Yay, fifth guide! I apologise for any mistakes that may be in the guide below. I reread it twice, but the possibility of an error still lurking in there still exists! Enjoy!
Welcome to my guide to the Fiery Melee/Regeneration Scrapper!
This is my fifth guide. If you are curious about the other ones, go search for them, you lazy bum!
In this guide, I will rate all powers from each power set from 1 to 5 and give an explanation of them, some tactics you might find useful for this build (at least I find them useful), dive into the power pools, the ancillary pools and last but not least Ill give you the build that I am currently using on my level 50 Scrapper Alendar, on the Union server.
Note: The slotting in the build provided on the end of this guide is by no means the actual slotting order, I just prefer that order in my builder so that things arent as chaotic. Dam, dam, dam, acc, acc, rech looks a bit easier to me than acc, dam, acc, dam, dam, rech. If you find you lack accuracy, slot accuracy first. If you believe your powers recharge too slow, slot recharge first.
Whatever is said in this guide is based on my opinions and experiences with these power sets.
Note: This guide is for the Fiery Melee/Regeneration Scrapper. Although Brutes and Tankers get Fiery Melee as well, it is not meant for them. Brutes can use this guide though, as they have the same Fiery Melee that Scrappers have (in a different order of powers, but its basically the same). Unfortunately that doesnt go for Tankers. Stalkers also get Regeneration, but their set is slightly different (they get Hide instead of Quick Recovery), but still, feel free to use this guide!
[u]Introduction to the power sets[u]
Primary power set: Fiery Melee: Fiery Melee was added to the Scrapper arsenal in Issue 12: Midnight Hour. The Fiery Melee set for Scrappers was basically a direct port from the Brutes version, with some minor changes to the numbers. Fiery Melee focuses on dishing out very high fire/lethal damage, both single target and AoE. Attacks of any power set have secondary effects (Katana attacks cause defence, Spines has a toxic DoT etc.), Fiery Melees secondary effect consists of even more damage, in the form of a short fire DoT after each attack. Whereas most other power sets have some form of added survivability (Broadsword gets Parry, Claws gets some knockbacks etc.), Fiery Melee doesnt at all. Its pure damage.
Secondary power set: Regeneration: Regeneration is a very old beauty. With only a bit of regeneration for passive mitigation, Regeneration truly shines because of its heals. One of the things I like best about Regeneration is the fact that it offers mitigation against every single damage type in the game. The more powerful attacks may hurt you a lot, but you are able to bounce back with a single heal, which is incredibly annoying for your opponents in PvP! Regenerations tier 9 power, Moment of Glory, used to be awful. Since the fix, its a great power and an amazing way of mitigating the first few attacks from a tough boss, or a group of enemies. I personally find Regeneration to work better for single target survival than group survival.
[u]Fiery Melee[u]
Scorch
Type: Click
Available: Level 1
Effect: Melee Minor damage (Fire)
Endurance cost: 4,37
Recharge: 3,0 seconds
Description: A low-cost, quickly recharging fire punch with your right fist. This is the first power of the set, and as usual, its not very powerful, but it has a low endurance cost and recharge. Especially in the lower levels, you will find yourself spamming this like a maniac, while using your more powerful attacks as soon as they are done recharging.
Recommended slotting: 3xDamage, 2xAccuracy
Overall rating: 3
Fire Sword
Type: Click
Available: Level 1
Effect: Melee Moderate damage (Lethal)
Endurance cost: 6,86
Recharge: 6,0 seconds
Description: Fire Sword is the more powerful option of the two starter attacks. It has a higher endurance cost and recharge than Scorch, and its damage is significantly higher. However, it does look incredibly ugly! Its a very good attack on paper but Id take Scorch over Fire Sword anytime.
Recommended slotting: 3xDamage, 2xAccuracy, 1xRecharge Reduction/Endurance Reduction
Overall rating: 2
Cremate
Type: Click
Available: Level 2
Effect: Melee high damage (Fire/Smashing)
Endurance cost: 8,53
Recharge: 8,0 seconds
Description: Cremate is one of the best powers Fiery Melee has to offer. It has a relatively low recharge and endurance cost, and its damage is insane! It deals a huge burst of damage immediately with a DoT following shortly after it. Its always fun to watch an enemy die while hes running away... Cremate will most definitely be your most-used attack.
Recommended slotting: 3xDamage, 2xAccuracy, 1xRecharge Reduction
Overall rating: 5
Build Up
Type: Click
Available: Level 6
Effect: Self +damage, +tohit
Endurance cost: 5,2
Recharge: 90 seconds
Description: Ye olde Build Up. It gives you a 10-second boost to your damage and accuracy. There really arent any reasons not to take this, as itll work wonders against those tough enemies or those with a high defence.
Recommended slotting: 2-3xRecharge Reduction
Overall rating: 4
Breath of Fire
Type: Click
Available: Level 8
Effect: Ranged cone moderate DoT (Fire)
Endurance cost: 10,2
Recharge: 10,0 seconds
Description: This is one of those powers that look amazing on paper, but in reality suck a lot. Breath of Fire is what it says, you breathe fire in an incredibly narrow cone, dealing rather low fire damage in the form of a DoT. Its range is too short, its cone is too narrow, the damage is too low, its too hard to correctly position yourself or the enemies and its way too slow to actually fit nicely in an attack chain. I took this power at first because it seemed to be so good, but I regret that now and I respecced it out as soon as I could.
Recommended slotting: 3xDamage, 1xAccuracy, 1-2xRecharge Reduction/Endurance Reduction
Overall rating: 1
Confront
Type: Click
Available: Level 12
Effect: Ranged, foe taunt
Endurance cost: --
Recharge: 3,0 seconds
Duration: 23,1 seconds
Description: A standard Scrapper taunt. Thats all, really. Not very useful unless you intend on saving your squishy teammates a lot.
Recommended slotting: 1xTaunt/Recharge Reduction
Overall rating: 2
Fiery Sword Circle
Type: Click
Available: Level 18
Effect: PBAoE moderate damage (Fire/Lethal)
Endurance cost: 18,5
Recharge: 20,0 seconds
Description: Aaaah yes. One of the reasons many people love Fiery Melee. And they are right to do so! Fiery Sword Circle is your only AoE attack, and you will love it. Its damage is surprisingly high for an AoE attack, mostly because the secondary effect consists of an added DoT, which further increases the damage you deal. Using this attack will often take all enemies in range down to 50% health or less! Before you have both Quick Recovery and Stamina you will find that using this power often drains your endurance like mad, and thats why its best not to use it too often in the lower levels. However, once you get it slotted and you have Quick Recovery and Stamina, you will LOVE it. And as an added bonus, the animation rocks (shame it uses the Fire Sword model though).
Recommended slotting: 3xDamage, 1xAccuracy, 2xEndurance Reduction
Overall rating: 5
Incinerate
Type: Click
Available: Level 26
Effect: Melee high DoT (Fire)
Endurance cost: 6,86
Recharge: 10,0 seconds
Description: Waiting until level 26 to get Incinerate is very hard, but its more than worth the wait! Using Incinerate will allow you to set your foe ablaze, dealing very high fire damage over time. The total damage is even a lot higher than Cremates damage. Recharge Reduction on this power should be maxed out in order to keep it on the enemy as much as possible.
Recommended slotting: 3xDamage, 2xAccuracy, 1xRecharge Reduction
Overall rating: 5
Greater Fire Sword
Type: Click
Available: Level 32
Effect: Melee superior damage (Fire/Lethal)
Endurance cost: 12,7
Recharge: 12,0 seconds
Description: As the name says, this is the upgraded version of the Fire Sword you can find earlier on in this power set. It has an upgraded look (thank God for that), which fortunately isnt as ugly as the standard Fire Sword. Greater Fire Sword deals some crazy damage, and has a higher base accuracy than other attacks. For a tier 9 power, its endurance cost and recharge are surprisingly low, which is of course a good thing! This is the perfect follow-up attack after Incinerate, and will lay some crazy damage on your poor, poor foe. One downside about it is the very ugly, slow animation, which is the same as War Maces Shatter, or Broadswords Head Splitter.
Recommended slotting: 3xDamage, 2xAccuracy, 1xRecharge Reduction
Overall rating: 5
[u]Regeneration[u]
Fast Healing
Type: Auto
Available: Level 1
Effect: +75% regeneration
Endurance Cost: --
Recharge: --
Description: You have no choice but to take this. Its a nice power, and can really reduce your downtime between fights. It also stacks very nicely with Health and Integration, and Instant Healing when you have it up.
Recommended slotting: 3xHealing
Overall rating: 3
Reconstruction
Type: Click
Available: Level 2
Effect: Self 25% heal, +res(toxic)
Endurance Cost: 10,4
Recharge: 60 seconds
Duration: 60 seconds
Description: One of the best self heals in the game. Triple slot it for both heal and recharge reduction, and youll have a 50% heal every 30 seconds. Increases your survivability by a massive amount. Its great for using right after a heavy hit in a boss fight, or to greatly annoy your opponent in PvP!
Recommended slotting: 3xHealing, 3xRecharge Reduction
Overall rating: 5
Quick Recovery
Type: Auto
Available: Level 4
Effect: +30% recovery
Endurance Cost: --
Recharge: --
Description: Take it, love it. This is exactly the same as Stamina from the Fitness power pool, but better.
Recommended slotting: 3xEndurance Modification
Overall rating: 5
Dull Pain
Type: Click
Available: Level 10
Effect: Self +40% max HP, 40% heal
Endurance Cost: 10,4
Recharge: 360 seconds
Duration: 120 seconds
Description: Although some people can go without it, I highly recommend you take it. Its great for mitigating an alpha strike of any sort. Dull Pain will increase your maximum HP and also heal you in such way that you will have the same percentage of health with your new maximum HP as you did before using Dull Pain. This can be used as both a heal or a way of preventive mitigation, for example when youre charging in on a boss or some other tough enemy, or of course a group of enemies.
Recommended slotting: 3xHealing, 3xRecharge Reduction
Overall rating: 4
Integration
Type: Toggle
Available: Level 16
Effect: Self +prot(Knockback, Disorient, Hold, Sleep, Immobilize), +150% regeneration
Endurance Cost: 0,26 endurance per second
Recharge: 10 seconds
Description: This is the status protection toggle Regeneration gets. It gives about mag -10 to the forms of mez mentioned above. Unfortunately, if you have someone around you with Confuse or Fear, your screwed. The regeneration this power offers is great though, and it stacks nicely with Fast Healing, Health and Instant Healing.
Recommended slotting: 1xEndurance Reduction, 3xHealing
Overall rating: 4
Resilience
Type: Auto
Available: Level 20
Effect: Self +res (Smashing/Lethal/Toxic)
Endurance Cost: --
Recharge: --
Description: This is an auto power which gives you very minor resistance to smashing, lethal and toxic damage. The good thing about it is that it gives you protection against stuns, meaning that all stun effects on you will have their duration shortened by a huge amount. Example: if you use an Awaken, you will be stunned for less than a second, instead of the usual 10 seconds, or whatever it is. This is a very debatable power. You probably wont notice a difference if you dont fight enemies with a lot of stuns, or if you dont use Awakens. Only take it if you have spare power slots.
Recommended slotting: 1xDamage Resistance or a shiny IO
Overall rating: 2
Instant Healing
Type: Click
Available: Level 28
Effect: Self +600%/+200% regeneration
Endurance Cost: 10,4
Recharge: 650 seconds
Duration: 90 seconds
Description: Godmode. Most enemies wont be able to hit through your massive regeneration, and many people consider this the godmode power of Regeneration, instead of Moment of Glory. Activate it in the middle of a tough battle, or right before that battle. Dont use it at the moment youre about to die, because it wont save you from that. Most people slot this with 3xHealing, but since only the +200% part of the regeneration bonus is affected by enhancements, the difference between 800% regeneration or almost 1000% isnt that large and not worth three slots for Healing in my opinion.
Recommended slotting: 3xRecharge Reduction, 0-3xHealing
Overall rating: 5
Revive
Type: Click
Available: Level 35
Effect: Self resurrection, 75% heal, 50% endurance, 20 second debt protection
Endurance Cost: --
Recharge: 300 seconds
Description: Debatable power, just like Resilience. If you plan on dying a lot, take it. If you dont plan on dying, dont take it, or leave it till the late 40s.
Recommended slotting: 1xRecharge Reduction
Overall rating: 3
Moment of Glory
Type: Click
Available: Level 38
Effect: Self +res(All damage but psionics), +def(All damage but psionics), +recovery
Endurance Cost: 2,6
Recharge: 240 seconds
Duration: 15 seconds
Description: Moment of Glory used to be the worst power in the Regeneration set, because it was everything Regeneration shouldnt be. Now that its been fixed, its more than awesome! The health and regeneration effects were removed, the recharge was severely lowered, as was the duration. Using this will increase your resistance by as much as 71,3%, which is 3,7% away from the Scrapper resistance cap. It also increases your defence by a great amount, which takes you a long way past the soft cap. This means that for 15 seconds, you will be almost impossible to hit, and if enemies do hit you, the attack will only deal a fourth of its usual damage. This power is great for taking on bosses or other enemies with heavy melee attacks, or if you are too hyperactive to wait for the tank and want to dive into a mob as soon as YOU are ready! Basically, Moment of Glory now is a proper Moment of Glory.
Recommended slotting: 0-1xResistance, 3xRecharge Reduction, 1-3xDefence
Overall rating: 4
[u]Attack chains[u]
For a single target: Build Up > Incinerate > Greater Fire Sword > Cremate > Incinerate > Greater Fire Sword > Cremate... Basically, this chain revolves around your three main attacks. Fit in Build Up whenever possible, and Scorch or Fire Sword whenever needed.
For multiple targets: Build Up > Fiery Sword Circle > Incinerate (on the strongest opponent) > Greater Fire Sword (on the second strongest opponent) > Fiery Sword Circle... Again, fit in Build Up whenever possible, and Scorch or Cremate if your recharge isnt good enough to make this a smooth chain. If you have taken Breath of Fire, you can also use that attack, although its very hard to correctly position the enemies or yourself.
[u]Power pools[u]
Dont worry, these are just my opinions. If you like a pool that I dont, feel free to take it by any means.
Concealment
Being able to become stealthed or invisible, or being able to grant invisibility to your allies can be a good thing, I wouldnt recommend this power pool unless you are stuck at level 49 and dont know what power to take.
Fighting
Boxing and Kick are both [censored], if you ask me. You already have plenty of attacks. So is Weave, because you dont have any other defence to stack it with. However, I found Tough to be quite necessary, but thats only because I tend to do the Imperious TF a lot on my Scrapper, which is stuffed with smashing and lethal damage.
Fitness
Recommended for any build. The +Recovery is almost necessary to cope with all your toggles and fast attacks, and Health stacks nicely with Integration and Fast Healing. Swift and Hurdle are just for ease of movement.
Flight
Me likey, but slow. Air Superiority is nice but Hover and Group Fly arent that good for Scrappers. I took Fly as my travel power, for concept reasons, and Hover to boot. Now most people would suggest Scrappers to get Air Superiority, but I took Hover because I needed a power to slot my LotG +rech with.
Leadership
Can be useful for both PvE and PvP, with some extra damage (nice for allies), accuracy and perception. Dont bother picking up Maneuvers or Vengeance, unless you team with morons (excuse the language) or me. Some people purposely die for Vengeance. Its proof of a team spirit!
Leaping
Very nice travel power, and Combat Jumping gives you a little defence and a bit of extra jumping height/speed. Jump Kick isnt worth a thing, and Acrobatics is handy if you dont have knockback protection (basically, if you have Dark Armour). Acrobatics isnt needed for Regeneration though, especially not after the nerf.
Medicine
Not necessary at all, because Aid Self is nowhere near comparable to Reconstruction. However, if you team a lot, Aid Other might come in handy. If you have a spare power slot.
Presence
The first two powers are rather useless, a taunt and an AoE taunt, but if you really want to taunt, your primary power set already has one. Now, the third and fourth powers are the good ones. A single target fear and an AoE fear. Nine out of ten people dont have protection against fear, and neither do NPCs. Intimidate or Invoke Panic can be handy, especially for PvP, though you will have to sacrifice a lot of power slots in order to grab them. Not worth it if you ask me!
Speed
Super Speed is a decent travel power, very fast, though the lack of height bothers me. Hasten is a great power which increases your survivability (faster recharge on Reconstruction and Dull Pain), and greatly increases your damage output (you will be able to make your attack chains that much quicker and smoother).
Teleportation
Very fast form of travel, though a direct pain in the [censored] with lag. Recall Friend is very team-friendly. Teleport Foe can be handy for pulling, and Team Teleport is just
well, a waste of a power slot if you ask me.
[u]Ancillary pools[u]
The only ancillary pool that I really like is Body Mastery, and thus its the only one Ill dive into.
Conserve Power: Good if you have endurance issues, and its great against Malta Sappers or Carnie Ring Mistresses, or long battles where endurance can become an issue (even with Quick Recovery ánd Stamina).
Slot it for 1-3xRecharge Reduction
Focused Accuracy: Take it, love it. Its quite heavy on the endurance, but the +perception and +accuracy make up for it.
Slot it for 3xEndurance Reduction, 3xToHit
Laser Beam Eyes: If you want another attack, take it. Its a nice combination with Focus (from Claws) or Impale (Spines).
Slot it for 3xDamage, 2xAccuracy
Energy Torrent: Energy Torrent deals rather low damage, but it knocks enemies back and thats its main purpose. Good combination with the Claws primary because you can easily keep foes on their backs permanently with some other powers, combined with this one.
Slot it for 1xEndurance, 2xAccuracy, 1-3xRecharge Reduction