How To Fight Evil The Flatfoot Way, an MA/SR guide
Nicely done. One minor comment - Focus Chi does not take damage or accuracy enhancements. Typical slotting is 3 recharge and as many tohit buffs as you can spare.
Ack, duly noted. That should be tohit buffs instead of accuracy in there. Thanks for catching that.
Nicely done. I just wanted to point out that Hasten is not really needed on a MA/SR as the only power it really is needed for is Elude. MA has so many attacks that you don't need Hasten for attacks. Also, Air Superiority is very useful to an MA/SR as the knock up affect is helpful and when added to CK and DT it gives some different ways of preventing incoming damage.
@ThrillKiller
Ok, this is my first attempt at a guide of any sort so if there's a lot of flaws in it, well, that can be ironed out. Naturally the opinions herein are just that, opinions, so take them with a grain of salt, and most of them aren't even meant in seriousness at all.
Introduction:
Hello prospective hero. Do you crave action, adventure, excitement, and the ability to run screaming through the streets at ludicrous speeds? Do you think range is for sissies? Pets belong in zoos? Critical hits are just as good as debuffs? Do you want damage to be something that happens to other people? Do you think that modern scrappers just arent berserker enough? Above all, do you want to go around town and kick the everloving crap out of everything you see? As fast as possible? Well then, maybe a MA/SR speed freak scrapper is just the thing for you!
This will be a rudimentary guide to a high speed MA/SR build. Why? Two reasons: 1.) Its what I am. Its who I am. 2.) Super Reflexes gets a lot of flak on the boards and this is my little way of spitting in that prevailing wind.
So whats in this so-called guide? Well, if you like math, then I hate to disappoint you. There will be no math in here. Math, like damage, is something that happens to other people. So if you like your numbers crunched, I can't help you with that.
Why, Flatfoot? WHY should I give MA/SR a try???
Well young padawan, theres a lot the build has to offer. Some call it a one trick pony, but being able to go for long stretches of time without getting hurt is a pretty nifty trick. Theres also the absolute rush of knowing that if an alpha strike gets through, you will be in extreme pain. Then theres the little scrapper that could (sometimes) feeling when your entire team around you drop like flies and youre too busy killing things to notice. Because playing an allegedly gimped build is the best way of preserving the frothing-at-the-mouth, debt before dishonor scrapperlock mentality, because youve got nothing to lose. Is it the perfect build for everyone? Of course not. It doesnt have heals and doesnt really go into the whole secondary effects thing either. I havent been able to solo AVs and my guide is going to be far from a power-gamers point of view.
So lets get into it, shall we?
Secondary Powers
Wait, you may be saying. Why am I starting with secondaries? Well, these are important. They keep you alive so you can keep hitting things. And hitting things is good.
FOCUSED FIGHTING: Your very first defensive power, and its a toggle. This is your first defense against anything, specifically melee damage, and since melee is what youll be seeing a lot of in the early levels, its a good thing to have. It is a toggle, which means it can be de-toggled (like when youre stunned), but the recharge on it is very quick, so by the time youre done snoozing, its ready to go.
Slotting: 3 Defense and 1 Endreduc
FOCUSED SENSES: Your second defensive toggle. This one protects from ranged attacks. Thats good too. Not really much else to say at this point. Now, running both toggles at low levels is a massive endurance drain. I remember when I was a wee scrapper having to rest up after most fights before I got stamina, so in early levels it might be a good idea only to turn the toggles on going into a fight (or if you think youre going into a fight)
Slotting: 3 Defense, 1 endreduc
AGILE: Hey, look, a passive defensive power that doesnt cost any endurance to have and cant be de-activated in any way shape or form. In case you havent gathered from my tone, this is a Good Thing to have. This protects from ranged attacks, and since its a passive, you can slot that baby with nothing but defense enhancements. I know some people dont like passives, but any added defense is OK in my book.
Slotting: 3 Defense
PRACTICED BRAWLER: Get this power. Ill repeat for emphasis: GET THIS POWER! This is the only click power SR has (well, other than Elude), and its a catch-all of anything that can mez or knock you back. It has a timer on how long it lasts, so at first use it sparingly, but once you get two SO recharges slotted in there, its basically perma. This power is a godsend and it prevents just about anything from knocking your toggles down, which means less death. Less death is what we want. With this, you will be virtually unstoppable against Rikti mentalists and other related trades.
Slotting: 2 recharges
DODGE: The second passive defense, this time for melee damage. Why wouldnt you take it?
Slotting: 3 Defense
QUICKNESS: This passive power speeds up your speed and recharge rate. Going faster is always a good thing here, and it really helps fit in the theme of Going Fast for this build.
Slotting: You only really need 1 movement speed enhancement in here.
LUCKY: The third of the damage preventing passives, this one is against AoEs, and is a mixed bag. It comes at a time when you start fighting lots of things with AoE attacks, which is helpful, but the defense offered is not as strong as the toggle, which comes later. Be wary of AoE enemies in the meantime.
Slotting: 3 Defense
EVASION: Remember that toggle AoE defense I mentioned? This is it. You get it not too long after you meet the Nemesis army, and youll be much happier when you get it.
Slotting: 3 Defense, 1 Endreduc
ELUDE: This is the big one. Elude is a click power with a massive recharge time that gives you massive defense for a short time. In addition, youll jump higher, run faster, and your whites will stay whiter longer. Basically, when this is on, you wont get hit (well, ok, maybe a little damage will get through). However, this is no longer perma-able, and when it drops, all your endurance goes bye-bye, along with any toggles you may have on, which can be embarrassing in a prolonged fight. What would the neighbors say? There really isnt much that can be done about it other than carrying around a few of those little blue inspirations to keep you going.
Slotting: 3 Recharge, some defense if you want it
Primaries
THUNDER KICK: A good solid, basic attack that deals minor damage and recharges fairly quickly. Its one of two attacks available at creation, and this one has a chance to stun your enemy. Not a really great chance to stun your enemy, but itll happen from time to time.
Slotting: 3 Damage, 1 Accuracy, 1 Endurance reduction and 1 recharge for me
STORM KICK: The other attack available at the beginning, this one deals a little more damage but doesnt have the chance to disorient. When Im trying to conserve endurance against large groups of mobs, my leisurely attack chain is usually Thunder Kick, Brawl, Storm Kick, Brawl, Thunder Kick, etc.
Slotting: Same as TK
COBRA STRIKE: Never took it, so I wouldnt have any first hand experience of it. It deals very minor damage but disorients a target. Its got its uses, I suppose, and is the only punch in MA, but with taking all of the secondaries, there really isnt room or need for this power. Its optional (and probably very good in PvP)
Slotting: Your mileage may vary
FOCUS CHI: I held off on this for a while at first, which was a mistake. Focus Chi is an amalgam of Aim and Buildup. Think of it as insurance for making sure you hit that +3 boss really hard. Also fun for use with Dragons Tail in large groups.
Slotting: 3 Damage, 2 Accuracy, 1 Recharge
CRANE KICK: The first high damage power available, and it has a really good chance of knock back. I certainly recommend it, though the knock back makes it more of a finishing move than a part of the attack chain. (Nothing stinks more than having to chase down a guy youve already started fighting)
Slotting: 3 Damage, 2 accuracy, 1 recharge
WARRIORS CHALLENGE: A single foe taunt. This is, in my opinion, a purely optional power. Theres other stuff Id take before it, but it just strikes me as a fun power to have sometimes.
Slotting: Your mileage may vary.
CRIPPLING AXE KICK: Didnt take this power either, though I hear its been improved in I6. I do know the animation time is slow, so theres that to consider.
Slotting: Your mileage may vary.
DRAGONS TAIL: Hey look, an AoE! Might as well get it for when you get swamped by Freakshow (and if youre playing a *proper* scrapper, you will) Theres few things more satisfying than wading into a horde of enemies surrounding the tank, and hitting Dragons Tail and see all of them fly up into the air and fall down. Tis poetry in motion.
Slotting: 3 Damage, 2 Accuracy, 1 Recharge
EAGLES CLAW: Its the big one Edith! Extreme damage with a chance to disorient, accompanied by a sweet animation. You jump up into the air, flying ninja kick the target, and backflip onto your feet. Youd be crazy not to take it. Coupled with Focus Chi, this brings a world of hurt onto your target. Not quite Total Focus levels of suffering, but with a chance of a critical. I've one shot even con malta sappers with it in I6 (without Focus Chi). Its good.
Slotting: 3 Damage, 1 Accuracy, 2 Recharge
Power Pools
So that takes care of the primary and secondary powers, lets take a look at the power pools.
CONCEALMENT: Bah, stealth is for squishies, besides, stealth slows you down (that doesnt help a speedster) and the two higher powers wont even let you attack while theyre on.
FIGHTING: Ive seen lots of MA/SR scrappers with this pool (for Tough and Weave). Me, Ive never taken it and I never will. Ive already got plenty of attacks, and Ive gotten along fine without Tough. Your call, really, but I dont recommend it.
FITNESS: Yes, these are actually very useful for our speed freak build.
SWIFT: All right, yes it does make you go faster, which is Good for a speedster, but weve already got that base covered with Quickness, making Swift pretty redundant (unless you take it at the lower levels and respec out of it once you get Quickness, like I did)
HURDLE: Hurdle helps you get over obstacles taller than a chain link fence, of which there are many since were taking a non-leaping approach.
Slotting: At least 1 Jump enhancement (your mileage may vary)
HEALTH: Health is Good. Health regenerates your life bar. Its a passive (another bonus). It certainly cant hurt to have. Think of it as a resistance buff.
Slotting: 3 Health
STAMINA: Get this as soon as possible. MA/SR is an endurance hog, and Stamina will make your life so much easier.
Slotting: 3 Endrecovery
FLIGHT: No, not taking any of these (though I am tempted to get Hover just for badge hunting in high places)
LEADERSHIP: Some stuff thats nice to have in this pool (Assault, Tactics, Maneuvers), but its a lot of toggles on a toggle heavy build. Thats enough to make Stamina cry. Do you want that on your conscience?
LEAPING: Again, not taking any from here since it doesnt fit thematically (nor do we have the room). Before we move on, take a look at Practiced Brawler, then look at Acrobatics. Now proceed to point and laugh.
MEDICINE: I will admit, Aid Self is mighty tempting power, but thats not what were after. Were hardcore after all (that, and Defenders are our friends.).
PRESENCE: Nope, not taking anything from here. Some of the later powers seem interesting, but Ive never seen anyone use them.
SPEED: Yep, were taking stuff from this pool.
FLURRY: Back in the day, I had this power. While the effects were cool and speedy, its just not that great of a power. Not recommended.
HASTEN: Some knock it, some love it, but Hasten really fits in with a speedster build, it makes your attack rate even faster (and MA is a pretty fast set as is).
Slotting: 3 Recharge
SUPER SPEED: This is mandatory for making a speedster. Its speed. Thats Good. You go hella fast. Nuff said.
Slotting: 2 Running Speed
WHIRLWIND: Im thinking of getting this power just for kicks (and to see what it does) Its not necessary, but if youve got the leeway, see if it works for you.
TELEPORTATION: Recall Friend & Teleport Foe are both nice to have, but there just isnt really room for it in the build. Your mileage may vary.
Epic Pools: Scrappers only get 3 epic power pools, and only one of them really jives with the speedster motif. And its not Darkness.
BODY MASTERY
CONSERVE POWER: A good click power, I see it as a nice power for prolonged fights when you dont want to hit Elude, but you do want your endurance bar to fill up.
Slotting: 3 Recharge
FOCUSED ACCURACY: MA has a bonus to accuracy (I believe), but anything that helps you smack around that +4 con boss is certainly welcome. It does drink up endurance though, so save it for the important fights.
Slotting: 3 Accuracy Buffs, 2 Endreduc
LASER BEAM EYES: Yeah, it sure would be fun having a ranged attack, wouldnt it? I dont have this power, but I dont see a reason not to get it.
ENERGY TORRENT: A cone attack/ranged attack. Personally, Id rather get Laser Beam Eyes, but again, your mileage may vary.
Conclusion: So there you have it ladies and germs, a look at a streamlined speed freak MA/SR build from a genuine, frothing at the mouth scrapper. Sure you might get one-shotted by the Psychic Clockwork King sometimes, but thats half the fun. The other half is being at full health while the Blasters are running for the hills, the Regen scrapper quit because they kept dying, the Defender keeps rezzing the Controller, and the Tanker just died screaming for you to run. Those days make it all worthwhile...