Martial Arts Concept


Arcanaville

 

Posted

Okay, I have a concept that requires the dusty ol' Martial Arts set. The concept also limits my secondaries, well, halves them. In no particular order Willpower, Regeneration, Invulnerability, and Super Reflexes would fit the concept well.

Can any of you break down the pitfalls and pluses of any of these pairings? Thanks.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Okay, I have a concept that requires the dusty ol' Martial Arts set. The concept also limits my secondaries, well, halves them. In no particular order Willpower, Regeneration, Invulnerability, and Super Reflexes would fit the concept well.

Can any of you break down the pitfalls and pluses of any of these pairings? Thanks.
Minimal AoE and Higher ST damage lends to Sets that prefer Smaller, harder groups of mobs, e.g. SR or Self-Empathy.

However, once stuck out to 26/27 and Dragon's Tail, the taunt/PBAoE buffs of Will and Inv will work well together. I say this with an MA/Inv at 50, who may be getting exiled and rerolled into a TW/Inv, but is still pretty fun.

Also, MA/SR used to be the Goto exercise in frustration for Scrappers, due to tighness of builds, but IO's tend to alleviate that now.


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Posted

I have a MA/regen scrapper. He is good fun. No redraw, quick recovery makes it so you can pretty much ignore the endo bar and do whatever you want. Makes slotting pretty easy too. Gives a really really diverse offering as far as what works for IO bonus, rech helps with IH and dull pain, +HP is always good with regen, +regen is actually somewhat useful to stack on the set, res and def are both good, really the only thing you dont get as much use of is +recovery.

Basically you can build the character numerous ways, with no real downsides. MA itself lends to that, sure there are a few powers people say are must haves, but IMO you can pretty much pick for style on MA and you wont totally gimp yourself. The powerset combo really is a pretty relaxed build. Just turn on integration, and go kick stuff in the face.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Okay, I have a concept that requires the dusty ol' Martial Arts set. The concept also limits my secondaries, well, halves them. In no particular order Willpower, Regeneration, Invulnerability, and Super Reflexes would fit the concept well.

Can any of you break down the pitfalls and pluses of any of these pairings? Thanks.
On Scrappers, there aren't any special strong synergies or conflicts between MA and those four secondaries. I would say pick the secondary that by itself you would feel most comfortable playing.


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Posted

The only conflict (not a big one tho) is Crane Kick KB'ing mobs out of your aura in WP and Invul (or shields which I find a great pairing for MA), but since Cobra Strike now is basically identical to CK minus the KB (plus a Stun) it's no biggie.


 

Posted

Quote:
Originally Posted by Kioshi View Post
The only conflict (not a big one tho) is Crane Kick KB'ing mobs out of your aura in WP and Invul (or shields which I find a great pairing for MA), but since Cobra Strike now is basically identical to CK minus the KB (plus a Stun) it's no biggie.
Having a MA/WP who took Crane Kick (the animation is great, why wouldn't you?!), I never found it to be a problem. Not to mention the KB isn't even reliable. Basically the downside to Crane Kick's KB is overexaggerated.

But now with Cobra Strike being identical (which is great imo) it does mean one can easily skip it on a tight build, more so if they can run the best single target attack chain. However if the build doesn't have the recharge for that, nothing wrong with continuing to use Crane Kick.


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Posted

For endgame build I took Crane Kick over Cobra Strike. Initially it was because I wanted my toon to just do kicks only (and burn stuff, since he's ma/fire). But after making the move I realized that crane kick is really better mitigation then cobra strike in most situations where it mattered to me. Minions and Lts die so fast, I really don't much care about mitigating their damage. And Cobra Strike doesn't stun a boss by itself. Crane Kick, however does knock down a boss and remove it from melee for a brief period of time. While that's not a complete lockdown type of mitigation... knockdown is still more mitigation then NOT stunning something.

Synergywise... nothing stands out during the level up period, in my mind... But I personally find MA to be one of, if not THE most powerful incarnate primary. It has very quick animating powers so you get more applications of your reactive proc then many alternativies. Also, unlike DB and Claws (which also have fast animating powers) it doesn't rely on a self buff to output high DPS chains. Where this helps, is that if you go with musculature alpha, you get a higher % boost to your overall DPS. This means, with MA, the more +dam you add your build, the more you'll catch up to, and surpass the top DPS chains of other sets.

Because of this, of the options you listed... I recommend /SR. My reasoning being this. You can easily boost recharge with quickness and set bonuses. You can easily soft cap defenses for survivability... thus leaving lots of room to use incarnate powers to focus on damage output, instead of trying to fill in other holes, which you might have in other sets. However, this is a very end-game look. If your focusing on leveling up, and won't play much after 50, then I don't see anything particularly strong, or weak in those 4 options.


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Posted

Quote:
Originally Posted by Shred_Monkey View Post
For endgame build I took Crane Kick over Cobra Strike. Initially it was because I wanted my toon to just do kicks only (and burn stuff, since he's ma/fire). But after making the move I realized that crane kick is really better mitigation then cobra strike in most situations where it mattered to me. Minions and Lts die so fast, I really don't much care about mitigating their damage. And Cobra Strike doesn't stun a boss by itself. Crane Kick, however does knock down a boss and remove it from melee for a brief period of time. While that's not a complete lockdown type of mitigation... knockdown is still more mitigation then NOT stunning something.

Synergywise... nothing stands out during the level up period, in my mind... But I personally find MA to be one of, if not THE most powerful incarnate primary. It has very quick animating powers so you get more applications of your reactive proc then many alternativies. Also, unlike DB and Claws (which also have fast animating powers) it doesn't rely on a self buff to output high DPS chains. Where this helps, is that if you go with musculature alpha, you get a higher % boost to your overall DPS. This means, with MA, the more +dam you add your build, the more you'll catch up to, and surpass the top DPS chains of other sets.

Because of this, of the options you listed... I recommend /SR. My reasoning being this. You can easily boost recharge with quickness and set bonuses. You can easily soft cap defenses for survivability... thus leaving lots of room to use incarnate powers to focus on damage output, instead of trying to fill in other holes, which you might have in other sets. However, this is a very end-game look. If your focusing on leveling up, and won't play much after 50, then I don't see anything particularly strong, or weak in those 4 options.
Shred has very good points. Let me toss in a few words as well.

Of the choices you list, I have a level 50 ma/sr and a ma/wp.

Between those two toons, I find the ma/wp to be much more durable. Dragon tail's knockdown really helps a wp.

The ma/sr is a bit quicker, so Shred's point of stacking reactive is well-taken. However, I rarely have difficulty with stacking reactive on the wp either.

After the various re-tunes over the years, martial arts has developed into a superb single-target hard-target set. For my money the only disappointment in the whole powerset is (still) Eagle Claw, because the ice-age-long animation time just isn't worth the boost to crits, which is flaky at best.

If you're shopping for a tough-as-nails, call out a baddy and pummel him no-matter-what sorta build, it is difficult to go wrong with martial arts.

Now a question: Shred, do you have a maxed-out +damage MA build? I've been looking at rebuilding one of my MA's for a while now and can't seem to find a way forward that I like.

Here's the most recent build I came up with. I'm not a fan of the Mu pool on this, it breaks concept, but I was shopping for +damage via AOE.

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Gnarlie_i20_7: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Hectmb-Dam%(9), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(11), Aegis-ResDam/Rchg(13), Numna-Heal/Rchg(36), Aegis-ResDam(37), Aegis-ResDam/EndRdx(39)
Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(31)
Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(37), GA-3defTpProc(48)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 8: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/Rchg(36)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(40), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43)
Level 12: Super Jump -- Winter-ResSlow(A)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(31)
Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(46)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(34), RctvArm-ResDam/Rchg(37)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(34)
Level 26: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(27), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31)
Level 28: Indomitable Will -- RedFtn-Def/EndRdx(A)
Level 30: Heightened Senses -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33), LkGmblr-Def(36)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Focus Chi -- AdjTgt-ToHit/Rchg(A)
Level 38: Tactics -- HO:Enzym(A), HO:Enzym(39)
Level 41: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), GJ-Acc/End/Rech(43)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(46), JavVoll-Acc/End/Rech(46)
Level 47: Warriors Challenge -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rchg(50), Mocking-Rchg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Radial Paragon
Level 50: Reactive Total Radial Conversion
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40)



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Posted

I'm running a MA/WP right now and it's working pretty good. My advice is to softcap S/L first and foremost and raise E/N to 32.5% at least. If you can get E/N to softcap as well, power to you.

Kinetic Combat can now be slotted with Enhancement Boosters. At +5 they are comparable to a level 50 IO giving you both the set bonuses (+3.75& S/L Def) and better increases to your power. This is, of course, assuming you can get/afford them.

I would also recommend Cobra Strike over Crane Kick. Sure, CK may offer better mitigation, but I HATE chasing down enemies. And I STILL remember teaming in a TF with an MA with Crane Kick who kept knocking away everything I was targeting. So if you team a lot I highly, highly recommend dropping Crane Kick.

Unless the Devs turn CK from knockBACK to knockDOWN, then get back on board.

If you're going the leaping pool you can also get Spring Attack for extra AoE. SA is, more or less, a watered down version of Shield Charge. Less damage and more recharge time, but still does decent damage. At least it can be used to mule a set.


 

Posted

Well, as long as I'm posting builds:

This is what I've tinkered up for the ma/sr, assuming I ever get over the inherent crunchiness of sr. I need to update my mids: This has spiritual, but would work much better with agility. I'm a bit torn between barrier and rebirth, too. It has some problems, but I'll toss it up for folks to chew on.


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Posted

Quote:
Originally Posted by BrandX View Post
Having a MA/WP who took Crane Kick (the animation is great, why wouldn't you?!), I never found it to be a problem. Not to mention the KB isn't even reliable. Basically the downside to Crane Kick's KB is overexaggerated.

But now with Cobra Strike being identical (which is great imo) it does mean one can easily skip it on a tight build, more so if they can run the best single target attack chain. However if the build doesn't have the recharge for that, nothing wrong with continuing to use Crane Kick.
Yeah that's why I said it's not a big deal, just a minor 'conflict' with WP since you're only KB'ing one mob anyway.

I also love the animation (all of them on MA) but since my MA toon is a Tanker I skipped CK because I she's plenty durable and I want everyone near me because Tanker damage makes me cry but not so much on this toon because she's SD - MA meshes very well with SD on tankers because with storm kick you can get great defenses already on SOs and still do acceptable damage for a Tanker because of AAO.