Martial Arts / Super Reflexes - The Advanced Guide
tastywheat, yes, that is one of the largest management problems for the combination of MA and SR. On my second MA/SR so far, he often takes out two bad guys, and for the third guy he has to wait for his END to build back up to launch another hit. I usually go through my inspirations whther I "need" them at the moment or not, just to clear room for CABs until I feel I have enough of a reserve supply.
You might consider switching out one END reducer for a damage, if some of your foes have only a few slivers of life left each time. Sometimes just knocking them out sooner means the fight's over and you're not burning END.
One other thing I do at the lower levels is turn off Focused Fighting when my opponent only has one or two hits of life left. And I'm always turning off Sprint as soon as I get next to the mob.
You can see from Roger's build, he added END reducers in his attacks, and that's one of the differences with MA/SR builds from most other Scrapper builds. Most of them won't have END reducers unless they want to have a marathon build.
The higher levels are much easier. Martial Master can go non-stop with Stamina and Conserve Power, assuming he doesn't have to punch Elude, without any END reducers in his attacks.
I have an idea! No wait...it's just gas.
Hellscorp
So far I've used Focused Fighting and Combat Jumping as my only toggles. I won't add any others until after Stamina. I started off with one end reduction DO in each of Storm Kick and Crane Kick and... I was constantly waiting for endurance between mobs. I switched to two end reduction DOs recently and am much much happier overall. Whenever I hit lv 22 I should be able to replace those with a single SO end reduction for the same effect, and combined with Stamina hopefully I'll be in a happy place endurance-wise by then. Note that even now Focused Fighting, has defense enhancements only and no end reduction at all. I don't believe that putting DO end reductions into SR toggles makes much difference, when it's the attacks that are draining you all the time.
Thanks for the suggestion tpull. I guess I shouldn't be thinking about a never-ending supply of endurance until I get Stamina. Right now though I take out villans faster so I use less endurance in the long run.
Issue 4 note:
This build still works well, to my initial surprise. I tested solo missions up to the Invincible difficulty slider level, eight-person teams on Invincible with an AV at the end, and the gamut of combinations in-between. I didn't die in any of them.
The defenses as they are set up were sufficient to keep me alive in solo missions, although usually I would have to activate Elude once for the boss, and maybe once more somewhere, since I usually attack non-stop, defeating one mob and super-speeding to another.
In an eight-person team, I could survive as part of the group, and sometimes I would go off on my own on an outside map and engage an entire mob by myself. Always had to activate Elude for that, or go through a couple of Respites. The biggest change I've noticed is that I will actually use more than one Respite during a mission, but they drop enough that I never have a shortage.
The biggest modification to the build would probably be to move Practiced Brawler even earlier in the build.
Issue 5 may be out before any other updates to this guide, so we'll revisit the topic after Issue 5 changes have gone live and been made permanent for a couple weeks. I may post my second MA/SR character's build so far, just to address some of the pre-Elude build options more. Elude has had a ton of attention, but sometimes we forget we spend 38 levels without it.
I have an idea! No wait...it's just gas.
Hellscorp
My thanks to you for the insights. I will be taking all of this into consideration with my next respec - post I5.
I got a 50 Ma\Sr Scrapper, in my build i use all the defense powers i slot defense before attack powers. I didnt kick [censored] before i hit lv 40 then i slotted the 5 attack powers that i use (dont need more than 5) I use Storm kick, Cobra Strike, Crane kick, Eagels Claw and Focus Chi. With purma hasten i can kick the AVs [censored] constant, i also got purma Praticed Brawler it works great. I only use Elude on AVs because i dont need it on regular missions Dragons Tail is actualy useless if you build your scrapper to kill AVs or monsters, it only works good on minions. Conserve power is a realy good Epic power to get as i Ma\Sr scrapper because we use alot of endurance. The 1 thing i did in the fitness pool is that i 6 slotted health, has any1 done this before? It actuacly works like Fast Healing on regen scrappers. I find it very usefull.
Have a nice day
Okay, since Issue 6 and Enhancement Diversification are out, it is time for a status update. First, the good news: this build actually still works for solo and team play! See my latest journal entry for the play-by-play.
This is partly because this build has always been offense-driven, and all the reductions to defense only help to reinforce my personally favored hit-them-hard-and-fast style of play.
That said, I will also be adding on a post-ED build that gets more mileage out of the Enhancement slotting, taking into consideration the new penalties associated with them, as well as a re-examination of the powers in both sets, since they have both undergone some changes.
In the meantime, if you're pressed for time like me and would rather play than do another Respec, just be aware that you can still go through all your missions on Invincible with the original build, have fun, and come out on top.
I have an idea! No wait...it's just gas.
Hellscorp
Good news! If all I have to do is reslot a few enhancments rather than go thorough a full respec I'll be one happy Scrapper! Looking forward to seeing your new slotting. This build has been golden for me. Thanks!
Its time for double your update, because Im actually going to give you two builds for an update! The first build preserves the character concept of my first MA/SR Scrapper, Martial Master, and the second build presents something a little more conventional, and also covers PvP, for those who have an interest in that. Note that the original build, even though it is wasteful in its slotting due to Enhancement Diversification (ED), is still actually viable in game play. I did not die even once after ED came into effect. Still, people like to be optimal, so here we go:
1. The Build
2. Build Order Reasons
3. Power Pools
4. Thunder Kick vs. Crippling Axe Kick
5. Slotting Choices
6. Differences from the Original Build
7. Guidelines for this Guide
1. The build:
Exported from version 1.4D of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Martial Arts
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting defbuf(01) defbuf(5) defbuf(7)
01 : Thunder Kick acc(01) endred(3) dam(7) dam(11) dam(23) recred(29)
02 : Storm Kick acc(02) endred(3) dam(5) dam(17) dam(23) recred(29)
04 : Focused Senses defbuf(04) defbuf(15) defbuf(17)
06 : Focus Chi recred(06) recred(37) recred(37) thtbuf(37) thtbuf(42) thtbuf(43)
08 : Crane Kick acc(08) endred(9) dam(9) dam(11) dam(15) recred(27)
10 : Practiced Brawler recred(10) recred(36)
12 : Hasten recred(12) recred(13) recred(13) recred(46) recred(48) recred(50)
14 : Super Speed endred(14)
16 : Swift runspd(16)
18 : Health hel(18) hel(19) hel(19)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(43)
22 : Cobra Strike acc(22) disdur(25) disdur(25) disdur(27)
24 : Teleport Foe inttim(24)
26 : Teleport rng(26) rng(43)
28 : Dragons Tail acc(28) endred(31) dam(31) dam(31) dam(34) recred(40)
30 : Quickness runspd(30)
32 : Eagles Claw acc(32) endred(33) dam(33) dam(33) dam(34) recred(34)
35 : Lucky defbuf(35) defbuf(36) defbuf(36)
38 : Elude recred(38) recred(39) recred(39) defbuf(39) defbuf(40) defbuf(40)
41 : Dodge defbuf(41) defbuf(42) defbuf(42)
44 : Focused Accuracy endred(44) endred(45) endred(45) thtbuf(45) thtbuf(46) thtbuf(46)
47 : Conserve Power recred(47) recred(48) recred(48)
49 : Agile defbuf(49) defbuf(50) defbuf(50)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
2. Build Order Reasons
The build order is rigid up to about level 24, and then becomes rigid again from 30 on up for three reasons: optimal time to take a power, slotting numbers, and PvP (feel free to ignore this part if PvP is not your thing).
4 - Focused Senses is taken at level 4 instead of Agile because of PvP. FS has a Perception bonus that helps you to detect characters that are using Hide or another stealth power. If I was only doing PvE, I would have put Agile there and delayed FS until at least 22, because the combination of MA/SR is such a big Endurance hog. At the lower levels, it is more important to have melee protection and to be able to fight, and you would have FS for many levels where you really couldnt use it for long before running out of energy. Pant, pant
6 - Focus Chi is taken at the earliest possible moment, partly because you want it early, but also because Ive put it off before in experimentation, and it takes longer to defeat your enemies without it. The to-hit bonus and the damage bonus are simply too good to pass up. I see a lot of builds that put this off until level 24 or 30 or something, and in my opinion, thats a big mistake.
8 - Crane Kick is taken here to give me a third attack and flesh out my attack chain quickly.
10 Practiced Brawler is the best status protection power in the game. I see this power put off for later in builds too, but 10 is the best place to get it, because level 10 is when you really start to encounter things like Eidolons, who can stun you easily if you dont have protection. After level 10, I constantly encountered enemies who had stunning or disorienting powers, and was thankful for PB every step of the way. It is also hard to explain how wonderful it is to avoid Knockdown and Knockback, and stay in the fight to finish it quicker than if you had to get up off the floor all the time. Ive been on Task Forces where everyone else was complaining bitterly about the Knockdown, while I silently kept pounding away at the enemy.
12 Hasten is mandated here at this point, to get a travel power at 14, the earliest you can get it.
14 Super Speed. Time is money, and this saves me a bunch of time. I always get a travel power by 14 on every character.
16 Swift mandated for Stamina at 20.
18 I switched Hurdle for Health this time around, because of a previous Issue update that increased the healing power of Health. I dropped Hurdle instead of Swift because I do indoor missions a lot, and do not jump around quite so much. Swift adds more speed more often in those situations.
20 Stamina. I tried to hold off, I really did, but it is such an irritation with MA/SR. I broke down my second time through and got it here again as well. Even with reduced performance from ED implementation, it still helps a ton and is worth getting here.
22 Cobra Strike is even more useful than my description in the original guide, if you do PvP. In my experience, a lot of opponents spend all their time running away from you. This power stuns them and keeps them around to whomp on. If you hit each time, you send someone to the hospital in the time it takes you to hit three of your other powers.
24 TP Foe is taken here for PvP, but also so I can get Teleportation next. Super Speed has some limitations on these maps, and TP helps me greatly.
26 TP is great for movement in PvP as well. One opponent used it constantly to escape my clutches, and I ended up using it quite a bit whenever things looked bad for me.
28 Dragons Tail has a not-often-mentioned secret: it helps against Taunt in PvP. Good teams will Taunt you a lot, but you can still hit whoever you want if you have DT. It activates when you hit the button, and since its an AoE attack, if you happen to be next to a defender instead of the Tank thats Taunting you
also, if you can manage to get yourself surrounded by ten to twelve opponents, knocking them all down and/or back is a wonderfully fun sight to see.
30 Quickness is pretty rigid here, because the next few powers I take as soon as they are available. If you dont have Hasten, I would actually recommend you get this sooner. It is taken here for PvP: in Warburg you are capped at level 40, which means if I take it after that level, I dont get its benefits when I PvP. You will need Elude to PvP, and you want it up as soon as possible, which means you want the extra Recharge from Quickness. With it, things like Caltrops and Quicksand dont bother me.
32 Eagles Claw, the final attack. I want to take it as soon as it is available, and slot that puppy up. The Disorient can come in handy in both PvP and PvE.
35 I need some AoE protection, but I tend to dislike running a ton of toggles. Elude is used for the really tough stuff, so Evasion would only have been used for best protection effect from levels 35-37, whereas Lucky is always active helping me. Also, the three passive powers, Agile, Dodge and Lucky, each have damage resistance that stacks. As your health goes down in a fight, these powers give you damage resistance just like Tough does, and the protection grows the lower your health drops. Having all three together maximizes this new protection.
38 Elude is a jewel, and I think the recharge time is just few seconds too long these days. It is very hard to be effective in PvP when this power drops on you. Hope you are not the center of attention when that happens!
41 Dodge gives you 5% base protection from melee attacks, and also stacks for the damage resistance. Gotta have it.
44 Focused Accuracy is taken here specifically because I wanted to six-slot it, and still be able to have three slots available for each of my last two powers as well. I hate to miss, so I love this power.
47 Conserve Power (CP) is pretty much mandated if you plan to use Focused Accuracy a lot. It also helps mitigate the Endurance crash from Elude. I usually try to hit CP just before my crash, so if I still have to be fighting, I can pop an Endurance Inspiration and keep fighting.
49 Agile completes my passives and my damage resistance ability, and I didnt even have to take Tough!
3. Power Pool Discussion
The Epic Power Pool is mostly a matter of personal choice. The Body Mastery Pool is usually the most popular, and I took it here. For the other Power Pools, the old guidance is still good except for these comments:
Hover some people like to three-slot this and move fast in the air, since Quickness will also add to your airspeed.
Tough not nearly as useful as other choices. I tried a build variation where I took Kick early. It messed up my choices, and it still took me until level 28 or 30 before I could fit Tough in. In my opinion, this power is just not worth it, compared to the other useful things you could have in your build. Aid Self is a lot better for MA/SR.
4. Thunder Kick vs. Crippling Axe Kick
Changes in MA have increased the base damage of Crippling Axe Kick (CAK), and reduced that of Thunder Kick (TK). For Martial Master, I love the five powers he originally had. You could try to just take Storm Kick when you start out, and leave aside TK until you can take CAK. That could make for boring fights, although the new temporary power that characters will get until level 10 might ameliorate some of that.
My preference would be to take TK anyway, and just Respec out of it later. The Respec is a way of life now, as opposed to something you might want to do. Almost everyone uses at least one, if not for mistakes, then just because he wants to change something for PvP, or he has changed his mind about something. Whenever you do it, switching out TK for CAK is about the same damage per second (dps), but you have to realize that you will end up with three slow-ish attacks: CAK, Eagles Claw, and Crane Kick.
If you exemplar a lot, you might miss TK as well. A good alternative is to take Air Superiority if youre going to get Hover or Fly. You can get that at level 6, and it has good dps. That leaves you with a couple attacks, and you can still take CAK later. In PvP. You can use CAK to cancel out an opponents ability to fly away for a couple seconds, which can be useful.
5. Slotting Choices
Because of my play style, I have to caveat some areas where I have deviated from the optimal build.
In Focused Fighting and Focused Senses, I did not include a fourth slot for Endurance Reduction. This is purposeful, as I always come across a ton of Inspirations, and figure I might as well use them. With the implementation of ED, I have found that with Stamina, Conserve Power, the minor Endurance increase when using Elude, and the Endurance Reducers in each attack all help me to manage my Endurance drain okay without those two slots. Most builds would recommend you have them, though.
I waited until level 36 to put a second recharge slot in Practiced Brawler. Your defenses ensure you do not get hit as often with status effects anyway, I had only one in it before and never had a problem. I put a second slot here because perma-Hasten went away.
Hasten has six slots for recharge??? Yup. I just want to have Elude ready again as soon as humanly possible, and to be honest there are only a couple other places to put them at this point, anyway. Note the gains from six-slotting really are minimal, though. A lot of people consider it a gross and insulting waste of limited resources.
Stamina has four slots of the same enhancement. For your earlier levels, you wont spend all your time having a +3 SO in every slot. Having a fourth slot will often be useful from level 20 until you can have +3s in all your slots. That said, this technically might have been better used for an Endurance Reducer in FF or FS.
If you like PvP, you might consider finding an extra slot to put into Cobra Strike for Recharge, and maybe a Recharge or an Accuracy Enhancement to add to TP Foe.
6. Differences from the Original Build
I dropped Recall Friend because at the higher levels, I just was not using it that often. It did not fit in well with a Scrapper, except for my character concept. With Issue 7, defenses from every SR power will now scale up. In Statesmans words, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. I snatched up FS to replace Recall Friend. Its Perception bonus helps make it more useful than taking Evasion.
Practiced Brawler is taken much earlier than the original level 22. That was a no-brainer.
7. Guidelines for this Guide
Please keep in mind that there are players who have successfully done MA/SR without taking Stamina. It can be done. Some players have no travel power at all, and most take just one. For me, I find good utility for these, and life is a pain without them (and TP Foe and TP proved to be a great help in PvP, more than I first realized). These choices helped to dictate much of my build structure.
Another important point is that this build is still offense-centered. The point is to knock the bad guy out as soon as possible, and reduce the number of enemy hits coming at you. (I probably would have personally added the defense slots to FF and FS even later than this build shows, personally). Damage is still king, and notice that I still manage to leave out Evasion, so I am not taking all of the SR powers.
If you do not like PvP, you might put off getting TP Foe and TP, and take your passives sooner. It can be advantageous to maybe take Agile and Dodge in their place and have your damage resistance capability maxed out that much sooner. I liked having TP available sooner.
Next entry, I will have an additional build that may be even better for PvP, has only one travel power, and takes some of the passive defenses sooner.
I have an idea! No wait...it's just gas.
Hellscorp
At last, here is a more traditional build that allows for you to take all nine of the SR powers, slot pretty much everything to the max, and have some additional fun with PvP hints along the way. This build is based on MM II, a mystical duplicate of Martial Master, who tok a couple divergent turns in his growth.
1. The Build
2. Build Order Reasons
3. Power Pools
4. Crippling Axe Kick vs. Other Attacks
5. Slotting Choices
6. Keybinds
1. The Build:
Exported from version 1.4D of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Martial Arts
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting endred(01) defbuf(3) defbuf(11) defbuf(11)
01 : Thunder Kick acc(01) dam(3) dam(5) dam(7) endred(15) recred(27)
02 : Storm Kick acc(02) dam(5) dam(7) dam(13) endred(17) recred(25)
04 : Focused Senses endred(04) defbuf(13) defbuf(19) defbuf(19)
06 : Focus Chi recred(06) recred(31) recred(33) thtbuf(33) thtbuf(34) thtbuf(34)
08 : Crane Kick acc(08) dam(9) dam(9) dam(15) endred(17) recred(25)
10 : Practiced Brawler recred(10) recred(33)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Health hel(18) hel(21) hel(21)
20 : Stamina endrec(20) endrec(23) endrec(23)
22 : Quickness runspd(22)
24 : Cobra Strike acc(24) disdur(34) disdur(43) disdur(46) recred(48) recred(50)
26 : Crippling Axe Kick acc(26) dam(27) dam(29) dam(29) endred(31) recred(31)
28 : Dodge defbuf(28) defbuf(37) defbuf(37)
30 : Lucky defbuf(30) defbuf(37) defbuf(40)
32 : Stimulant inttim(32)
35 : Evasion endred(35) defbuf(36) defbuf(36) defbuf(36)
38 : Elude recred(38) recred(39) recred(39) defbuf(39) defbuf(40) defbuf(40)
41 : Aid Self inttim(41) inttim(42) hel(42) hel(42) recred(43) recred(43)
44 : Focused Accuracy endred(44) endred(45) endred(45) thtbuf(45) thtbuf(46) thtbuf(46)
47 : Conserve Power recred(47) recred(48) recred(48)
49 : Agile defbuf(49) defbuf(50) defbuf(50)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
2. Build Order Reasons
14 I love Super Jump, but if this is your only way to get around, its good to have a friend in the Shadow Shard with Recall Friend or Group Fly or something!
16 - Hurdle is taken here instead of Swift to maximize my jumping ability, used in conjunction with Super Jump.
22 - Notice that Quickness now has to come at level 22 instead of 30. This is because of the absence of Hasten in this build now. The extra speed helps you to close to melee faster and move around indoors faster, but the key is that without Hasten, you will need Quickness to have all your attacks recharge faster, to help you have a full attack chain as soon as possible.
24 Cobra Strike here so you can have it available in Bloody Bay for PvP (some people prefer two Accuracy Enhancements, as opposed to two recharges). If you dont care for PvP, I actually left this power out my second time around and took Agile sooner, which allows for you to have all three of your passives with their stacking resistance by level 30 (many SR players prefer to have all three passives by 30). This also allows you to take another attack, either Dragons Tail or Eagles Claw, or even Laser Beam Eyes for range, which can also come in handy in PvP. If you want to PvP and do skip Cobra Strike, as I did for this sequel character, Laser Beam Eyes is a good choice to get at those pesky Storm Controllers, and also provides a way for you to hit at people when you cant keep them staggering next to you, dizzy from a Cobra Strike.
26 Crippling Axe Kick makes my fourth attack, and with Quickness and a recharge in each power, you have a good attack chain (although I did notice at this level before a recharge is put in it, you might have a one-second gap in the attack chain at first).
32 Stimulant is taken over Aid Other because you probably wont be a key factor for healing, but you could un-freeze a teammate at a critical moment.
41 Aid Self makes a much better match for SR now than Tough.
49- Agile (hey, something has to be last!) takes a backseat to Cobra Strike if you PvP out of sheer utility. In my experience, the stacking damage resistances have limited ability to help out in a tough situation, since if youre that far in the red, Im usually going to take a dirt nap at that point anyway. That said, I took this at level 24 and planned for Laser Beam Eyes at 49. I had much greater utility with Cobra Strike when I used it in conjunction with TP Foe.
3. Power Pool Discussion
Fighting: I tried Tough and it ruined my taste for the build structure if I took Kick before level 30. You get a taste for damage resistance now through your passives, so the more experience I have with this idea, the less it seems you have room for it in the build.
Medicine: I wanted to fit another utility power in the build, and this worked well. If I had left it out, I would have room for some other things, though. Dropping these two powers, I could have taken Hasten and another MA attack.
Flight: Air Superiority still makes for a good control power in place of Thunder Kick here.
Leadership: For PvP, some people take Maneuvers to get Tactics now, to stack the Perception bonus of Tactics with Focused Senses in order to detect Stalkers and other stealthed opponents. These would go in place of the Medicine Pool, but it is hard to fit them in earlier in the build unless you are willing to put off other things that I would prefer to have. Id rather just pop an Accuracy Inspiration, myself, or team with someone else who has taken Tactics.
4. Crippling Axe Kick vs. Other Attacks
CAK comes in handy in PvP and PvE both for knocking those pesky fliers out of the sky, and matches up nicely with Super Jump, if you use the keybind below to auto-jump, follow your opponent, and then launch your attack.
You can have all four of your primary MA attack powers by 24 (technically by level 18, if you wanted it that early), without having to wait until level 28 for Dragons Tail. I found the combination of TK, SK, CK, and CAK to be fun, and not nearly as boring or slow as I was initially afraid it might be.
Dragons Tail if less useful than it used to be, in part because there is a limit to the number of opponents you can agro at a time. Also, the enemy AI has been updated, and some opponents now stand off and used ranged attacks from a distance more often, where they used to fire off a quick shot and then close for melee. The Knockdown often does not work on an AV, as well.
Eagles Claw is a slow animation. The only improvement I ask for in the set is to speed this one up just a tiny bit. CAK actually fits in slightly better for dps, and makes sure you dont have too many slow animations in your attack cycle.
5. Slotting Choices
Here I went with the more traditional build structure of having an Endurance reducer in the three toggle defenses, and I managed to put slots in every conceivable place that I wanted them.
Slotting CAK for a Slow or two might dovetail quite nicely if you took Weapon Mastery instead of Body Mastery, and used CAK in conjunction with Web Grenade.
6. Keybinds
/bind numpad1 "powexec_name Focused Fighting"
/bind numpad2 "powexec_name Focused Senses"
/bind numpad3 "powexec_name Evasion"
/bind numpad4 "powexec_name Brawl"
/bind numpad5 "powexec_name Combat Jumping"
/bind numpad6 "powexec_name Super Jump"
/bind numpad7 "powexec_name Focused Accuracy"
/bind numpad8 "powexec_name Conserve Power"
/bind v "++autorun$$powexec_name Super Jump$$++up"
/bind decimal "target_friend_next"
/bind numpadenter "target_friend_next"
/bind ` toggle_enemy_prev
/bind g "target_enemy_near$$follow"
/bind k "powexec_name Sprint"
That brings us up to date for Issue 7. Comments are always welcome, and I hope this is useful to you.
May your health points never run out.
I have an idea! No wait...it's just gas.
Hellscorp
I would consider putting agile at 32, and then pushing downward aid self, focused accuracy, and conserve power to put stimulant at 41. The reasoning is that with aid self at 41, its unavailable for PvP combat in Warburg anyway, so agile is better for Warburg than stimulant (all three passives then fit under 38). This only delays AS to 44, which is not a big deal if this is a leveling-up build really, and is completely a non-issue if its a respec build.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Yeah, I considered that, but I really wanted to six-slot FA, and if I move it down, I won't be able to do that anymore. My PvE inclinations still tend to trump other thoughts.
I have an idea! No wait...it's just gas.
Hellscorp
Does SK + EC + CK + TK give you a complete attack chain with quickness and 1 recharge in each?
[ QUOTE ]
Does SK + EC + CK + TK give you a complete attack chain with quickness and 1 recharge in each?
[/ QUOTE ]
Not quite, from when I play. I have Hasten three-slotted for recharge, and even then, you won't necessarily have your next attack up if you want to stick to that specific cycle and simply repeat it.
My typical attack starts TK + SK +EC + CK, and if they're still alive, it's because I didn't hit Focus Chi. I start with TK because it recharges faster, and in the time it takes for you to attack with TK again, one of your other attacks is ready. If you do SK+EC+CK+TK, you can run into a little "dead" time.
With the way combat goes, though, it's close enough that you may not be losing much. Half the time I'm hitting Focus Chi or using my Super Speed to get to the next target, so any one of my attacks can be ready the next time I really need it. But I have Dragon Tail as my fifth attack, and with it, I have a wide variety of choices on how to take on an opposing group of foes.
I have an idea! No wait...it's just gas.
Hellscorp
great guide
Does the updated build still work with Issue 9/10? How is the downtime for this build in PvE? Do you have to wait for attacks to recharge during fights, or can you pull off a chain, move to next baddie, and pull off the chain again? What about endurance, is it an issue, does it run out often with toggles? Also what toggles should be used, should they be used the whole time, or are they picked for the situation you're in? Those are some of the questions I have. I would like to be able to perma something that will keep me strong against baddies (perma hasten or elude?). Thanks for the updates!!
I won't answer for tpull (his Guide here is excellent), but in the case of my level 44 MA/SR, I've had no problems moving from group to group with very little downtime, ONCE I got Stamina and SOs. Before then, it was a chore. I leave my 3 toggle shields on all the time now (and have since level 22), and have Practiced Brawler set on Auto. Occasionally, if I'm ganged up on by multiple villains, I start to fight a little too quickly and notice that my End bar is dropping a bit. Otherwise, no problem.
Since I9, I've been playing with inventions and have picked up some nice recovery and regen bonuses from sets.
Quickness allows me to ignore the Sprint button (I always forgot to turn this off before a battle and it would greatly affect my End usage), so the blue bar appreciates that.
All in all, MA/SR is a fun combination. I hope this will be my first level 50 alt (if I can just put my many, many other alts to the side long enough!).
Please try my arcs:
Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)
Happy Birthday!
Thank you, kind sir!
I have an idea! No wait...it's just gas.
Hellscorp
Maybe I just forgot what it is like to be a low level scrapper again, but is there a horrible endurance drain with this character type? So far I have Thunder Kick, Crane Kick, Cobra Strike, and Storm Kick. Storm and Thunder Kick both have two endurace reducers each. Crane Kick and Cobra Strike have one endurance reducer each. In small battles I'm consantly standing around waiting for my endurance to come back for another hit.