try to incorporate some of the changes in my build tommorrow. Doing anything intellectual in the evening usually involves it getting worse.
Thanks again for the help! |
You don't have MoG. This is a mortal sin. MoG is friggin' awesome. I would give up IH, Resilience, and Tough before I gave up MoG. 15 seconds of unkillability is incredibly powerful. If you don't take MoG, you're doing it wrong. I should slap you upside the head for skipping one of the most powerful tools available to */Regen.
You forgot to slot the Steadfast Protection 3% +def IO. It's pretty much exactly like the Gladiator's 3% +def IO only it costs 3-5 million instead of 3-5 billion, not to mention that it also enhances resistance rather than simply providing the effects of the IO bonus.
Like I said before, +hp set bonuses are pointless. Dull Pain is incredibly easy to make permanent (just 55% +rech required if you've got Hasten 3 slotted) and, with the passive accolades, you're within a single +hp set bonus of the cap. +HP set bonuses are next to useless to a */Regen.
Revive is similarly pointless. Even if you take it, you shouldn't slot it. It's a wasted power pick and those are wasted slots. You could have switch out Revive for something that would actually keep you alive, like MoG, which, and I say this again for emphasis, I should slap you upside the head for skipping.
If you're spending the money to get the most expensive IO in the game just to boost your defense, it's kinda stupid to not go with a power pick that will provide more defense, even before you slot it.
Here's something you should make sure to think about: if a power can accept an LotG +rech IO, slot it. That IO gives you more defense through enhancement and more defense through the IO bonus. It's pretty much about as good as you can get for a */Regen of any kind. This means that Hover should get it, MoG should get it, Weave should get it, Maneuvers should get it, Stealth should get it, etc. Any place you can slot one should get one. It's just that awesome.
Endurance should not be a problem for you. Ever. A top end attack string is going to consume roughly 3 end/sec on average. Any endurance you gain after that point is wasted. That build has a passive endurance gain of 4.24 end/sec (4.65 passive + 3 * .2 Perf Shifter proc - 1.01 passive consumption). That's a huge amount of wasted endurance. You can easily get away without the Fitness pool.
On the same note, why the hell did you enhance Stamina more than Quick Recovery? Did you not even look at what each power does? QR is stronger than Stamina and yet you enhance Stamina more? When you're trying to conserve slots, you want to enhance your stronger powers more than your weaker ones because enhancement values are multiplicative. Your biggest multipliers should be applied to the biggest base values.
For your attacks, the PvP sets aren't really all that awesome. None of the bonuses provide you with much benefit. They just look fancy and cost a crapload. You can get more benefit out of using different sets like 5 piece Crushing Impact (5% +rech) and 6 piece Touch of Death (3.75% +def melee).
Ok, (mostly) fixed. I probably shoulda moused over MoG and found out the old guide I was using was wrong . Any more advice for a newbie?
Ok, (mostly) fixed. I probably shoulda moused over MoG and found out the old guide I was using was wrong
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Here's an MA/Regen build that should do much better for you.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Dam%(25)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(48), RgnTis-Regen+(50)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23)
Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(23)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Panac-Heal/+End(27), Panac-Heal(27), Panac-Heal/EndRedux(29)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(34)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), GftotA-Run+(40), GftotA-Def/EndRdx(40)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42), GftotA-Def/EndRdx(42)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(46), RechRdx-I(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Resilience -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Ok, that seems like a great build! Though, may I ask, why did you replace Eagle's Claw with Crippling Axe Kick?
Anyway, thanks for the build, and with some slight modifications to fit my playstyle, I'll definitely respec into it!
Thanks again for the help!
Ok, that seems like a great build! Though, may I ask, why did you replace Eagle's Claw with Crippling Axe Kick?!
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The best MA attack string is Storm>CAK>Storm>CK. The reason for this is pretty simply: Storm Kick is the best attack in the set, hands down, from a damage perspective.
If you don't know why Storm Kick is the best attack in the set, that's also a relatively simple answer: activation time. However much damage an attack does per activation doesn't really matter because each attack takes a different amount of time to activate. The more important metric for damage comparison is Damage per Activation second (DPA). DPA is calculated by dividing the damage a power deals by the amount of activation time that the power takes up. The time that a power takes to activate as told to you in the detailed information is actually incorrect for reasons that are a bit too complex to get into in this post. Suffice it to say that you have to account for something referred to on these boards as Arcanatime, which requires that all activation times go through this formulaic grinder: ((roundUp(baseTime / .132) + 1) * .132) = realTime.
Storm Kick has a base DPA of 97.7 (103.2 / 1.056). CK has a DPA of 73.0 (134.9 / 1.848). CAK has a DPA of 61.1 (112.9 / 1.848). Eagles Claw has a DPA of 59.1 (164 / 2.772). Virtually every attack power except for Thunder Kick has a better DPA than Eagles Claw (the reason which is pretty much exclusively tied to its outrageously long animation time). Now, even if Eagles Claw had the same DPA as CK or CAK, it would still be better to keep it out of the attack string because it takes up so much animation time, animation time that could be used for Storm Kicking the target in the face. This gets a bit too far into attack string design, but, suffice it to say that Eagles Claw is bad and only fits into PvP builds (where long animation + stun is actually a good thing) and SO grade builds.
Good advice Umbral.
One thing I want to point out is lately all my builds seem incredibly short on slots. One thing I find myself doing to save slots is slotting out Focus Chi with Gaussian's and then leaving FA with one default slot. Since FA now only provides a relatively low ToHit I pretty much use FA only to combat heavy accuracy debuffs.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
One thing I want to point out is lately all my builds seem incredibly short on slots. One thing I find myself doing to save slots is slotting out Focus Chi with Gaussian's and then leaving FA with one default slot. Since FA now only provides a relatively low ToHit I pretty much use FA only to combat heavy accuracy debuffs.
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Hello! I am new to the forums, and need some help planning my 50 respec for my MA/Regen Scrapper (Bet you didn't see that coming.). Anyway, influence is no issue, got plenty of time. This is my first attempt at using the hero planner, so bear with me:
Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/
Click this DataLink to open the build!
Fusion of Agony: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11)
Level 1: Fast Healing -- Panac-Heal(A), Panac-Heal/Rchg(36), Panac-Heal/EndRedux(36)
Level 2: Reconstruction -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(31), Numna-Heal/EndRdx(34)
Level 4: Quick Recovery -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(5), Efficacy-EndMod/Rchg(7), Efficacy-EndMod(7), Efficacy-EndMod/Acc(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(15), RedFtn-Def/Rchg(15)
Level 8: Crane Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx(21), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg(23), T'Death-Dmg/EndRdx/Rchg(25)
Level 10: Dull Pain -- Numna-Heal/EndRdx/Rchg(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(31)
Level 12: Boxing -- Hectmb-Acc/Dmg/Rchg(A)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(17), Panac-Heal/+End(17), Panac-Heal/EndRedux/Rchg(19), Panac-Heal/EndRedux(19)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-EndRdx/Rchg(27), RctvArm-EndRdx(29), RctvArm-ResDam/Rchg(29)
Level 20: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 24: Resilience -- GA-3defTpProc(A)
Level 26: Dragon's Tail -- Oblit-%Dam(A), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 28: Instant Healing -- Numna-Heal/Rchg(A)
Level 30: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-Build%(37), GSFC-ToHit/EndRdx(39)
Level 32: Eagles Claw -- T'Death-Dam%(A), T'Death-Dmg/EndRdx(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg(34), T'Death-Dmg/EndRdx/Rchg(34)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A)
Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit(42), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/Rchg(43)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-Acc/Rchg(46), Efficacy-EndMod/EndRdx(46), P'Shift-End%(48)
Level 47: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/Rchg(48), Apoc-Dmg/EndRdx(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Hectmb-Dmg/Rchg(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
So, what do you guys think? What could be removed/added/improved?
Thanks in advance!