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Posts
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At 0% Fury, and a chain of HP -> TS -> HP -> CI -> Repeat (which I think would be the best Single Target attack string)...at 99% DMG enhancement to the attacks...that should be 122 DPS.
I would think, with the scrappers dmg mods, it would equal a bit more...thinking 150 range - 160 range. That seems pretty close to Martial Arts...which I think tops out at around 170ish.
My math could of course be totally wrong (I wouldn't doubt it)...but that's what I'm getting so far.
But if I'm not wrong, that gives ELM better AOE dmg with roughly the same DPS as MA, and added Energy Dmg (which hurts when going up against Rikti though :/ ) -
Yes, I would love to get my hands on Energy Melee as well
Just because of the pink pom-poms (I don't want to change their color).
That said, new animation choices would be great too. Much like they plan to do with MA & SS.
Eagle's Claw animation for ET would = WIN! -
[ QUOTE ]
It's just brilliant
Instead of making a whole new set for Brawling, Streetfight, whatever... all of which basically accomplish what Martial Arts already does, just change the Animations! Viola, my High Kicking Kane is now Bad Leeroy Brown
Curious as to what the Powers will be called with new Animations? Super Sucker Gut Punch can't still be called Crane Kick...
[/ QUOTE ]
I've been suggesting this forever forever (for MA)...really, why get Streetfighting, when MA with different animation van work just as well.
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I'd say go Magic.
Magic just has better costume options imo.
I bought both packs, love the cyborg belt, don't even use any of the other things Cyborg gave.
Magic, I hate the boots for female (feet are way to big), and the gloves clip (show skin) but the rest of the pack is great imo.
Juggle emotes, Fortune Teller temp...Magic is just better imo. -
Demon/Thermal, unless I don't like Demon Summoning, then I'll go Thugs/Thermal.
I keep making MM's, but deleting them going "I want Thermal for Secondary"
Now getting it. But now need to wait to see if I go Demon/ over Thugs/ :/ -
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Fire melee functionally double but breaks theme since how stealthy is a man on fire?
[/ QUOTE ]
Actually, with color customization...black fire...for demony type, could very well work and still be stealthy. -
My ILL/RAD is going with pink Radiation for sure (Radiation is RPed as Telepathy...and I love pink...and ooo...it'll match the outfit
) ILL/ havent decided yet.
/WP I likely turn to pink as well.
My Mind/Elec stays red lightning, as she's a mu. -
I want a barrage style animation.
Now...Barrage is a 1.33 animation, but I'm more than willing to up it to 1.6 to match CaK's. -
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But with I16 they could be pompoms of any color, it seems.
[/ QUOTE ]
This is true. Still, I would of kept them pink -
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It's funny, all these threads about "whooo I16" and no one has mentioned Elec Armor. Just goes to show that no one really cares.
[/ QUOTE ]
Eh *shrug* Having a lvl 50 Elec/Elec Brute, I'm underwhelmed by /Electric Armor ALOT!
However, as long as one of the kicks can become a Barrage animation, I'll be happyI want a fancy kick + boxing set (with glowing pink pom-poms >.>
I hope this allows it
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[ QUOTE ]
You know, between that and Brutes getting Claws, I couldn't help but think BillZ will be one happy customer when he gets back.
Thanks for the link, btw. I was hawking Dev Digest for the info, didn't realize it would be posted on the actual CoH website. *chuckle* Good stuff!
[edit: My Fire Melee Tank is very happy about this.]
[/ QUOTE ]
So I wasn't the only one who thought of Billz, when they heard Brutes were getting Claws. Whew...I felt weird there for a moment. -
Scrappers now have an Energy Damage type Primary! And a cool one at that!
Did I want the pink pom-poms of love and hate (I do...I love and hate the set now), no. But it's still 2 new sets.That's a great thing imo.
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[ QUOTE ]
There are three different topics on the Tanker boards as of right now that are within the top 100 last threads, all of which refer to DPS of Tank sets. There was one right underneath yours as well. "Scan."
That said, a properly-built Scrapper that is designed for ST DPS should pretty much always outpace a Tank (I believe Tanks tend to peak at about or under 200 DPS and Scrappers can exceed 200, with a thread I just happened to have open referring to a Kat/SR doing 243 according to Werner). EM doesn't even get any of the fun bonuses of Dark Melee (which is already a Scrapper set) or SS, so it's unlikely. Perhaps when ET was still really fast it could pull it off but not now.
[/ QUOTE ]
I did check out the previous thread. I saw no list of DPS attack chains for EM.
I saw plenty of hate for EM. Which, having one at 50, I know it's pain well.
However I love the look of EM's pink pom-poms.Sooo...was trying to plan out a good DPS chain with it.
To my understanding, that usually required use of ET and TF, but I have no idea now. :/
Yes, I find the set underwhelming, and needs tweeks to fix it's nerfs.
Been on alot of teams, where the enemies were dead before my animation finished...it's equally worse when the team didn't even need me for aggro control, which I was told I was good at (and I had a WP/...yes, I made use of taunt).
I know scrappers will out do tankers damage wise, but seeing as how I don't have the option for EM scrapper side (grrr...) and even though I HATE ET's new animation, I really want the pink pom-pom's again (I miss them so much). -
Happy birthday! *goes into scrapperlock and destroys cake* Ooops! HAPPY BIRTHDAY!
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While I doubt it now, before people said Energy Melee rivaled Scrappers in DPS.
Looking at MiDS, I can't see to figure out how anyone could of done it before, let alone now.
What's the best DPS chain for EM now? -
According to MiDS, take HPT, get the accolades, and you're HP capped without putting a heal enhancement in HPT.
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I'll vote for DM/REG out of your options, because you can then try out this build for me (totally concept, with the idea of being able to go MG -> SM -> SL -> SM -> Repeat, forever.
Actually still working on the build and am lvling it (very slowly) so workin on the IOs for it slowly as well...but here it is for an idea).
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Gives about 204 DPS (but it is all smashing, and unlike other sets can't get -RES procs).
[/ QUOTE ]
You sure about that 204DPS? Because I did the DPS and only got 142.56DPS, but that was without the Gaussian Proc and I don't think the proc will add that much DPS because it is not always on.
[/ QUOTE ]
Actually no. I'm not sure. I took the damage it gave me in MiDs for each attack...added them up...the divided it by the duration of the attack chain.
I could of easily done it all wrong.
And if I did do it wrong, please, let me know how to do it, so I can do it right -
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[ QUOTE ]
If we are on suggestions, how about...
[/ QUOTE ]
Per Umbral playing benevolent dictator since nobody has been voting, we're now on this:
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MA/WP build with the following requirements:
A AV soloing sustainable attack chain that uses Eagle's Claw.
Softcapped SLEN Defenses
Enough END to sustain attack chain/toggles
Unlimited Budget and any IO sets OK.
Near cap (but doesn't have to be capped) HP.
Flight
Nihilii's build should work as an excellent jumping off point, but let's see if we can actually meet all of those requirements.
[/ QUOTE ]
[/ QUOTE ]
So far, this is the closest I've gotten. 39.#% Defense to SLEN, and able to chain Storm Kick -> Eagle's Claw -> CAK -> CK -> Repeat with Hasten up.
Gives about 204 DPS (but it is all smashing, and unlike other sets can't get -RES procs).
If I put in Assault instead of the Rez (I just put the Rez in because the added END use from Assault didnt seem to warrant the additional 7DPS).
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I think the END is covered with CP, SoW, and the procs. -
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i see what ya did, BrandX ... and the alt as'well was a valiant effort, but yeah, wasn't just for the proc, proc was just the iceing, the 6set bonus is just fanominal,... also i'd point out a few things for your help, ... the agile, dodge, and lucky can be sloted with a lotg def in place of one of the basic IO's to eak out some more regen from the 2set bonus with the same def values, and the stamina endmod IO can be replaced with the P'Shift endmod/acc and will actually yield a higher return on recovery with the 4set bonus,... theres no denieing that the apoc set is very favorable for scrappers... i have gathered a good ammount of insighton the matter concerning a few dilemas, and, hehe... as Werner stated, i wonder just how close we did get to Shred Monkey's actual build
[/ QUOTE ]
It was rather late when I made the build (4am). I should of caught the LotG: Defense IO.
But according to the MiDs, you get the same END Recovery with or without PS: ACC/ENDMOD.
But the first set did have softcapped Defense, with the GSF-C in FA, and eeked out a bit more recharge.
It was also a more expensive build, as it had Panacae in Aid Self. -
EEEP! Nevermind! *SIGH* This build loses out on softcap by like 2.4%
Forgot about that. *SNIFF* Nevermind it.
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Here's the second build as a data chunk for you, that ditches FA, putting the proc in BF.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42), Ksmt-ToHit+(43)
Level 2: Ablating Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(37), Achilles-ResDeb%(37)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(7), RedFtn-EndRdx(7), LkGmblr-Rchg+(34)
Level 6: Swift -- Run-I(A)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), GSFC-Build%(15)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- LkGmblr-Rchg+(A), DefBuff-I(13), DefBuff-I(13)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Dodge -- LkGmblr-Rchg+(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), EndMod-I(23)
Level 22: Quickness -- Run-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Empty(25)
Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(33), Empty(34)
Level 28: Lucky -- LkGmblr-Rchg+(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 32: Aid Other -- Empty(A)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 38: Aid Self -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), IntRdx-I(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
OKay, for DB/SR...here's the best I could get. Close to Nihilii's, but going by the requirements, I think this might work just as well...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Super Reflexes
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39), Ksmt-ToHit+(40)
Level 2: Ablating Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(23), Achilles-ResDeb%(37)
Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(13), RedFtn-EndRdx(50), LkGmblr-Rchg+(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), Mako-Acc/EndRdx/Rchg(13)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(15)
Level 16: Dodge -- LkGmblr-Rchg+(A), DefBuff-I(17), DefBuff-I(17)
Level 18: Agile -- LkGmblr-Rchg+(A), DefBuff-I(19), DefBuff-I(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), EndMod-I(23)
Level 22: Quickness -- Run-I(A)
Level 24: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(34), Amaze-ToHitDeb%(37)
Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31), Empty(34)
Level 28: Lucky -- LkGmblr-Rchg+(A), DefBuff-I(29), DefBuff-I(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Empty(31)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx(34)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 38: Aid Other -- Empty(A)
Level 41: Aid Self -- Empty(A), Empty(42), Empty(42), Empty(42), Empty(43), IntRdx-I(43)
Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
+3% Defense PvP IO in Tough
-RES Proc PvP IO in Sweeping Slash
Panacea PvP IO set (5 of them) in Aid Self (for an additional 7.5% Global Recharge, on top of the 5 you get with LotG).
It cost a bit of time on Conserve Power, but it's still up half the time.
But it gets AS closer to SS's cast time. Using Arcana Time, 1.452 seconds is Sweeping Slash's animation time, giving you .1 second gap, you likely won't even notice (I would think).
However, another way to help with END USE is this...
Move Hasten down to lvl 50.
Move powers up, ditch Focus Acdcuracy, replace the Mako's in Blinding Feint with GSF-C: BU Proc.
Take Energy Torrent, slot 5 of the Purple Set.
That's more recovery and more recharge, and should still keep you high on the Accuracy.
Take that left over slot from FA, put it in Conserve Power so it's up more often.
If the only reason you want GSF-C is for the proc to happen. It will have a greater chance to fire off every 5second in BF, than every 10 seconds in FA. -
How'd I'd do it...well, I'll base it off what I want from an unarmed combat route (basically for my concept
)...
The stance would be a boxing stance.
Then have alternate punching attacks for the all the kicks.
CAK would get Eagle Claws animation (something is just off on the CAK animation to me) but sped up to fit within the same animation time.
Eagle Claws would get a new animation (if I had to keep it with exisisting, Id give it CAK's animation, but fixed to not have that extra step that bothers me).
Thunder Kick = Shadow Punch animation
Storm Kick = Barrage animation
Crane Kick = Smite animation
Cobra Strike = Kick animtion
CAK = Smite Animation and replaced with EC's animation for the kick (like mention)
Confront = /em kissit animation (all taunts should have /em kissit as the animation)
Dragon's Tail = Current Animation, and might be the only one I keep to just a kick animation, though the punch animation could equal Whirling Hands.
Eagle's Claw = New CAK animation/Total Focus Animation (for punch)
Give Storm Kick the same chance to stun as Thunder Kick (that would be 4 powers with stun).
Ditch CAK's immobilize and give it knockdown.
Martial Arts would become the Knockdown/Stun set.
Focus Chi would be really nice as a Rage clone (maybe as suggested by another at 50% dmg buff, but the ability to perma, so it equals the usual 100%), ditch the fulltime glow however.
If they did these changes, I'd personally say don't bother bringing over Super Strength. But I might be the only one to think it. -
OK...here's a build I've been agonizing over trying to get to work.
MA/WP
A AV soloing sustainable attack chain that uses Eagle's Claw.
Softcapped SLEN Defenses
Enough END to sustain attack chain/toggles
Unlimited Budget and any IO sets OK.
Near cap (but doesn't have to be capped) HP.
Flight
This is what I've been agonizing trying to make, might not be possible, or maybe I'm not seeing it.