In this brief guide I will go over powers, slotting and the maths behind Super Reflexes.
Maths
I think the maths is a good place to start, as it gives you more insight when thinking about how to build your SR scrapper.
Quoted from Geko:
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First, we need 2 things: The attackers ToHit (this includes all ToHit Buffs and debuffs), the targets Defense (this also include all Defense buffs and debuffs). We then do the following:
(Total_To_Hit Total_Defense)
That value is clamped between 5% and 95%. That is, you can never have more than a 5% chance to hit or miss a target. So if a targets Defense is greater than the attackers ToHit, the attacker will still have at least a 5% chance to hit.
We then multiply that number by the powers total Accuracy (total Accuracy = Accuracy + the powers Accuracy Enhancements).
We again clamp the values between 5% and 95%.
So to sum up:
((Total_To_Hit Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.
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So you need to remember that, no matter how high your defence is There will always be atleast a 1 in 20 chance for the enemy to hit. But, even with this in place, you can see how against even level and +1 minions, defence is more powerful than resistance.
Powers
The downside of an SR scrapper is that you will most likely want to take all the powers in your secondary (All though unlike Dark Armour or Regen, you won't have to take any pool powers to supliment your secondary.)
The bulk of SR powers can be seperated into Passives and Toggles. Toggles must be turned on and cost endurance to maintain, while passives are always on, cost no endurance to maintain, but offer a smaller benefit to defence. Passives also have a special function that means that when you are on low health, each passive grants roughly 20% resistance each, totalling to 60%.
There are 3 kinds of toggle and passive: Melee, Ranged and Area of Effect (AoE).
Melee grants defence to single target powers that must be used in close-qaurters. The melee toggle is Focused Fighting, and the melee passive is Dodge.
Ranged grants defence to single target powers that can be used at range. The ranged toggle is Focused Senses and the ranged passive is Agile.
AoE grants defence to all powers that effect multiple targets. The AoE toggle is Evade and the AoE passive is Lucky.
A fifth passive, Quickness, exists which both boosts your run speed, and shortens the time taken for your powers to recharge.
It is also worth noting that all your defencive powers grant 'Defence DeBuff resistance' meaning that the effect of powers that lower your defence will be lowered.
The other two SR powers are 'clickys', powers that are activated, have an effect that goes away after a set time, and then must recharge before they can be used again. These powers are Practised Brawler, and Elude.
Practised Brawler is definately an essential power, as it grants resistance to status effects such as holds, sleeps, dissorients, immobilizes and knockbacks, things which will all stop you doing what you want to do, and although Practised Brawler is a clicky, it can be made 'perma' meaning that it is always active, and can even 'stack', which means it can have its effect doubled for a period of time.
Elude is the last power in SR, and its what is known as a 'panick button', it increases your Defence greatly, aswell as giving smaller boosts to run speed and endurance recover, aswell as reducing the recharge time of your powers. However, when the effect of elude runs out, it leavs you completely out of endurance for a short while, and nothing short of using an endurance inspiration will give you any endurance during that time, so Elude is generaly only used when things get hairy.
It is also highly recommended that you take stamina and health from the fitness pool, as these two powers will drasticaly lower your downtime.
Slotting
It is reccomended that you slot all passives with 3 Defence enhancements (except quickness, obviously), doubling their effectivenes.
Toggles should be slotted with 3 defence Enhancements and 2 endurance enhancements, doubling their effectiveness and reducing their cost to run significantly.
Practised brawler should be slotted with atleast 2 attack rate enhancements, as this will make it perma.
There is a bit more freedom of choice to effectively slot elude, most people use 3 Defence and 3 Recharge, but some people choose to but Endurance modification enhancements in it so they can run powers such as Whirlwind.
Thankyou for taking the time to read my guide, I hope it helps you out. Sorry to the more experienced players for taking things down to such basics as I did, but I wanted the guide to be accessible to all people.