MA/Regen Build Critique
I was thinking of dropping Crane Kick for Cobra Strike because of the stun proc. Anyone?
Crane Kick and Cobra Strike are practically the same power. Both have the same DPA at 50, just Crane Kick is knockback and Cobra Strike is stun. So really it just depends what you like better. (I myself like my enemies stunned, but kicking an enemy off a building is fun xD )
For the build, I'll just let someone else say for that..
I was thinking of dropping Crane Kick for Cobra Strike because of the stun proc. Anyone?
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As for the build, I would swap out Mako's in Eagles Claw for Touch of Death. It will take your melee defense above 30, and with defense, a small amount of defense means a lot more when you already have a lot. Going from 28-32 is like going from 10-22.
Other than that, if you can manage to afford it, I would 5 slot hecatomb into storm kick (excluding damage) then put another chance for extra damage in the 6th slot.
One little thing... you could probably slot up Fast Healing better to help your regen even more. I don't think you really need the Miracle +end in there. Quick Recovery gets the job done for my MA/Regen (and good end reduc slotting), and he's never puffing for air. Going to be even easier when Fitness goes inherent.
So it makes sense to build without Fitness at this point, I guess (not sure how long it will be before that is live), but be thinking if you want to throw a slot or two to Health... if you have room and it's worth it in your build.
Wow, and if you really want conserve power (not sure if you really need to slot that much) plus physical perfection, you really don't need a Miracle +end. QR would probably be better off without the Performance Shifter proc, too, especially since you have that slotted elsewhere. That will save you some cash for performance gains you really aren't going to need/notice. Unless you are one of those people that can't stand to see your blue bar shift at all.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I'm going to have to disagree with GP on the endurance call. Shooting for 2.6-2.8 (with CP) is generally the safe route to go (factoring in .2end/sec for each perf proc).
(of course, in the end, the options I presented have more than enough end for infinite sustainability).
I manipulated the build a little... not sure if you'd like this or not, also I'm not familiar with MA attack chains, so I don't know if it'd be worth it or not.
Anywhoo, just for an alternate opinion:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asura: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), RechRdx-I(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), Numna-Heal(45), Mrcl-Heal(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 8: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(45)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), HO:Enzym(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Heal-I(27), RgnTis-Regen+(27)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(42)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), HO:Enzym(48)
Level 32: Eagles Claw -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dmg/Rchg(46), T'Death-Dam%(50)
Level 35: Super Speed -- Winter-ResSlow(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Energy Torrent -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Dmg/Rng(50), Posi-Acc/Dmg/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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The most notable thing is that I flipped tactics out for Energy Torrent. The extra cone (which is KD, not KB) would stack nicely with your DT for soft mitigation, and AoE damage. Plus, since you're MA, you don't have to worry about redraw.
The 3 slots in tough are sketchy. They don't really help your overall defenses that much, but you could take one of the def/end LotGs from weave or maneuvers and put it in tough for 4 impervium armors (for more end management).
Alternatively: You could do a very high recharge/regen build and go with soul mastery instead to cover your defenses. That would yield a better attack chain, *probably* better survivability overall, but less AoE, and you'd have to deal with the 3s cast time of shadowmeld.
Just a thought; alternative ideas.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
![]() |
^Professional Katana/regen build thread
I've revised my build a little bit to give myself more END recovery and Regen without having to sacrifice to much defenses.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asura: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Crushing Impact - Damage/Recharge
- (3) Crushing Impact - Accuracy/Damage/Endurance
- (3) Crushing Impact - Damage/Endurance/Recharge
- (5) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Damage/Endurance
- (7) Touch of Death - Chance of Damage(Negative)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (25) Numina's Convalescence - Heal/Recharge
- (45) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Endurance
- (46) Regenerative Tissue - +Regeneration
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (11) Doctored Wounds - Recharge
- (A) Performance Shifter - Chance for +End
- (11) Efficacy Adaptor - EndMod
- (13) Efficacy Adaptor - EndMod/Recharge
- (23) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Endurance
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (15) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
- (A) Doctored Wounds - Endurance/Recharge
- (19) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (21) Doctored Wounds - Heal
- (21) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (A) Numina's Convalescence - Heal
- (25) Numina's Convalescence - Heal/Endurance
- (27) Miracle - Heal
- (27) Miracle - +Recovery
- (48) Numina's Convalescence - Heal/Recharge
- (50) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Touch of Death - Accuracy/Damage
- (29) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (31) Touch of Death - Accuracy/Damage/Endurance
- (31) Touch of Death - Damage/Endurance/Recharge
- (31) Touch of Death - Chance of Damage(Negative)
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Empty
- (A) Impervium Armor - Resistance
- (33) Impervium Armor - Resistance/Endurance
- (34) Impervium Armor - Resistance/Endurance/Recharge
- (50) Impervium Armor - Endurance/Recharge
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense/Endurance
- (A) Touch of Death - Damage/Endurance/Recharge
- (39) Touch of Death - Accuracy/Damage
- (46) Touch of Death - Damage/Recharge
- (48) Touch of Death - Accuracy/Damage/Endurance
- (48) Touch of Death - Damage/Endurance
- (50) Touch of Death - Chance of Damage(Negative)
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Recharge
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
- (A) Run Speed IO
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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Don't have time to look at it more in depth right now, but I think most of the changes look good. You're not giving up Regen for Recovery as the other one was. Though it might be worth dumping the one Performance Shifter in QR for the last Efficacy Adapter and its recharge bonus. I would say you already have a good amount of recharge, especially for a non-Purple build.
You could probably go for a better chain (if you like those) and a more uber build with more recharge, but I'm not really an expert on chains. I just know by looking at this that your guy will be able to handle quite a bit. You'll have to ask some of the number crunchers if you want to go to 12 with this, but you'll be soloing EBs, taking alphas for teams, and ramping up your difficulty pretty well with this one.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
If I put the Efficacy Adapter in there then it's breaking the rule of 5.
The heal set bonus from 4 numina doesn't affect you. So those're effectively wasted slots in FH and integration.
Keep all your procs in FH so you can have access to them at the lowest level,
something like:
FH:
Numina Heal, numina proc
Miracle heal, Miracle proc
Regen tissue
Panacea proc (if you swing that way).
Integration: Numina heal, heal/end, Generic heal IO.
That frees up 3 slots, and you're still regenning over 60hp/sec passively.
A Winter's Gift 20% slow res can help save your life, since -rech is the most dangerous thing to a regen. They're not expensive either, it can go in super speed if you don't care to not run at max speed all the time.
You're still a bit low on recharge, but your melee defense is pretty good. I'm unfamiliar as well with the MA chains, other than the old one (sk/ck/sk/cak).
which requires 225% rech for storm kick (which you're obviously not packing).
With some tweaks, it looked like this for me, now. (2 free slots currently).
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
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(technically, losing the miracle heal and the regen tissue, the numina set bonus makes it more effective than the regen tissue unique).
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
![]() |
^Professional Katana/regen build thread
The heal set bonus from 4 numina doesn't affect you. So those're effectively wasted slots in FH and integration.
|
The set bonus doesn't affect Reconstruction because it has resistance in it.
But it DOES affect Dull Pain and Instant Healing. I suppose it would affect passive regen as well, but I'm not positive on that one, so I'll assume it doesn't.
If you were Fiery Aura, that statement would be correct, as Healing Flames would be the only heal you have (which would be unaffected by heal set bonuses, same as Recon).
So, it's not a case of them being wasted bonuses, more of a case of "Is it worth it to you?"
Personally, I would swap out the Impervium Armors in Tough for Reactive Armors.
Otherwise I can't really find much to fault in your build. (referring to Lamp Post's build a couple posts above mine)
Originally posted by Lamp Post If I put the Efficacy Adapter in there then it's breaking the rule of 5. |
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. |
aye, should have clarified. Tthe healing powers that also have resistance effects are the ones that aren't affected (yes?). Pretty sure it doesn't hit regen, either.
I could ride that train as well. Getting another ToD set would be nice, as long as he can pull off some kind of decent attack chain; that's all that I'd be worried about afterwards.
I hate to be the bringer of bad news... but Willpower sucks!!! you're better off rolling a regen
![]() |
^Professional Katana/regen build thread
Working on a build for my Martial Arts/Regen. Please look at it and tell me if I can improve/fix anything.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Asura: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick
- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Recharge
- (3) Crushing Impact - Accuracy/Damage/Recharge
- (5) Crushing Impact - Accuracy/Damage/Endurance
- (5) Crushing Impact - Damage/Endurance/Recharge
- (7) Recharge Reduction IO
Level 1: Fast Healing- (A) Numina's Convalescence - +Regeneration/+Recovery
- (45) Numina's Convalescence - Heal
- (45) Miracle - +Recovery
- (46) Regenerative Tissue - +Regeneration
Level 2: Reconstruction- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (11) Doctored Wounds - Recharge
Level 4: Quick Recovery- (A) Performance Shifter - Chance for +End
- (11) Performance Shifter - EndMod
- (13) Endurance Modification IO
Level 6: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
Level 8: Crane Kick- (A) Touch of Death - Accuracy/Damage
- (13) Touch of Death - Damage/Endurance
- (15) Touch of Death - Damage/Recharge
- (15) Touch of Death - Accuracy/Damage/Endurance
- (17) Touch of Death - Damage/Endurance/Recharge
- (17) Touch of Death - Chance of Damage(Negative)
Level 10: Dull Pain- (A) Doctored Wounds - Endurance/Recharge
- (19) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance/Recharge
- (21) Doctored Wounds - Heal
- (21) Doctored Wounds - Recharge
Level 12: Focus Chi- (A) Adjusted Targeting - Recharge
- (23) Adjusted Targeting - To Hit Buff/Recharge
- (45) Recharge Reduction IO
Level 14: Maneuvers- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (25) Gift of the Ancients - Run Speed +7.5%
- (50) Gift of the Ancients - Defense/Endurance
Level 16: Integration- (A) Numina's Convalescence - Heal
- (25) Numina's Convalescence - Heal/Endurance
- (27) Miracle - Heal
- (27) Miracle - Heal/Endurance
Level 18: Crippling Axe Kick- (A) Touch of Death - Accuracy/Damage
- (29) Touch of Death - Damage/Endurance
- (29) Touch of Death - Damage/Recharge
- (31) Touch of Death - Accuracy/Damage/Endurance
- (31) Touch of Death - Damage/Endurance/Recharge
- (31) Touch of Death - Chance of Damage(Negative)
Level 20: Hasten- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
Level 22: Boxing- (A) Empty
Level 24: Tough- (A) Aegis - Resistance
- (33) Aegis - Resistance/Endurance
- (34) Aegis - Resistance/Recharge
Level 26: Dragon's Tail- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
Level 28: Instant Healing- (A) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal
- (39) Doctored Wounds - Recharge
Level 30: Weave- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense/Endurance
- (48) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Run Speed +7.5%
Level 32: Eagles Claw- (A) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Damage/Endurance
- (46) Mako's Bite - Accuracy/Damage
- (48) Mako's Bite - Accuracy/Endurance/Recharge
- (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Chance of Damage(Lethal)
Level 35: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 38: Moment of Glory- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Recharge
- (43) Recharge Reduction IO
- (43) Recharge Reduction IO
Level 41: Conserve Power- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
Level 44: Physical Perfection- (A) Performance Shifter - Chance for +End
Level 47: Super Speed- (A) Run Speed IO
Level 49: Resilience- (A) Steadfast Protection - Resistance/+Def 3%
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: Critical HitLevel 0: Ninja Run