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Quote:That's a perfect example. The female version of the character which fits the vengeance part of the criteria doesn't really add any new elements to the costume that aren't already there, unless I have a female dedicated costume slot. Which could be kind of interesting making Grave Hand more or less sexless being whose nature is to be a spirit of vengeance and therefore assumes the sex of the person that has died...which meshes well with the Crow type character storyline for a background which is going to be part 2 when I'm ready.
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I'm not looking for characters that have died at some point in their story and then come back. I know that would include far too many charactes. I'm specifically looking for characters that have gained their abilities by coming back from the dead as part of their origin story, that or are now considered a vengeance spirit of some sort a la ghost rider or specter.
With regards to Tombsone, he didn't get his powers by returning from the dead as his moniker would imply, but thanks.
Now, I realize that there might not be any other characters that fit the criteria I'm looking for as I've been reading comics for several decades now. But I haven't read every comic, nor have I really read any manga, and I may have very well completely forgotten about a character or two. Which is why I came here and made this thread. -
Normally, when I design a character, I have a concept for its look, and a backstory to go with it. When I created Grave Hand, my main on Justice, I didn't have a real concept or back story in mind. I wanted something that would suite my personality and be a homage to one of my favorite comic book characters, The Crow.
I created a dm / invuln scrapper. I wanted his origin to be that he had died, and was sent back to be avenge those who had wrongly died. So, I wanted to incorporate more comic book heroes that had died or were spirits of vengeance as part of their origin.
What I came up with was The Crow (of course), Rai, Ghost Rider, Spawn, and The Specter. I ended up throwing in a homage to one of my favorite wresting characters, The Undertaker as well, since he seemed to fit the theme in a way. Each costume slot has a primary homage character, that is then altered using themes from each of the other characters. Most have similar themes that work well with each other. Some do not, the stand outs are Rai, and the Specter. So these two characters' themes tend to be more subtle than others.
So now, I'm wondering if there are other characters that have returning from the dead or are the spirit of vengeance as part of their origin that I could incorporate into the costumes I've created. I've discounted characters such as Dead Man since he technically never returned from the dead. So, if there are any other ideas that you thing might work well with this character, please post away, and thanks! -
Thanks so much for taking over on this project.
I tried to let it update from the i18 version, but encountered an error. So I went to the main site and reinstalled Mids.
I'll add confirmation that new builds don't have the option to apply level 3 slots.
Also, the new inherent fitness powers are labeled as level 3 but I believe they are awarded at level 2. -
Quote:I posted earlier that Blinding Powder is simple enough to change to a cone confusion. Or better yet, a cone disorient with chance of confusion. Remove the to-hit and perception debuff.Blinding Powder is also an extremely effective damage mitigation power that would be quite useful on a Tanker or Brute. It is not "unique to Stalkers" or "specifically designed for Stalkers", other ATs have similar powers such as Seeds of Confusion or Smoke Grenade. Few meleers have Confusion or -Perception, but certainly Dark has -Acc, and Fear effects which are similar to Confusion.
That leaves Caltrops. Obviously, that is a problem, because it does collide with Weapon Mastery, but it could be replaced with something. Possibly, something simple like Quickness from Super Reflexes (and Electric Armor) I've often felt that Caltrops was sort of the converse of Quickness, instead of making yourself faster, you make your foe slower.
Smoke Flash I think is the major conflict, Scrappers could use it as is, or replace the Placate effect with a disorient. Really, the most obvious purpose of Smoke Flash is as a situational escape power, you hit Smoke Flash, and then hightail it out of there. A -ToHit or -Perception is out, as Blinding Powder already covers that role, but a short duration Disorient, say something like Peacebringers' Pulsar, would neither be overpowered nor too weak a replacement for Smoke Flash's use on Stalkers as an extra Critical opportunity.
For Brutes or Tankers, assuming it was even proliferated to them in the first place, it would probably need to be a Taunt aura. Possibly something that debuffs the foe, similar to a weaker Rise to the Challenge, or Against All Odds, or even a combination of the debuffs from both, without the buffs. (You could say the Ninja can block attacks with bracers on his arms, giving -Dam, and intimidate giving -Acc) It would really be the opposite of Smoke Flash, though, instead of Placating it would Taunt.
Change Smoke Flash to Smoke Grenade as Scrappers, Brutes, and Tankers don't need a placate power. This gives the set back the debuffs taken from Blinding Powder.
The other issues left are caltrops and no taunt aura. That's if the logical change of hide to a generic stealth defense toggle is made. The order placement of caltrops is the perfect location for a taunt aura in the powerset, but what exactly this power should be as it would require an entirely new power is what I believe would be the major hold up. Which also takes into consideration that the devs aren't looking to change out the previously mentioned powers even more if the set were to be proliferated. -
First, I agree on the ED (more on this below) / GDN from the get go. Although I sure did love my regen scrapper back then
I would change base cost prestige to depending upon the location, size, so on and so forth, the cost would change.
This would also require character housing to be tied into the sg base system. It goes much further than that, as different buildings in different zones could be chosen for a base.
So a small apartment in Kings Row would cost very little prestige. A three level base in a building around Atlas Plaza would cost a lot of prestige.
On the other side of things, a player made version of the bat cave could cost a lot of prestige due to his large size, and amount of equipment located therein that would require power upkeep.
I would do away with in game references to game mechanics. So nothing in the game would reference your AT for example.
Also, get rid of enhancements and thus, enhancement stores altogether. Instead I would award some type of improvement point system, where as a character gains levels, they take the awarded points and allocate them into their various powers. Attack powers can be improved upon for more damage, secondary effect (like dark melee's to-hit debuff), recharge, etc...
I would have built pvp into the game from the ground up. Powers would behave the same as possible between pve and pvp. PvP zones would be contested areas between Paragon City and the Rogue Isles. Once a contested zone is controlled by one side, they can use it to access the opposing side's "pve" zones. PvP would be an opt in / out system that can be flagged by either entering a contested zone or by interaction with a npc.
Contested zones would require one or more objectives to be completed in order to gain control of the zone. These objectives would tie into pve type play which would tie into the "story" of that zone. An example would be if Dark Astoria were a contested zone, villains could help arachnos take control of the zone where the Mu have an agenda with the BP. The more control gained by the red side, the worse the zone becomes. When heroes move in and complete their objectives, the zone would change to become brighter and less haunted. -
Ditto to what others have said. Also, remember that there are several ATs that utilize buff sets; Defenders, Corruptors, Controllers, and Master Minds.
The each of these ATs to self buff, buff others to the same level, and provide an assortment of other abilities on top of that, particularly from range for many of them.
Still, I kind of agree that buff sets should be allowed to self buff, but not at the same capacity for buffing others. I'd hesitate to state a specific level strength for self buffing, but I'd wager a guess that 1/3.
Now, that could also cause some issues for other sets, such as kinetics would get quite a nerf from such a change. Thus, it probably wouldn't be the popular thing to do even if many other sets would benefit. -
Ok I say the coming storm is will be a huge event that tears a rift between the shards (servers) and cross server teaming will become possible. Duplicate names? Well, two characters from different shards are in the CoX shard-verse, two people from different realities that have been someone collided into one. So SuperJack (Freedom) teamed with SuperJack (Virtue) is what the character names would look like.
Dons tinfoil hat and rocks himself in the corner of a dark room. The only light is the glare of the monitor displaying the CoX server listed. Mutters to himself, yes it will be so... -
Personally, I don't really think its necessary for these characters to care about how it happened. They're just regular people, with regular jobs, now trying to survive day to day.
Its apparent that none of them are survivalists. Their near the city, but far enough to be away from herds of walkers. They keep a look out, presuming that they're aware that there could be an occasional stray. They camped near a city because, 1. it was convenient, they went there initially because they were told too.
2. They're near a fresh water supply. 3. They can get too and from the city to forage for food and supplies.
I'm certain that there is at least one other reason why they are staying near a large city. Readers of the series will know why.
It's also inferred that however this event occurred, it spread quickly. So fast that in the time that Rick was in the hospital, the majority of the population between where he was, and a major city was all but completely zombified or eaten. Such an occurrence is truly epic in scope. It happened quickly and recently. They characters haven't had time to wonder how it started, so the viewers don't need to know about it either.
Would it be nice to know? Sure. But it's not necessary, especially if finding out how it happened, how it works, etc... is part of the larger story. Then, details will have to come out slowly, clues, pieces to a puzzle, to lead the viewers along with the characters in such a discovery. -
It's certainly possible to proliferate the set, though its not easy. je_saist has it right, there are several problematic powers that would have to be redone in order for it to work.
Hide is quite easily replaceable with a stealth-type examples include Cloak of Darkness and Energy Cloak. A simple toggle with 3.75% defense vs. all, stealth effect, and a simple name like Shadow Cloak could work.
Smoke Flash can also be replaced with a version of Smoke Grenade. That would change it to a - to-hit buff, - perception power.
That would leave two other powers to be replaced. Blinding Powder and Caltrops.
Blinding Flash already provides a - to-hit buff, - perception debuff. If Smoke Flash were replaced with Smoke Grenade, that would basically have two powers that did the same thing.
Blinding Powder could be remade in a quite simple fashion, though I'm not too certain that it would be effective for Tanks or Brutes. It could be changed to Flash Powder, remove the debuff and make it a sleep power with a chance of confusion. At best it could be used as an alpha-strike mitigation. Like I said, its simple, has possible uses, but its probably not best for the other melee ATs.
That leaves Caltrops. Since its available in the APPs, and can be such a wonderful utility, its extremely doubtful that it would be made available twice on the same character. Which by design is almost always avoided. Since there is no power that works in any similar fashion that could be altered to work within this power set, a new power would need to be created.
The one other issue with proliferating this set is that none of the current powers are suitable for a taunt-aura which every Tanker has. It's conceivable that the replacement power for Caltrops could indeed be changed to a toggle with a taunt aura. Some other effect would need to be added to the power as well. Which in turn would also require much testing to determine if this new version of the set performs within acceptable parameters. -
Blaster Primaries:
Earth Blast *new#
Dark Blast (proliferated)
Blaster Secondaries:
Earth Manipulation *new*
Dark Manipulation *new*
Martial Weaponry *new* this set might need a little explanation in that it would mix some thematic martial arts weapons such as caltrops, shuriken, etc.. with martial arts attacks.
Controller Primaries:
Gadgetry: a form of control based around the use of mechanical devices from grenades, to place-able mortar canons, to a clock-work type robot as a pet.
Controller Secondaries:
Dark Miasma (proliferated and with probable alterations)
Traps (proliferated)
Electrical Shielding *new*
Earthly Protection *new*
Psyhic Reinforcement *new*
Defender Primaries:
Electrical Shielding *new*
Earthly Protection *new*
Psychic Reinforcement *new*
Defender Secondaries:
Fire Blast (proliferated)
Earth Blast *new*
Scrapper Primaries:
Staff / Pole-arm melee *new*
Psychic Weaponry *new* a dual hand melee set where the user summons psionic based weapons such from claws, katanas, throwing knives, and even a spear.
Plant Melee *new* not just thorns from spines, but using vines in whip attacks.
Ice Melee (proliferated)
Super Strength (proliferated) with a final version of the Rage crash implemented.
Energy Melee (proliferated)
Scrapper Secondaries:
Plant Armor *new* where the various powers will move and writhe over the character. It will use both passive resistances, with toggle regeneration powers, and click pboae debuff powers based such as a spore cloud perception, - to-hit debuff, chance to disorient.
Ice Armor (proliferated)
Ninjitsu (proliferated): Hide gets replaced with Shadow Cloak; a basic low-endurance toggle stealth power with defense.
Caltrops is replaced with Ball-Bearing Bomb a grenade like weapon that releases a slew of tiny ball-bearings which initially cause lethal damage, but afterwards, the area of effect is difficult for foes to negotiate causing them to move slowly and at times, slip and fall.
Smoke Flash is changed to Smoke Grenade.
Energy Aura (proliferated) Entropy Shield: is changed to include a taunt aura, and with a new mechanic where as the health of foes within range is depleted, the Ent Shield provides a regeneration component to the user. Dead foes provide the most boosts.
Tanker Primaries:
Regeneration (proliferated), a taunt aura is added to Integration.
Plant Armor
Ninjitsu
Energy Aura
Tanker Secondaries:
Broadsword (proliferated)
Katana (proliferated)
Spines (proliferated)
Martial Arts (proliferated)
Claws (proliferated)
Staff / Pole-arm melee
Psychic Weaponry
Plant Melee
Brute Primaries:
Broadsword (proliferated)
Katana (proliferated)
Martial Arts (proliferated)
Spines (proliferated)
Staff / Pole-arm melee
Psychic Weaponry
Plant Melee
Brute Secondaries:
Regeneration
Ninjitsu
Corruptor Primaries:
Psychic Blast
Earth Blast
Corruptor Secondaries:
Force Field
Psychic Reinforcement
Earthly Protectio
Electrical Shielding
Dominator:
Dark Illusion *new* although all the powers necessary already exist.
Gadgetry
Dominator Secondaries:
Dark Assault *new * although all the powers necessary already exist.
Master Mind Primaries:
I admit, I got nothing at the moment, but its been a long day.
Master Mind Secondaries:
Kinetics
Radiation Emission
Cold Domination
Earthly Protection
Electric Shielding
Psychic Reinforcement -
As I said in the other now locked thread, $10 for a pack that doesn't contain the amount of content available in other packs is just too much for me.
The way I see it, over time, the price for packs has relatively stayed the same but the content for the packs has decreased. Not cool in my opinion. -
Quote:First off, I know that reading a forum post can make it difficult to ascertain if someone is coming off with an attitude sometimes, but seriously what's up with this:That costume options you mentioned a lot more complex than you realize. They'd have to majorly edit, or even completely remake every single costume peace. And any animation additions would also require serious debugging. Both of that together almost equals the sum total effort of releasing rouge. And if you think I'm wrong just try making a list off all the different costume peaces see how long it takes you. Really I'd like to see you try it'll be funny.
"And if you thing I'm wring, just try making a list of all the different costume pieces, see how ling it takes you. Really I'd like to see you try, it'll be funny."
Secondly, in i19 they are already releasing secondary animations to many of the ranged attacks, some of which are already along the lines of what I brought up.
I've been around long enough, and read pretty much every post by a dev about how much work is entailed to create an animation and costume piece. By no means am I ignorant in that regard. It still doesn't prevent me from posting said ideas in a thread entitled "Crazy Issue 20 theories", now does it? -
IMOP, I would have rather seen this stuff put into their respectively themed boosters even if it had meant holding off releasing the boosters a bit. I know that on the financial side for the studio, it wouldn't have worked out, but I'm just not feeling these last two boosters.
While this booster is closer to something I'd consider purchasing compared to the last one, it still doesn't quite match the previous boosters in quantity as far as I'm concerned. After all, its mostly auras and several cape options.
Now while the Nature theme wouldn't have fit into the the Natural theme of the Martial Arts booster, I'd either prefer to see them either be given as a freebie (if the other pieces had been part of the previous boosters). Or, a new booster created around Nature all together.
For me, when I see a booster getting announced, what makes it worth it is, at least one either set of costume pieces for each each body type (even if some are shared, and other pieces are unique), with cape and / or wings (iow a back option), an aura, emotes, and power. -
I'll add my vote to the following previous suggestions:
Increase the HP cap to match the base HP increase.
Automatic Demoralize from Assassin Strike, including from a dead target.
Cripple Effect added to Assassin Strike: Short duration - regen and - res debuff.
Build Up damage buff increased to 100%.
Assassin Strike animation time shortened to 2.67 sec.
Remove the leash on Team Crit buff.
Now, while these changes alone would be great for Stalkers, I don't think they go quite far enough to resolve some of the issues at hand. So, I'll add my two inf to the wishing well.
30% chance of automatic refresh of Hide from the use of Placate.
The additional chance to crit should still apply to attacks used from a Hidden state, in other words, triple damage. -
I had made a suggestion about this a long time ago, and I still think it would provide the best benefit for the Kheldian AT with the understanding that there is a bit of compromise in some areas of performance of certain built types of this AT.
I suggested that Human forms stay the way they are. However, when changing into nova form, all the human non-ranged attacks, buffs, etc.. are grayed out, leaving only the ranged attacks selectable. Nova form will use its current animations for these human ranged attacks, but will have a damage and range modifier applied so that the nova form version of the ranged attacks receives the same damage and range they currently have.
Each Nova form would gain a new ST ranged attack as a result. For examample, PBs, Bright Nova Blast would actually be Glinting Eye and it would gain the Nova damage modified version of Gleaming Blast.
The inverse would occur for melee attacks and dwarf form. The one major change occurs to War Shades since they lose out on the ability to double-mire. Peace Bringers wouldn't be able to use both Reform Essence, then switch to Dwarf for Sublimation.
Now, this technically doesn't really save slots, but what it does do is allow for Human forms to have ranged attacks, and the Nova forms to have them as well, without any sacrifice of slots for having both forms use the power. The down side is the loss of slot bonuses from Inventions, if someone slotted both form's ranged and / or melee attacks. -
The game was CyberPunk 2020. I was the referee (GM). Everyone that played went through the long version of character generation in which you rolled your age category, and then rolled for a major event that occurred for your character each year from the age of 16 to whatever your character's age was.
I would go over each character's background and try to tie their stories into whatever they were dealing with throughout their adventures. Two particular characters had some interesting similarities that paired well together.
Vasquez: a renegade nomad (his tribe was wiped out) One year lost his lover to a rival. The next year he was horribly disfigured in an accident and went insane. Part of the player's decision with regards to this insanity was a complete change of personality and with that, a new name, which was had become his street handle, Vasquez.
Weapon: a Fixer (primarily dealing in guns of course). One year he gained a love interest. He lost her the next due to a tragedy. His next year gains him a big score of cash.
So naturally I tied their stories together. Weapon steals Vasquez's woman away. Vasquez sought revenge and went to hunt the man down. He causes the accident in which the woman's life was lost and left Vasquez disfigured and deranged. Weapon, thinking Vasquez dead, still wanted a measure of revenge. so he cuts a deal that gets Vasquez's nomad tribe wiped out by selling a large cache of munitions to a rival gang.
Now, these two characters have been linked together via a series of events (played together for many, many sessions), with a larger group of players. Vasquez (originally Caucasian) is deep within his persona of a Mexican w/ a bad accent (player used a Razor Ramone accent, and his voice was changed due to his accident as well as his appearance).
Well, the players were up against an invading Booster Gang the Scorpios Del Muertos that was slowly taking over another Booster gang's territory Red Chrome Legion. All the characters involved had a really good rep with RCL, so they were heavily interested in helping them out. Weapon being a Fixer though, could make much more profit by selling to both sides in an escalating war, but when he found at that the leader of the SDM was formerly a nomad of the tribe he helped erradicate, he assumed that it was the man who killed his lover that somehow survived. He confides this part of his past to Vasquez.
I have Vasquez roll a Cool check to see if he remains in his persona or if his memories come flooding back. He fails the roll, and it all comes back to him.
He freaks out and attacks Weapon right in the bar they were hanging out at. The end up in one of the underground melee pits, still duking it out. Weapon eventually gets frustrated and pulls a concealed gun. Vasquez takes out his extend-able high frequency vibration plasma filament mono-katana (our version of a light saber).
Weapon: yo esse, don't make me do this. You might be good wit dat flashlight, but not good enough to dodge bullets eh?
Vasques: All I gotta do is get close enough. - charges.
Weapon shoots at Vasquez. Vasquez successfully dodges.
Weapon back pedals and shoots again. Hits Vasquez, does minor damage through Vasquez's flack armor jacket and kevlar-weave skin.
Weapon back pedals again and goes to shoot. Vasquez reaches melee range and goes for the gun arm with his sword.
Weapon knows he can't take a direct hit and opts to use his gun to deflect the blade. The block succeeds but the gun fails an integrity check against the sword. Weapon's gun is cut through.
Weapon spin kicks Vasquez. Vasquez asks the ref if he could "block" the kick with the sword. Umm....
I check my self-made Ref screen with every single core, optional, and player-made rule listed...nothing about using a weapon to block a hand-to-hand attack, but hey, I just fudged the rules to allow a gun to be used as a melee weapon to block, so sure, why not.
Vasquez successfully rolls a block. Weapon's leg comes right across the glowing blade.
Ref: hey uhh...Vasquez, technically, I need you to roll damage. Now considering you weren't going for a strike, I'll have to subtract some of your damage modifiers so use the base damage of the sword.
Vasquez, oh...rolls several d6. Weapon's foot connects with Vasquez's head. For all of 1 point of damage.
Ref: Weapon, I need you to make a death save. Weapon rolls and makes it, but he's near death and only has several rounds in which to be stabilized or die.
Weapon falls to the floor with his leg severed above the knee, blood is pumping out all over the floor.
Vasquez: "Oh @#@$, some one get a med-evac team here now!" the player screams out sans accent. He has no first aid skill but makes an unskilled roll (using all of his luck pool) to attempt a tourniquet and succeeds.
Weapon (in a weak voice): Hey, bro. Come closer.
Vasquez: What is it?
Weapon: Can we call it even now?
Vasquez: yeah, yeah we can.
After this, Weapon lived and had to get a cybernetic leg.
With the money made from helping take out the SDM, and several adventures that followed, Vasquez undergoes plastic surgery to regain his appearance and opens a bar well within Weapon's gang's territory, then retires. -
I had played the old marvel, dc, and palladium hero games at was looking around for more info when I stumbled upon the original CoH site. I still remember how you those with the most influence would earn statues of their characters placed throughout Paragon City, and how there was a possibility of uploading your own costume pieces (where others could see them as opposed to the current self only view).
I linked the site to another friend of mine that played EQ with me. We kept track of it for a while, but as I got into the high end raiding of EQ, I kind of got focused on it and forgot about CoH.
Well, my friend got into the original beta and told me it was fun, but he still played EQ with me and I wasn't too interested in dropping all the long hours I had put into EQ. CoH went live and he told me how much fun he was having, but I didn't get hooked. That is until I went to visit him (he lived across the country). He had two accounts for CoH already, and fired up his second account for me and I played one of his characters, a Defender with Empathy and Energy Blast. I prefer melee styled characters, but I had so much fun that upon returning home, I bought CoH and canceled my EQ sub. I've been here ever since. -
Megaguard(ian) / Man
Mega-Guard(ian) / Man
Mega Guard(ian) / Man
Macho Magnifico (just for a fun)
General Rao (rao being the name of krypton's red sun).
Now why is it that I can help someone else with a character name, but I've been stuck on a name for my Tsoo themed mind / energy dom? -
...and added to the ol' netflix queue.
Yet one of the many anime that I've never seen, but after reading about it, looks like one of the few that may appeal to me. -
First thought that came to mind?
Dynamic raid teaming. When in the face of a large force or massive opponent, such as a Rikti Invasion, or Hamidon respectively, each character present is auto-linked to a team for the duration of the event.
While a nice feature, certainly not NDA worthy IMOP, but certainly possible.
Which got me thinking, what else would I like to see that might need such a strong NDA for this game?
Custom power animations? Perhaps, especially if animations are tied to body points such as eyes or fists. Even more so if power animations can be tied to weapons, either hand held, or wrist mounted.
Tie that in with an overhaul of the costume creator, where you could customize eye color, separate left and right hands, arms, and legs for costume piece and color options, power colors, and animations, then you have a hefty, robust change to the game.
Yet, that still not enough for an entire issue. So while the Incarnate alpha slot is supposed to make an appearance, some of the content for the "end game system" should be presented as well.
Now, what about interactive environments throughout the game? Super Strength characters able to pick up a car and throw it instead of the rock toss of hurl (and I'm not talking about customizing the power). If there is no object present, then the default animation is used, but a hole is left in the ground.
Storm characters could use gale to knock cars into mobs for more damage.
The downside would be that such proper destruction would have a subtractive value of inf from the mob defeats in order to "pay" for city repairBut it would be interesting to see Clockwork robots in Praetoria going to work to repair a damage sidewalk.
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Those are the usual top three. However, I tend to look at the Hulk as something altogether different than your typical hero archetype. The way I see it, Banner is the hero. Whenever Hulk does something "good" it is a result of Banner's influence from within the subconscious of the Hulk.
Now it was pointed out earlier up-thread that the Hulk is an allegory of the nuclear threat. This is very much true, so when looking upon the Hulk within the context of the character within the story, it isn't so much a hero as it is a force of nature (or rather rage if you will).
Taking this into account, then I'd say that the Hulk's best antagonists tend to be other heroes. Sometimes this makes people think that the Hulk is the bad guy since it is the hero who is facing off against it, but if its understood that the Hulk isn't a villain but rather a force of nature (that usually is being corralled, contained, or directed toward the major threat).
So in my opinion the best Hulk stories are when a haunted Banner is trying to do something good to help someone else, while doing his best to either contain or free himself of the Hulk. Banner loses control (for one reason or another), and its other heroes to end up involved pitted against Hulk and its only when Banner manages to get through Hulk's rage-filled mental state that the Hulk is directed into doing something good and helps win the day. The Hulk makes his escape (just wanted to be alone) and Banner emerges to once again walk the land. -
First, I'd get rid of Thunder Kick. If you either have a free respec, or can get on a respec trial team, do it and use it. Change it out for Crippling Axe Kick. CaK does more damage than TK and thus, is better use of your endurance over all.
Until you begin atleast frankenslotting your attacks with set IOs, drop everything down to 1 acc. Your attacks should be slotted a little like this:
Acc, Dam, Dam, End, Dam, Rech.
Get rid of the Force Feedback set IOs from Crane Kick. That set is not built for providing damage, and Crane Kick is one of the best attacks for MA. It should be better slotted for doing damage. I'm guessing you have all the damage portion of the IO set slotted, with your SO, its roughly around 80% damage. You really don't need more knock back than it provides already.
Also you really don't need to End Red. in Tough. One is enough, and I've managed endurance quite fine on many toggle heavy characters without using end reductions on any of their defense or resistance armor toggles at all. Really, your main endurance usage comes from your attacks, especially in a with Regen as your defensive set, you don't have to worry about large end hog toggles like a few other sets have.
With regards to your Regeneration slotting, I'd change a few things as well. With reconstruction, I'd place recharge as a higher priority over healing. Dull pain needs more slots, and even so, I'd the single slot you have with a recharge.
If you are going to use a respec, drop resilience in favor of Instant Healing. Used correctly, the three click powers of Recon, DP, and IH will keep you standing much, much longer than what you have now. Personally, I'd want to have Moment of Glory over Tough as well. Used just prior to entering a large spawn it acts as your alpha strike defense ability. One of Regen's great weaknesses is burst damage, in PvE play, that often arrives in the form of the alpha strike.
Here is a sample build without sets slotted to give you an idea of where to go:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Empty
- (3) Empty
- (5) Empty
- (7) Empty
- (31) Empty
- (39) Empty
- (A) Empty
- (15) Empty
- (15) Empty
- (A) Empty
- (3) Empty
- (5) Empty
- (7) Empty
- (31) Empty
- (37) Empty
- (A) Empty
- (11) Empty
- (11) Empty
- (A) Empty
- (13) Empty
- (13) Empty
- (45) Empty
- (45) Empty
- (46) Empty
- (A) Empty
- (9) Empty
- (9) Empty
- (21) Empty
- (25) Empty
- (37) Empty
- (A) Empty
- (31) Empty
- (40) Empty
- (40) Empty
- (42) Empty
- (43) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (17) Empty
- (17) Empty
- (A) Empty
- (19) Empty
- (19) Empty
- (21) Empty
- (25) Empty
- (37) Empty
- (A) Empty
- (46) Empty
- (46) Empty
- (A) Empty
- (23) Empty
- (23) Empty
- (A) Empty
- (40) Empty
- (50) Empty
- (A) Empty
- (27) Empty
- (27) Empty
- (29) Empty
- (29) Empty
- (34) Empty
- (A) Empty
- (36) Empty
- (43) Empty
- (43) Empty
- (48) Empty
- (50) Empty
- (A) Empty
- (A) Empty
- (33) Empty
- (33) Empty
- (33) Empty
- (34) Empty
- (34) Empty
- (A) Empty
- (36) Empty
- (36) Empty
- (A) Empty
- (39) Empty
- (39) Empty
- (A) Empty
- (42) Empty
- (42) Empty
- (A) Empty
- (45) Empty
- (A) Empty
- (48) Empty
- (48) Empty
- (A) Empty
- (50) Empty
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Ninja Run -
This is the alternate animation for CS, starting at 1:06