How To Fight Evil The Flatfoot Way, an MA/SR guide


Flatfoot

 

Posted

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 aren’t 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 what’s 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, there’s 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. There’s also the absolute rush of knowing that if an alpha strike gets through, you will be in extreme pain. Then there’s the “little scrapper that could (sometimes)” feeling when your entire team around you drop like flies and you’re 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 you’ve got nothing to lose. Is it the perfect build for everyone? Of course not. It doesn’t have heals and doesn’t really go into the whole secondary effects thing either. I haven’t been able to solo AVs and my guide is going to be far from a power-gamer’s point of view.
So let’s 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 it’s a toggle. This is your first defense against anything, specifically melee damage, and since melee is what you’ll be seeing a lot of in the early levels, it’s a good thing to have. It is a toggle, which means it can be de-toggled (like when you’re stunned), but the recharge on it is very quick, so by the time you’re done snoozing, its ready to go.
Slotting: 3 Defense and 1 Endreduc

FOCUSED SENSES: Your second defensive toggle. This one protects from ranged attacks. That’s 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 you’re going into a fight)
Slotting: 3 Defense, 1 endreduc

AGILE: Hey, look, a passive defensive power that doesn’t cost any endurance to have and can’t be de-activated in any way shape or form. In case you haven’t gathered from my tone, this is a Good Thing to have. This protects from ranged attacks, and since it’s a passive, you can slot that baby with nothing but defense enhancements. I know some people don’t like passives, but any added defense is OK in my book.
Slotting: 3 Defense

PRACTICED BRAWLER: Get this power. I’ll repeat for emphasis: GET THIS POWER! This is the only click power SR has (well, other than Elude), and it’s 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 wouldn’t 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 you’ll 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, you’ll jump higher, run faster, and your whites will stay whiter longer. Basically, when this is on, you won’t 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 isn’t 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 it’ll 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 doesn’t have the chance to disorient. When I’m 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 wouldn’t 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 isn’t 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 Dragon’s 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 you’ve already started fighting)
Slotting: 3 Damage, 2 accuracy, 1 recharge

WARRIOR’S CHALLENGE: A single foe taunt. This is, in my opinion, a purely optional power. There’s other stuff I’d take before it, but it just strikes me as a fun power to have sometimes.
Slotting: Your mileage may vary.

CRIPPLING AXE KICK: Didn’t take this power either, though I hear its been improved in I6. I do know the animation time is slow, so there’s that to consider.
Slotting: Your mileage may vary.

DRAGON’S TAIL: Hey look, an AoE! Might as well get it for when you get swamped by Freakshow (and if you’re playing a *proper* scrapper, you will) There’s few things more satisfying than wading into a horde of enemies surrounding the tank, and hitting Dragon’s 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

EAGLE’S CLAW: It’s 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. You’d 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, let’s take a look at the power pools.

CONCEALMENT: Bah, stealth is for squishies, besides, stealth slows you down (that doesn’t help a speedster) and the two higher powers won’t even let you attack while they’re on.


FIGHTING: I’ve seen lots of MA/SR scrappers with this pool (for Tough and Weave). Me, I’ve never taken it and I never will. I’ve already got plenty of attacks, and I’ve gotten along fine without Tough. Your call, really, but I don’t 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 we’ve 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 we’re 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 can’t 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 that’s nice to have in this pool (Assault, Tactics, Maneuvers), but it’s a lot of toggles on a toggle heavy build. That’s enough to make Stamina cry. Do you want that on your conscience?


LEAPING: Again, not taking any from here since it doesn’t 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 that’s not what we’re after. We’re hardcore after all (that, and Defenders are our friends.).


PRESENCE: Nope, not taking anything from here. Some of the later powers seem interesting, but I’ve never seen anyone use them.


SPEED: Yep, we’re 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. That’s Good. You go hella fast. ‘Nuff said.
Slotting: 2 Running Speed
WHIRLWIND: I’m thinking of getting this power just for kicks (and to see what it does) Its not necessary, but if you’ve got the leeway, see if it works for you.


TELEPORTATION: Recall Friend & Teleport Foe are both nice to have, but there just isn’t 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 don’t 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, wouldn’t it? I don’t have this power, but I don’t see a reason not to get it.

ENERGY TORRENT: A cone attack/ranged attack. Personally, I’d 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 that’s 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...


 

Posted

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.


 

Posted

Ack, duly noted. That should be tohit buffs instead of accuracy in there. Thanks for catching that.


 

Posted

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