MA/Regen Build


DirtyDan

 

Posted

Hi all. This is my first time ever posting a build for freedback/criticism/HELP. I'm not exactly a Midzard((Mids Wizard xD)), but I do fairly well with the builds I make ingame. This is the planned build I have for my MA/Regen, who has been my main for quite a few years.

I was building for Recharge, being /Regen, as well as a bit of defense, around 14%-16% positional defense, so that Shadow Meld would softcap me. Like I said, i'm not expert when it comes to the game numbers, so I welcome any rebuilds, suggestions, et cetera, in improving this. I'm not rich, but I am decently capable, plus with Hero merits, acquiring expensive IO's is just a matter of time.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(37)
Level 1: Fast Healing -- Panac-Heal/+End:50(A)
Level 2: Cobra Strike -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(3), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(17), Mako-Dam%:50(36)
Level 4: Reconstruction -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/EndRdx:50(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(46)
Level 8: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(21)
Level 10: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(11), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-Heal/EndRdx:50(15)
Level 12: Boxing -- Stpfy-KB%:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36), Zephyr-ResKB:50(46)
Level 16: Integration -- Mrcl-Heal/EndRdx:40(A), Mrcl-Heal:40(40), Mrcl-Heal/Rchg:40(40), Mrcl-Rcvry+:40(42)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(19), T'Death-Dmg/Rchg:40(19), T'Death-Acc/Dmg/EndRdx:40(25), T'Death-Dmg/EndRdx/Rchg:40(34), T'Death-Dam%:40(37)
Level 20: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(21), Aegis-ResDam/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-Psi/Status:50(25)
Level 22: Hurdle -- Jump-I:50(A)
Level 24: Health -- Numna-Regen/Rcvry+:50(A)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(27), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 28: Instant Healing -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(29), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-EndRdx/Rchg:50(37)
Level 30: Stamina -- P'Shift-End%:50(A)
Level 32: Eagles Claw -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(33), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(33), Hectmb-Dmg/EndRdx:50(34), Hectmb-Dam%:50(34)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/Rchg:50(40), LkGmblr-Def/EndRdx:50(43)
Level 41: Dark Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 44: Shadow Meld -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/Rchg:50(45), LkGmblr-Def/EndRdx:50(45)
Level 47: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(48), GSFC-ToHit/Rchg/EndRdx:50(48), GSFC-Rchg/EndRdx:50(48), GSFC-ToHit/EndRdx:50(50), GSFC-Build%:50(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



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Love me or hate me, it's still an obsession.

 

Posted

Nothing at all so far?

Bummer.


Love me or hate me, it's still an obsession.

 

Posted

It's not a bad build, but there are some key things that you should be aware of.

  • Storm Kick is your bread and butter attack, so you should put the Hecatombs into Storm Kick rather than Eagle's Claw. With the current build, it won't get you at the top DPS chain, but it will be very close (an external buff would make you reach it).
  • I don't know why you Miracles into Integration. The heal set bonus is lost because it won't effect Recon (due to its inherent toxic resist that interferes with Heal set bonuses). You might as well slot in Numina's, as even the +regen and +HP bonuses would still be better.
  • Slot Obliterations into Dragon's Tail. You get an extra +5% global recharge from it. And you still have enough defenses to hit the soft-cap with Shadow Meld.
  • Don't bother slotting MoG for Defense; keep the LotG +Recharge and slot in Recharge IO's into the rest.


 

Posted

I'm not really liking the fact that I dropped Crane Kick to squeeze in Shadow Meld. Is there another power that you would have dropped instead?

Would it perform okay without Tough? That would free up TWO whole power choices.


Love me or hate me, it's still an obsession.

 

Posted

Quote:
Originally Posted by TerraRyzing View Post
I'm not really liking the fact that I dropped Crane Kick to squeeze in Shadow Meld. Is there another power that you would have dropped instead?

Would it perform okay without Tough? That would free up TWO whole power choices.
I noticed you took hurdle, but with 3 slots dedicated to boosting SJ, you could lose hurdle and not feel the speed impact too much. Crane Kick is GREAT dps in addition to the new Cobra Strike.

You definitely want tough with Regen, that really takes a bit of the hard hits that would swamp your regen rates. For my regen builds, I generally stick with S/L defense, and get it into the 30%ish range so that one purple will softcap me.

I see a few powers are overslotted/underslotted, but without Mids here at my work I cant help you much. Regen is a popular build and the number experts will come with some great advice and there is a thread a few pages in called "A Claws/Regen with soft capped S/L?!?" that has some good build advice to get started with.


 

Posted

I checked out that build, at your advice. No offense to the creator, as he seemed to know how to do it, but like others said, it seemed like a gimmick build. His heals weren't slotted for healing, really. On a /Regen. :/

I might try to work these into a second build attempt once I get home. But I do welcome any and all advice still. Like you said, i'm sure the numbers people will be here soon!

Also, which powers would you say are overslotted and underslotted in particular?


Love me or hate me, it's still an obsession.

 

Posted

I tweaked your build closer to the one I am using. Its probably not the most elite, but I have 35% S/L defense and with 1 purple I am softcapped.

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Posted

If money is no object, this is the build I am looking at now. Perma-Hasten with MOG up every 65s and Shadowmeld up every 24.4s (each for 15s of capped defenses).

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 1: Fast Healing -- Panac-Heal/+End(A), Heal-I(34), RgnTis-Regen+(36)
Level 2: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(36)
Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(46)
Level 8: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(15)
Level 12: Boxing -- Acc-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(40), Numna-Heal/EndRdx/Rchg(40), Numna-Regen/Rcvry+(42)
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(25), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(37)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(21), Aegis-ResDam/Rchg(23), Aegis-ResDam/EndRdx/Rchg(23), Aegis-Psi/Status(25)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Mrcl-Rcvry+(A)
Level 26: Dragon's Tail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(39), FrcFbk-Rechg%(39)
Level 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(37)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 32: Eagles Claw -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(40), LkGmblr-Def/EndRdx(43)
Level 41: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(46)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx(45)
Level 47: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



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Posted

Here is the same build, without Purples. Still calls for some expensive uniques...

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EDIT: Looks like I had double posted the purple build. This should correctly be the non-purple build.


 

Posted

Quote:
Originally Posted by DirtyDan View Post
If money is no object, this is the build I am looking at now. Perma-Hasten with MOG up every 65s and Shadowmeld up every 24.4s (each for 15s of capped defenses).
Wellll, you only get those numbers if you assume the proc in dragon tail is always on.

But it doesn't matter, this build would still be ridiculously awesome.

Build it, you will like it.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Wellll, you only get those numbers if you assume the proc in dragon tail is always on.
And that is why we have collaborative forums, so others can point out errors when we make them. I missed that Dragon Tail was clicked clicked when I was looking at recharge totals.


 

Posted

Quote:
Originally Posted by DirtyDan View Post
And that is why we have collaborative forums, so others can point out errors when we make them. I missed that Dragon Tail was clicked clicked when I was looking at recharge totals.
Pfft, error, schmerror, that build is a freakin' monster one way or the other.

Doooo eeeet!


 

Posted

A lot of scrappers are switching to the villain side to get the patron pool powers. Shadow meld is specifically chosen a lot with regenerators. I see the value in the power, but so far with 150ish recharge, I can get shadowmeld down to a 26second recharge timer, but the power only last 15 seconds. Thats a minimum 9 second downtime. When people show their build they say that shadowmeld softcaps them. It does, but the 9 second downtime seems like a pretty big deal. Is this being used as a second mini-MOG? OR is there a way to always have the bonus from it?


 

Posted

Quote:
Originally Posted by Shades_McSpikey View Post
A lot of scrappers are switching to the villain side to get the patron pool powers. Shadow meld is specifically chosen a lot with regenerators. I see the value in the power, but so far with 150ish recharge, I can get shadowmeld down to a 26second recharge timer, but the power only last 15 seconds.
26?! Wow, that's a lot of recharge.


Quote:
Thats a minimum 9 second downtime. When people show their build they say that shadowmeld softcaps them. It does, but the 9 second downtime seems like a pretty big deal. Is this being used as a second mini-MOG? OR is there a way to always have the bonus from it?
No, shadowmeld is not meant to be perma. I'm not sure you even CAN perma-it.

Instead, it's a 'WHOOPS' button. Even more powerfully, it's a way to soak alpha strikes.

Many of the more damage-focused builds out there are fine defensively...most of the time. Shadowmeld is a little turbocharger button to get you past a sticky spot.

Suppose you have a build that does great damage, but you suffer ten defeats per mission due to alpha strikes and chained aggro. (These are both common scenarios.) Ten defeats per mission SUCKS. You lose a lot of time on hospital runs.

If you have shadowmeld up once per minute, and have the reflexes/awareness to use it, you are probably going to be able to eliminate all or most of those defeats.


For example, the 'purple' regen build posted above has:

Permanent Dull Pain. Meaning 2400 hit points all the time.

Standing around doin' nothin, it regens 58 hitpoints per second, and has a big enough pool to soak almost any one-shot. If it has a spawn-to-spawn time of 36 seconds, that's 2088 points of healing every fight.

Reconstruction is up every 18 seconds. If you fire it twice in your spawn-to-spawn time, that's another 1300 or so in healing. To deal with big-hitting bosses.

Instant healing is up every 191 seconds, and lasts 90 seconds. While that's active, your regeneration rate goes to 118 hp/sec. In a 36 second spawn-to-spawn, that's 4248 points of healing, with another 1300 available from reconstruction for big shots.

Moment of Glory is up every 90 seconds (holy cow!). If you get pushed this far, this is the serious 'I Win' button as it spikes defense well over a hundred and caps all resists.

And finally, after alllll that, shadow meld is up every 33 seconds. So, if your spawn-to-spawn is 36, it's up for EVERY FIGHT. Which means insane regen and softcapped for the first half of every battle.

And on that build, it gets a chance to fire the +recharge proc every 4.2 seconds in an AOE! It's not going to be permanent, but it's going to be up a LOT.


Shadow meld is just another mitigation tool, and it's a doozy. Having it makes for very active toons, but if that's your fun, it's a nigh-perfect power.

No it won't be up all the time, but added to already-existing defenses? It's a big deal.


 

Posted

Quote:
Originally Posted by mauk2 View Post
26?! Wow, that's a lot of recharge.




No, shadowmeld is not meant to be perma. I'm not sure you even CAN perma-it.

Instead, it's a 'WHOOPS' button. Even more powerfully, it's a way to soak alpha strikes.

Many of the more damage-focused builds out there are fine defensively...most of the time. Shadowmeld is a little turbocharger button to get you past a sticky spot.

Suppose you have a build that does great damage, but you suffer ten defeats per mission due to alpha strikes and chained aggro. (These are both common scenarios.) Ten defeats per mission SUCKS. You lose a lot of time on hospital runs.

If you have shadowmeld up once per minute, and have the reflexes/awareness to use it, you are probably going to be able to eliminate all or most of those defeats.


For example, the 'purple' regen build posted above has:

Permanent Dull Pain. Meaning 2400 hit points all the time.

Standing around doin' nothin, it regens 58 hitpoints per second, and has a big enough pool to soak almost any one-shot. If it has a spawn-to-spawn time of 36 seconds, that's 2088 points of healing every fight.

Reconstruction is up every 18 seconds. If you fire it twice in your spawn-to-spawn time, that's another 1300 or so in healing. To deal with big-hitting bosses.

Instant healing is up every 191 seconds, and lasts 90 seconds. While that's active, your regeneration rate goes to 118 hp/sec. In a 36 second spawn-to-spawn, that's 4248 points of healing, with another 1300 available from reconstruction for big shots.

Moment of Glory is up every 90 seconds (holy cow!). If you get pushed this far, this is the serious 'I Win' button as it spikes defense well over a hundred and caps all resists.

And finally, after alllll that, shadow meld is up every 33 seconds. So, if your spawn-to-spawn is 36, it's up for EVERY FIGHT. Which means insane regen and softcapped for the first half of every battle.

And on that build, it gets a chance to fire the +recharge proc every 4.2 seconds in an AOE! It's not going to be permanent, but it's going to be up a LOT.


Shadow meld is just another mitigation tool, and it's a doozy. Having it makes for very active toons, but if that's your fun, it's a nigh-perfect power.

No it won't be up all the time, but added to already-existing defenses? It's a big deal.
Thanks, I see its value as an oh Sh--- button. I don't need another one of those. Thats the information I needed. Thank you.


 

Posted

Something I forgot to point out with my builds is that Dark Blast has both a higher dmg/s and dmg/e than Storm Kick (which is saying a lot in a MA build). I haven't worked out the numbers yet for the DPS.


 

Posted

Dirtydan both the purple build and the one you listed with out purples are the same build. Meaning they both have the purple sets.


 

Posted

Quote:
Originally Posted by DirtyDan View Post
Something I forgot to point out with my builds is that Dark Blast has both a higher dmg/s and dmg/e than Storm Kick (which is saying a lot in a MA build). I haven't worked out the numbers yet for the DPS.
The damage it shows in Mid's is about 1.8 times what it actually is in-game. Mid's has a bug so that it assumes Dark Blast has a crit chance of 100% (yes, Mid's includes the crit damage averaged into the damage it shows for Scrapper attacks) instead of 10%.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
The damage it shows in Mid's is about 1.8 times what it actually is in-game. Mid's has a bug so that it assumes Dark Blast has a crit chance of 100% (yes, Mid's includes the crit damage averaged into the damage it shows for Scrapper attacks) instead of 10%.
I hadn't realized that, good catch. After making the appropriate modifications to correct that in the database, Dark Blast is no longer so phenomenal :-). That said, it is still useful as a set mule and can help fill gaps in an attack chain.