Shard_Warrior

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  1. I've never needed Aid Self on my MA/SR. This is the build I went with... granted I went a bit nuts with the positional defense and had gobs of influence to spend on a couple of those PvP recipes.

    I threw extra slots into Swift, Quickness and Hurdle because I generally use Ninja Run as the travel power on this toon. The only reason I kept SJ was for the BoTZ set bonuses.

    All in all, it's worked really well for me. On the rare occasion I do get hit, inspirations make up.

    Total Defense:
    Melee - 52%
    Ranged - 50%
    AoE - 50%


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Mini Turbo Starr: Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery
    Hero Profile:



    Level 1: Storm Kick
    • (A) Touch of Death - Accuracy/Damage
    • (3) Touch of Death - Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Endurance/Recharge
    • (7) Touch of Death - Chance of Damage(Negative)
    Level 1: Focused Fighting
    • (A) Luck of the Gambler - Defense
    • (7) Luck of the Gambler - Defense/Endurance
    • (9) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Recharge Speed
    Level 2: Focused Senses
    • (A) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Endurance/Recharge
    Level 4: Agile
    • (A) Gift of the Ancients - Defense
    • (11) Gift of the Ancients - Defense/Endurance
    • (13) Luck of the Gambler - Recharge Speed
    Level 6: Focus Chi
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (15) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (17) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 8: Crane Kick
    • (A) Touch of Death - Accuracy/Damage
    • (19) Touch of Death - Damage/Endurance
    • (19) Touch of Death - Damage/Recharge
    • (21) Touch of Death - Accuracy/Damage/Endurance
    • (21) Touch of Death - Damage/Endurance/Recharge
    • (23) Touch of Death - Chance of Damage(Negative)
    Level 10: Practiced Brawler
    • (A) Endurance Reduction IO
    • (23) Recharge Reduction IO
    Level 12: Swift
    • (A) Run Speed IO
    • (46) Run Speed IO
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Dodge
    • (A) Gift of the Ancients - Defense
    • (27) Gift of the Ancients - Defense/Endurance
    • (27) Luck of the Gambler - Recharge Speed
    Level 18: Health
    • (A) Numina's Convalescence - Heal/Endurance
    • (29) Numina's Convalescence - Endurance/Recharge
    • (29) Numina's Convalescence - Heal/Recharge
    • (31) Numina's Convalescence - Heal/Endurance/Recharge
    • (31) Numina's Convalescence - Heal
    • (31) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Accuracy/Recharge
    • (33) Performance Shifter - Accuracy/Recharge
    • (34) Performance Shifter - EndMod/Accuracy
    • (34) Performance Shifter - Chance for +End
    Level 22: Kick
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Impervium Armor - Resistance/Endurance
    • (34) Impervium Armor - Resistance
    • (36) Impervium Armor - Resistance/Endurance/Recharge
    • (36) Impervium Armor - Psionic Resistance
    • (46) Steadfast Protection - Resistance/+Def 3%
    • (50) Gladiator's Armor - TP Protection +3% Def (All)
    Level 26: Dragon's Tail
    • (A) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (37) Armageddon - Accuracy/Damage/Recharge
    • (37) Armageddon - Accuracy/Recharge
    • (37) Armageddon - Damage/Endurance
    • (39) Armageddon - Chance for Fire Damage
    Level 28: Quickness
    • (A) Run Speed IO
    • (48) Run Speed IO
    Level 30: Lucky
    • (A) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Recharge Speed
    Level 32: Eagles Claw
    • (A) Hecatomb - Damage
    • (40) Hecatomb - Damage/Recharge
    • (40) Hecatomb - Accuracy/Damage/Recharge
    • (40) Hecatomb - Accuracy/Recharge
    • (42) Hecatomb - Damage/Endurance
    • (42) Hecatomb - Chance of Damage(Negative)
    Level 35: Evasion
    • (A) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Recharge Speed
    Level 38: Weave
    • (A) Gift of the Ancients - Defense
    • (43) Gift of the Ancients - Defense/Endurance
    • (43) Gift of the Ancients - Run Speed +7.5%
    • (45) Gift of the Ancients - Defense/Endurance/Recharge
    • (46) Kismet - Accuracy +6%
    Level 41: Elude
    • (A) Gift of the Ancients - Defense
    • (45) Gift of the Ancients - Defense/Recharge
    • (45) Shield Wall - +Res (Teleportation), +3% Res (All)
    Level 44: Conserve Power
    • (A) Recharge Reduction IO
    Level 47: Physical Perfection
    • (A) Panacea - +Hit Points/Endurance
    • (48) Miracle - +Recovery
    Level 49: Hurdle
    • (A) Jumping IO
    • (50) Jumping IO
    ------------



    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    ------------



    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 10.4% Defense(Fire)
    • 10.4% Defense(Cold)
    • 10.7% Defense(Energy)
    • 10.7% Defense(Negative)
    • 7.88% Defense(Psionic)
    • 16% Defense(Melee)
    • 15.4% Defense(Ranged)
    • 14.8% Defense(AoE)
    • 4.05% Max End
    • 48% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 57.5% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.8%
    • MezResist(Immobilize) 5.5%
    • 23.5% (0.39 End/sec) Recovery
    • 52% (2.91 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 3% Resistance(Lethal)
    • 10.5% Resistance(Fire)
    • 8.04% Resistance(Cold)
    • 3% Resistance(Energy)
    • 3% Resistance(Negative)
    • 13% Resistance(Toxic)
    • 6% Resistance(Psionic)
    • 17.5% RunSpeed
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  2. Quote:
    Originally Posted by Samuel_Tow View Post
    and the 4 second stun on Eagle's Claw is insulting.
    Not when coupled with Cobra Strike it isn't. I still do not understand how people are unable to reproduce this effect when including Cobra Strike and Eagle's Claw in their build. My main has never had an issue perma stunning bosses with this combo.
  3. Quote:
    Originally Posted by Zortel View Post
    8: No clue whatsoever here, any ideas?
    Not sure what you would name it, but some kind of punch that would be a ST Immobilize/-END might thematically work. Think of it as kicking/punching an opponent so hard you knock the wind out of them.

    I'd also drop the Stealth power from No. 6. It's too similar to devices and someone could pick up Stealth from the pool if they wanted.
  4. Quote:
    Originally Posted by Zortel View Post
    As Stated in the post above. It's self damage AND to hit bonus. So damage bonus and to hit bonus, to self.
    I suggest reworking this one to something else. I doubt the devs would ever go for a third Buildup +DMG type power for blasters.
  5. Quote:
    Originally Posted by Mr. NoPants View Post
    BU has been replaced with Focus chi which says it dammages you fo r+tohit but no dammage buff....
    Not how I read it.

    Quote:
    3: Focus Chi (Self Damage and ToHit Bonus)
    As it says on the tin, focusing your energy to aim better, blast harder and beat up inoffending cars for bonus points.
  6. Quote:
    Originally Posted by Zortel View Post
    I suppose the taunt element could be removed, but I feel it adds a little character to a set. Calling one's opponent out and so forth.
    I don't think a taunt power would fly for a blaster secondary, especially one that adds a third +DMG (typical blaster setup being AIM + BU). A third +DMG would overpower it.

    Might want to try replacing Goad with something like exploding shuriken to add the -ToHit and -Def.
  7. Quote:
    Originally Posted by Vitality View Post
    The main reason that "I" wanted a change to Cobra Strike is because you basically need Eagle's Claw and/or Thunder Kick to get the most efficiency out of the power.
    Unfortunately, for me, my build doesn't have Eagle's Claw or Thunder Kick.
    And so losing some of the effectiveness of the set (via stacking stuns) is by your choice, not by anything being broken with the set.
  8. Not a bad idea. Why are you giving this set a Taunt (Goad) though?
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    Where Martial Arts suffers is in that it's a very low-damage set, apparently built to be quick but weak, only it isn't actually quick. It's not slow by any means, but for the damage it does, it's nowhere near quick enough. Put it this way - Martial Arts has damage on its attacks comparable to Katana. Only Katana is faster (yes, it is) AND has a lot more AoE AND a secondary effect that actually stacks nicely AND which also helps protect the user.
    Just my 2 inf, but I've always thought this makes sense thematically. Kicking someone isn't necessarily going to do the same damage as whacking them with a Katana or Broadsword.

    Also, from a thematic standpoint, I've always thought that Storm Kick should be a cone due to the animation it uses.

    I'd argue that the secondary effects of MA (stuns and immob in particular) stack nicely when used properly. Cobra Strike and Eagle's Claw work nicely to perma-stun a target... CAK keeps them in place while you finish them off.
  10. ^ This.

    We keep reading that the set "needs something" because it is "lacking something" or "lags behind other sets", but those making the claim can't define what's missing or provide any data for a dev to look at.
  11. Not a bad idea at all. Would certainly add some more flavor to the game.
  12. Quote:
    Originally Posted by Leo_G View Post
    Now you tell me how I'm suppose to have an intelligent adult discussion with Miss_Freeze (the one who those 'friendly' threats were aimed at) when they throw insults at me and constantly tell me I don't know what I'm talking about when she in fact doesn't?
    Actually, I believe you're the one who started with the insults and "you are dense" snarks. Treat others the way you would like to be treated and maybe people will take you more seriously.

    Also, saying that you'll "slap someone's teeth out" is not what I would call "friendly". I'm sure the forum mods will make the final determination though.

    Not to split hairs, but Eviscerate and Shockwave are AoEs based on the Invention sets you can put into them. They'll accept PBAoE and AoE IO sets (respectively).
  13. Quote:
    Originally Posted by Leo_G View Post
    But as is, Claws can do what MA does but cheaper with more AoE; Katana can do it safer; EM can do it slower but with more control; DM can do it with more utility. MA has no niche, no specialty, no theme that sets it apart. That is what needs to be addressed.
    This is subjective and depends on power selection, slotting, enhancements and player skill.

    Quote:
    Or can you tell me what is special about MA?
    Personally, I find it a very fun set to play. That's what I personally find special about it.

    Also, as NeverDark pointed out:

    Quote:
    Technically, MA's niche is its slightly higher accuracy and its wide range of control potential. How useful that is can be debated, but it is there.
    Whether or not you find it "good" is subjective and a matter of preference. Some find it weak, others find it to work very well for their play style.

    Quote:
    ..but seriously, you see the poster that those physical threats were directed at? I think your sympathy is better placed elsewhere.
    The only sympathy I feel is for the people (yourself included) who are unintelligent enough to have a discussion in an adult, rational manner.

    Again, if you have an idea to improve a set, provide the data for it. Include the DPS figures, take into consideration secondary effects and other variables the devs would want to see in order to even begin to consider the idea.
  14. Quote:
    Originally Posted by Leo_G View Post
    But you're the one claiming said damage boost would unbalance it "just because".
    Aren't you saying the inverse? MA needs a damage boost "just because"?

    The devs are not going to even begin to think about changing a set unless they have solid data. If you believe it needs more damage, then provide the data and they'll be happy to look at it for you.

    The burden is on you to prove it's broken, not everyone else to prove it isn't.
  15. Quote:
    Originally Posted by Leo_G View Post
    Dual Blades has combos. It's a mechanic the set gets for free.
    Dual Blades gets combos based on whether or not a player selects the required powers and uses them in the correct order. Combos also depend on the required attacks landing. They're not 100% reliable.

    Quote:
    Martial arts gets what?
    As many have pointed out, yourself including, knockbacks, knockdowns, stuns and a slow/immobilize.

    Quote:
    On top of those secondary effect...
    Katana has knockdown, knockup, +def and lethal DoT.
    Dark melee has fear, +HP, +END, immobilize and neg DoT.
    Claws has -def, ranged knockdown, ranged knockback
    Dual Blades also gets -def and knockdown attacks
    Martial arts has knockback, knockdown, slow, immobilize and stun.
    You keep attempting to say that MA has "nothing", yet keep pointing out what the set has.

    Quote:
    So MA specializes in ST dmg dealing? But is it the best? Is it even near the top?
    This is entirely based on power selection, slotting, enhancement choices and most importantly, the player.

    Quote:
    Why change it? Because there is nothing special about the set!
    In your opinion. In terms of balance, the developers disagree with you. Again, the DPS charts bare this out. "Because I don't like it" is nowhere near a sufficient reason to request a change to a set.

    Provide clear data and evidence that the set is broken, simply does not work or is clearly far below other scrapper sets and maybe then the developers would listen.

    Quote:
    There is room for improvement.
    Again, your opinion. There are those that feel the set is fine as it stands now.
  16. Quote:
    Originally Posted by Leo_G View Post

    For MA, the set has no secondary effect. It just has a mish mash of effects like knock-, slow, immobilize, stun and Stalker/Scrapper-specific +crit. None of them stack effectively or are particularly noticeable on their own.
    You begin by saying that the set has "no secondary effect", then go on to list the secondary effects that it has. Which is it?

    The secondary stuns also stack very well with each other when used properly. If you want to be able to consistently keep a boss perma stunned, take and use Thunder Kick, Cobra Strike and Eagle's Claw in your attack chain.

    Quote:
    Does it make the set bad? No, the set is fine.
    Then why change it?

    Quote:
    But it also doesn't do the set *good*. It has no specialty. Nothing it excels at. And no secondary effect to fall back on.
    Again, you say that it has "no secondary effect to fall back on", but list the secondary effects it has.

    MA specializes in being a ST damage dealer. That is its specialty and something it does very well. Knockdowns and knockbacks are also very effective controls the set has. Stunned or knocked down or knocked back targets are not going to attack you.
  17. Quote:
    Originally Posted by Vitality View Post
    Even enhanced Cobra Strike will only stack for .3s
    Which is why you stack the stuns from Thunder Kick and Eagle's Claw with it. Pretty much a no brainer.
  18. Quote:
    Originally Posted by Vitality View Post
    Not with Cobra Strike...you cannot stack the stun on an unenhanced cobra strike.
    You can stack the terror and -tohit with an unenhanced ToF.
    So put enhancements in it and use it the way it was intended to be used.
  19. Quote:
    Originally Posted by Vitality View Post
    You keep telling me that I don't understand.
    I know how terrorize works.

    Use an unenhanced level 50 ToF on a boss over and over.
    Use an unenhanced level 50 Cobra Strike on a boss over and over.

    Then tell me which one is "far better".

    You won't kill that boss with either of those powers used over and over...but I can guarantee you survive a lot longer using ToF.
    Your whole summation here shows you've no idea how terrorize works. With multiple applications of ToF, a boss can still attack you and has a chance to do damage to you. Multiple applications of a stun will render said boss completely useless. They are unable to attack at all and have zero chance to do damage to you.
  20. Quote:
    Originally Posted by Vitality View Post
    Also, Touch of Fear does zero damage because it applies terror and a -tohit.
    And you still don't understand the concept of how Terror can be dropped by further damage on a target and even with -ToHit applied, a target can still attack you and has a chance to further damage you.

    The stuns in MA completely incapacitate a target. They can not attack at all you so long as they are stunned. Used effectively, the stuns in MA are far better than any fear effect or -ToHit in DM.
  21. Quote:
    Originally Posted by IanTheM1 View Post
    2) MA already gets two knockback/knockdown powers that, while not totally reliable, work on bosses.
    4 if you're like me and put the Stupefy KB proc IO into Thunder Kick and Cobra Strike
  22. Quote:
    Originally Posted by Vitality View Post
    What is so silly about expecting Cobra Strike to apply a Mag 3 stun and do MODERATE damage?
    It simply doesn't need it. The set DPS and control is balanced well enough as it stands now. The DPS data charts bare this out. To add damage to Cobra Strike, damage from some other power(s) in the set will need to be reduced. If the stun mag is increased, the stun duration will need to be reduced to keep it balanced. This will impact the effectiveness and survivability of the set as it was intended to work.
  23. Quote:
    Originally Posted by Vitality View Post
    Cobra Strike, alone, on a boss, will not do anything.
    Again, not true. It will apply a Mag 3 stun and do minor damage. Expecting it to do anything beyond that is silly.
  24. Quote:
    Originally Posted by Vitality View Post
    That mag-3 stun on a boss does nothing by itself...and the 17.2 damage, unenhanced at level 50, will not do much either.
    That depends on the situation. Did you already land Eagle's Claw? If so... stunned Boss.

    17.2 damage is better than 0.
  25. Quote:
    Originally Posted by Vitality View Post
    If you use Cobra Strike on a boss...it will not work.
    Sure it will. It will land a Mag 3 stun and do some minor damage. Your expectations are not reasonable if you would like it to do anything beyond that.