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Posts
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Joined
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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)
- (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
- (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
- (A) Gift of the Ancients - Defense
- (11) Gift of the Ancients - Defense/Endurance
- (13) Luck of the Gambler - Recharge Speed
- (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
- (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)
- (A) Endurance Reduction IO
- (23) Recharge Reduction IO
- (A) Run Speed IO
- (46) Run Speed IO
- (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)
- (A) Gift of the Ancients - Defense
- (27) Gift of the Ancients - Defense/Endurance
- (27) Luck of the Gambler - Recharge Speed
- (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
- (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
- (A) Accuracy IO
- (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)
- (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
- (A) Run Speed IO
- (48) Run Speed IO
- (A) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Recharge Speed
- (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)
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Recharge Speed
- (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%
- (A) Gift of the Ancients - Defense
- (45) Gift of the Ancients - Defense/Recharge
- (45) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Recharge Reduction IO
- (A) Panacea - +Hit Points/Endurance
- (48) Miracle - +Recovery
- (A) Jumping IO
- (50) Jumping IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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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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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.
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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. -
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Quote:Not how I read it.BU has been replaced with Focus chi which says it dammages you fo r+tohit but no dammage buff....
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. -
Quote: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.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.
Might want to try replacing Goad with something like exploding shuriken to add the -ToHit and -Def. -
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.
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Not a bad idea. Why are you giving this set a Taunt (Goad) though?
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Quote: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.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.
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. -
^ 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. -
Not a bad idea at all. Would certainly add some more flavor to the game.
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Quote: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.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?
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). -
Quote:This is subjective and depends on power selection, slotting, enhancements and player skill.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.
Quote:Or can you tell me what is special about MA?
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.
Quote:..but seriously, you see the poster that those physical threats were directed at? I think your sympathy is better placed elsewhere.
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. -
Quote:Aren't you saying the inverse? MA needs a damage boost "just because"?But you're the one claiming said damage boost would unbalance it "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. -
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?
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.
Quote:So MA specializes in ST dmg dealing? But is it the best? Is it even near the top?
Quote:Why change it? Because there is nothing special about the 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. -
Quote: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?
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.
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.
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.
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. -
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Quote: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.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. -
Quote: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.Also, Touch of Fear does zero damage because it applies terror and a -tohit.
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. -
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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.
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