A bit of help with MA/SR powersets please? :)


Moomoosaur

 

Posted

Hi guys I'm starting to get the drift that MA is kinda bad, but nonetheless I find the set itself cool if nothing else.

But seeing as MA isnt the best powerset to begin with I was wondering if anyone would be so kind as to give me a quick rundown on which powers are musts, good fillers, and otherwise absolutely redundant. For secondary I opted for super reflexes and the same question counts for that powerset.

Thanks in advance.


 

Posted

Quote:
Originally Posted by Moomoosaur View Post
Hi guys I'm starting to get the drift that MA is kinda bad, but nonetheless I find the set itself cool if nothing else.

But seeing as MA isnt the best powerset to begin with I was wondering if anyone would be so kind as to give me a quick rundown on which powers are musts, good fillers, and otherwise absolutely redundant. For secondary I opted for super reflexes and the same question counts for that powerset.

Thanks in advance.
MA is getting buffage with i18/Going Rogue - I haven't actually done attack chains but the following attacks all end up doing more than 1 damage scale per second of activation:

Storm Kick (1.25)
Crippling Axe Kick (1.147)
Cobra Strike (1.061)
Crane Kick (1.061)
Eagle Claw (1.053)

For comparison, Focus in Claws (the best DPA attack in a "good DPS set") is 1.053. You don't get any AoEs until you can start picking things up from APP/PPPs, but you should have plenty of single target damage.

Edit:

Since I didn't really answer the question...
  • Thunder Kick is the skippable power in Martial Arts.
    • Cobra Strike and Crane Kick can be redundant if you can make a solid attack chain while only having one.
      • Note that the new recharge on Cobra Strike is 10 seconds, but Crippling Axe Kick went up to 11 and Eagle Claw is 16.
      • Of those two, I prefer Cobra Strike and it's stun over Crane Kick's knockback.
    • Given the high DPA in most of the set, if you feel you can get by without the extra initial burst Assassin's Blow could potentially be skipped.
    • I'd personally take all of the powers except Thunder Kick, and if I couldn't do that, I'd take Assassin's Blow before having both Crane Kick and Cobra Strike.
  • In Super Reflexes, you probably want to soft-cap. That means taking all of the powers except Elude and Quickness.
    • Quickness is still a great power to have, so you probably want it also.
  • Super Reflexes on a Stalker is a really tight build in general, the MA changes exacerbate things by making so many fun attacks to fill a chain with...

Does that help?


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Posted

I think that pretty much answered everything. Thanks a heap!