MA/SR possible build


Mortimer_NA

 

Posted

This is a build for a theme toon I am working on. Basically he is a guy in a bug suit that flies around kicking people. lol...I did not reach the softcap which I thought was odd but my playstyle is one of INSP crunching so I dont mind relying on purples. Flight is a big deal for this build. Something else is I have A LOT of attacks in this build. I am curious if thats really necessary. Well here is the build, please tear it apart if you like but remember I want flight in hover as fast as possible without gimping the rest of the build.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

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Shur I Ken: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Weapon Mastery

Hero Profile:
Level 1: Thunder Kick -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx:50(15)
Level 1: Focused Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), HO:Cyto(3)
Level 2: Cobra Strike -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(15), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Dmg/EndRdx:50(21)
Level 4: Focused Senses -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(5), HO:Cyto(5)
Level 6: Focus Chi -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
Level 8: Crane Kick -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Dmg/Rchg:50(31), C'ngImp-Dmg/EndRdx:50(31)
Level 10: Agile -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(11), HO:Cyto(11)
Level 12: Hover -- Srng-Fly:50(A), Srng-EndRdx:50(13), Srng-EndRdx/Fly:50(13)
Level 14: Fly -- Empty(A)
Level 16: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), HO:Cyto(17)
Level 18: Crippling Axe Kick -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Acc/Dmg/Rchg:50(33), C'ngImp-Dmg/Rchg:50(33), C'ngImp-Dmg/EndRdx:50(33)
Level 20: Quickness -- Flight-I:50(A), Flight-I:50(21), Flight-I:50(50)
Level 22: Practiced Brawler -- RechRdx-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Dragon's Tail -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(34), Armgdn-Acc/Dmg/Rchg:50(34), Armgdn-Acc/Rchg:50(34), Armgdn-Dmg/EndRdx:50(36)
Level 28: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), HO:Cyto(29)
Level 30: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(43), HO:Cyto(43)
Level 32: Eagles Claw -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Dmg/Rchg:50(37), C'ngImp-Dmg/EndRdx:50(39)
Level 35: Evasion -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(36), HO:Cyto(36)
Level 38: Elude -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42)
Level 41: Caltrops -- Posi-Dam%:50(A), Posi-Dmg/Rchg:50(42), P'ngTtl-Dmg/Slow:50(42)
Level 44: Shuriken -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Exploding Shuriken -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Warriors Challenge -- Zinger-Taunt/Rng:50(A)
Level 50: Nerve Radial Paragon
Level 50: Barrier Radial Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A), Flight-I:50(7), Flight-I:50(50)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(40), Numna-Heal:50(40)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(39), EndMod-I:50(39)
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 1.25% Defense(Smashing)
  • 1.25% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 2.5% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2.25% Max End
  • 85% Enhancement(RechargeTime)
  • 59% Enhancement(Accuracy)
  • 10% FlySpeed
  • 110.4 HP (8.25%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 13.8%
  • 16.5% (0.28 End/sec) Recovery
  • 62% (3.46 HP/sec) Regeneration
  • 4.1% Resistance(Fire)
  • 4.1% Resistance(Cold)
  • 10% RunSpeed



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Posted

Okay, look at it this way: you've got purples and you've got lotg globals. Why does one get those? For the recharge. Why would you want recharge on a MA/SR? Well, nothing in SR needs recharge at all, so it would be to put together an attack chain or to get more utility out of pool powers.

It is from this perspective that I tell you that yes, not only do you have too many attacks, you have way the freaking crud too many attacks. This honestly wouldn't be a playable build, in my opinion. There is no way you could possibly use all of those attacks with any regularity. It would be like a family reunion of attacks. Some of them you like, some of them you don't, but they're all here and you have to put up with them because you're the one who organized it. Wouldn't you know it, crane kick has had a few too many and the lampshade is on the head. Why does this always happen?

My final criticism is that the only attack you managed to skip, storm kick, is the best attack in martial arts.

Other than that, solid build.


 

Posted

HAHAHA ok thanks for the mega laugh. (I say that sincerely. I appreciated the humor of your reply)

As far as the analysis goes, thanks. I havent even played a single mish with this toon yet so I have no experience with it. I will actually play the toon for a while and think of a build then. (I know crazy right?)