Kicking it to 50: Reflections of an MA/SR Scrapper




Martial Arts/Super Reflexes is a combination that’s used by a lot of players looking to create a “natural” character in CoH. This set doesn’t rely on typical “super-hero type” powers, just the ability to kick people hard and dodge really fast. Because “street fighting” isn’t an option in the game (yet), Martial Arts fills in as an all-purpose melee primary set. Many players object to the practically all-kicking action the set provides, but there are ways to mitigate this somewhat with a build.

My first 50 was Refuge E, an MA/SR Scrapper who I created a couple of years ago as a CoH version of “Kamandi”, my favorite comic book character when I was a kid. Basically, he’s a young man who beats the living daylights out of much bigger and much stronger opponents. What’s not to like?

Martial Arts is a single target set, with only one power (Dragon’s Tail) doing any kind of AoE damage. That said, the burst damage from these single target attacks is really good. Some people will say, “But Broadsword has better burst damage!”. I respond, “But what if you don’t feel like swinging a sword? ” My point is, when you want to use a weapon, go with BS, if you just want to fight, go with MA. They’re both good. Actually, I have at least one of each of the 6 current Scrapper primaries, and I like them all. Sometimes you want to swing a sword, or kick someone in the face, or slash with claws-for-hands, or shoot quills out of your orifices. They’re all available to you. MA isn’t “better” than any of the others, or worse than any of the others. It can be really fun to play and, if you feel like you may enjoy it, by all means give it a try.

My goal in writing this is to take you through the life of an MA/SR Scrapper, give you my thoughts and experiences along the way, and maybe help you with the development of your very own MA/SR. Section 1 of this Guide gives you a rundown of all the MA/SR powers. Section 2 gives my impressions while leveling from 1-50. This isn’t a “max” build; it’s just the build I came up with over time.

One other note: Refuge E was designed for PvE. I have limited experience with PvP, so I won’t pretend to be an expert on how this combination works in that area of the game.

Pro’s of the MA/SR Scrapper:

--Good burst damage
--Crane Kick, one of your best powers, is available at level 8
--SR keeps you from getting hit (sometimes you’ll take NO damage at all!)
--MA has fast recharging attacks
--All MA attacks have an inherent accuracy bonus
--Quickness makes your powers recharge even faster than normal
--Practiced Brawler is the best mez protection in the game
--Very few toggle to manage
--Tier 9 power (Elude) is fantastic!

Con’s of the MA/SR Scrapper:

--SR almost REQUIRES taking all 9 powers
-- Most MA powers are single target only
-- This is an endurance-heavy combination!
--If something slips through SR, you get hit HARD
--SR is all defense based

Below is a quick summary of the powers. Numbers come from City of Data, although I got the Brawl Index numbers from a CoH Build planner.

Martial Arts Primary:

THUNDER KICK – available at level 1;
Acc. 1.05
Recharge 3s
Damage 0.945
BI 2.3
END Cost 4.4

Thunder Kick is an attack that is very useful early on, but its low damage output may make it a candidate for replacement later on. I kept it from 1-50, but I found that I used it very seldom in the later game. It has a chance to stun enemies, but it’s not very noticeable.

STORM KICK – available at level 1;
Acc. 1.05
Recharge 6s
Damage 1.485
BI 3.7
END Cost 7.0

Storm Kick is a great power that is just as effective at level 50 as it is at level 1. I constantly use this power, usually as my “second” attack on an enemy, although you could use it to lead off an attack as well. I can’t imagine skipping this power.

COBRA STRIKE – available at level 2
Acc 1.05
Recharge 20s
Damage 0.281
BI 0.7
END Cost 10.1

Cobra Strike is your stun attack which does very little damage. My understanding is that this power works well in PvP. I never found a lot of use for it in PvE, as the other MA powers are so good at killing enemies. As you’ll see later, there are a lot of other damage mitigation powers available for the MA/SR Scrapper. I skipped this power.

FOCUS CHI – available at level 6;
Acc 1.00
Recharge 90s
END Cost 5.2

This is the MA version of Build Up and is very helpful in boosting damage from your various attacks. The question isn’t whether you should get Focus Chi, it’s WHEN in the build you should get it. Generally, this is a power you can put off for later.

CRANE KICK – available at level 8;
Acc 1.05
Recharge 10s
Damage 2.205
BI 5.4
END Cost 10.2

Crane Kick is the cornerstone of the MA set. This power is great for doing damage as well as for mitigating damage. It does knockback, giving you time to get off a couple of “free” shots at your foe before he gets off the ground. KB can be problematic on teams, so you may find yourself using this power less than you normally would want, but I can’t imagine not taking this. Plus, it’s a great finishing move on an enemy; kicking his dead carcass across the room is a final act of disrespect!

WARRIOR’S CHALLENGE – available at level 12;
Acc 1.05
Recharge 3s

This is Taunt for Scrappers. You can skip this one.

CRIPPLING AXE KICK – available at level 18;
Acc 1.05
Recharge 8s
Damage 1.945
BI 4.6
END Cost 8.5

When I first started Refuge E, CAK was known for mediocre damage and an overly long activation time, so I skipped this power. Since then, the damage has been increased to a pretty good number. However, the activation time is still high (2.17s). This is lower than Eagle’s Claw, but then so is the damage. I may take this on my next MA Scrapper, but I didn’t on this one.

DRAGON’S TAIL – available at level 26;
Acc 1.05
Recharge 12s
Damage 1.125
BI 2.8
END Cost 13.0
(can hit up to 10 enemies at once)

DT is your one and only AoE attack, so it’s worth getting for that reason alone. This power does knockdown, too, so you have yet another means of damage mitigation.

EAGLE’S CLAW – available at level 32;
Acc 1.05
Recharge 12s
Damage 2.565
BI 6.3
END Cost 11.9

This is your “big hitter” and is well worth the wait. EC does terrific damage and has an excellent chance to stun your opponent, yet another means of damage mitigation. The chief complaint about EC is the LONG activation time (3s). When you click this power, your character leaps in the air, freezes, then kicks the enemy in the face. Picture Cameron Diaz in “Charlie’s Angels” (but with a LOT more damage capabilities!).

Super Reflexes Secondary:

FOCUSED FIGHTING – available at level 1;
END Cost 0.13/second

FF is your toggle power defense against melee attacks.

FOCUSED SENSES - available at level 2
END Cost 0.13/second

FS is your toggle power against ranged attacks. Early on, when endurance is at a premium, you may need to turn this toggle off between (or even during) fights. If it comes down to it, always leave FF on and turn FS on/off as needed.

AGILE – available at level 4

This is your first of 3 auto defenses, meaning that it’s always on and costing you nothing! The power isn’t that strong, but when combined with Dodge and Lucky (the other 2 autos), you get some scaling defense when your health bar gets low. The three auto defenses can be picked up later in the build and can also be slotted only when other powers have been taken care of.

PRACTICED BRAWLER - available at level 10;
END Cost 10.4

PB is a click power and protects you from disorient, hold, knockback, sleep, and immobilization. Since it’s a click power, it can’t be accidently turned off during a battle. The great thing about this power is that it can be made permanent with just 2 SO Recharge enhancements. Be sure to take this power prior to level 20.

DODGE – available at level 16;

The second of your 3 auto defense powers, Dodge protects you from melee attacks.

QUICKNESS – available at level 20;

Quickness is another auto power. This one increases your run speed, recharge speed, and gives some resistance to Slows. Some people elect to skip Quickness, but I recommend taking it. It really makes for some fast battles.

LUCKY – available at level 28;

This is the third of your 3 auto defense powers and protests you from AoE and cone attacks.

EVASION – available at level 35;
END Cost 0.13/second

Evasion is the third of your toggle defenses, and protects against AoE attacks.

END Cost 2.6

Elude is a terrific Tier 9 power. When you click on Elude, you have 3 minutes of vastly increased defenses. Defense against melee, ranged, and AoE attacks shoot up, run speed is higher, and jump height is higher. This is your panic button when fighting Elite Bosses or when you find yourself in over your head. After 3 minutes, though, you lose all endurance and can’t recover any for about 10 seconds. All of your toggles will drop as well, so be sure to get the fight finished, or bug out!

To Be Continued......

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)



The Run To 50

So, with the preliminaries out of the way, the question of how to play an MA/SR Scrapper remains. I wanted to take you through my experiences so that you have a basis for deciding for yourself how you’d like to design your own MA/SR Scrapper.

First of all, I played Refuge E for 2 years before getting him to level 50! I like playing a lot of alts, and I also wanted to avoid “the grind” that you hear so much about in MMO games. I really didn’t want to hit 50 and find myself completely fed up with my character and CoH in general. I primarily solo, and I did practically every story arc available in CoH with Refuge E. I missed a couple of early ones because I wasn’t familiar with how story arcs are assigned. I’ve played them all on other characters, though.

I really recommend story arcs for players, as I think that most are well-written, fun, and give excellent XP. When I started playing CoH, street-sweeping was all the rage. Believe me, I wouldn’t still be here after 3 years if that hadn’t changed! Radio missions have been a much needed and enjoyable addition, as well, and can fill in gaps in the game when you run out of story arcs or are just looking for some short-term missions to run.

Levels 1 – 10

One of the disadvantages or an MA/SR Scrapper is the high endurance cost associated with it. In the early levels, this is most acute, as you’ll find your character huffing and puffing between each fight with even-level mobs. Therefore, be sure to load up on endurance reduction (EndRed TOs) Training Origin enhancements early on. In fact, slotting with just acc and endred in your attack powers makes a lot of sense. A single damage enhancement TO won’t do much for your damage output, but a single endred TO can make life much easier.

From levels 1-10, you’ll have access to 7 powers. You’ll want at least 3 (possibly 4) attack powers (not including Brawl or any Veteran rewards) by level 10 in order to make your way through the game. Your choices are Thunder Kick, Storm Kick, Crane Kick, and Cobra Strike from MA. You can also choose Boxing or Kick from the Fighting Pool, Air Superiority from the Flight Pool, Jump Kick from the Leaping Pool, or Flurry from the Speed Pool.

I think Storm Kick and Crane Kick are a given, and I can’t imagine NOT taking these two. Of the remaining, AS is a great choice. Thunder Kick is very helpful early on. If you want to use your fists as well as your feet, you could go with Boxing. The other choices are much weaker picks.

For the SR side, you have to take Focused Fighting at level 1, but this is a great power anyway. One thing you’ll notice is that the SR defenses are pretty weak until you can get SO enhancement slotted in them. Since every little bit helps, though, you definitely want to start picking up your defenses now and improving them later, when you can.

Your mission choices, after the first few levels, are to do missions in King’s Row, the Hollows, or join a sewer team. Sewer teams are a fast way of leveling up, as you and several other new characters go looking for trouble in the sewers near Atlas Park. Dying prior to level 10 is debt-free, so this is a great opportunity to really dive in with your new powers and learn what they can (and can’t) do. With just a half decent team, you can level up from 2 to 7 in just an hour or two. King’s Row and the Hollows are also great places to learn your powers. The Hollows gets a bad rep due to the difficulty of traveling around, but the missions can be fun. I enjoy fighting Frostfire, the first “boss-type” character you encounter.

Levels 10-20

Your power picks from 10 to 19 are usually not very “fun”, as most people get their travel powers and the Fitness Pool. I highly recommend the Fitness line, as Stamina will be imperative. I know some people forego Stamina, but I’ve found that it makes the game less of an ordeal for me. Thanks to Safegaurd missions and the temporary travel powers they give, it’s now possible to put off a permanent travel power until later.

By the time you reach level 20, you’ll want 3 powers from the Fitness Pool (Stamina and 2 others), possibly 2 of your travel pool powers, and Practiced Brawler. Don’t start the 20’s without your mez protection! You’ll also have access to Crippling Axe Kick if you want that as an additional attack power.

As you finish your teens, you should have your attack powers fairly well slotted up, and your SR toggles slotted as well. Once you get Stamina, you can start replacing some of those endred enhancements in your attack powers with damage enhancements. By level 12, you should have also started to replace your TO enhancements with DO enhancements.

You’ll have access to 3 story arcs for levels 10-15, featuring the Clockwork, Skulls, and Vahzilok. Levels 15-20 give you 3 more story arcs (Vahzilok, Clockwork, and Tsoo). The Vahzilok story gives you the “wasting disease” near the end of the arc, which basically doubles your endurance costs for everything for the final mission (You also attract flies, buzzing around your head!). Endurance becomes even MORE precious.

Also, at level 15, you can start the Faultline story arc. This is really fun and gives you a chance to face some Elite Bosses. I highly recommend this one.

Levels 20-25

This starts “the golden age” for CoH as far as I’m concerned. The 20s and 40s are the most fun in CoH, with lots to do and the ability to really “feel” like a hero. In this range, you have access to 5 story arcs (all good ones), the finale of the Faultline arc, and the start of the Striga Island arc. So much to do, so little time!

This is a good time to pick up some powers that you couldn’t fit in earlier or even dip into some of the other Pools (the Medicine Pool is great for an MA/SR Scrapper).

At 22, you’ll (finally) have access to SO enhancements, and everything will suddenly change for the better. Your SR defenses will now actually work in a noticeable way! You’ll be able to kill (arrest) villains easier. You won’t be staring at the blue endurance bar during the entire fight. It’s all very liberating.

You’ll also face the Banished Pantheon for the first time. SR is great for dealing with the BP. In fact, you’ll be able to fight these guys with very little problem at all, something most other Scrappers wish they could do. Dark Astoria will be a great place for you to pick up lots of magic salvage and sell for extremely high prices at the auction house. Here’s a tip: the BP Totems look tough, but they seem to fall to Air Superiority every time! Later, you’ll find that SR is also great for dealing with the Devouring Earth and the Carnies. These three groups give most heroes ulcers, but SR Scrappers have no problems with them at all! With Devouring Earth, you’ll want to take out any Quartz or Cairns that are summoned, as these give the DE a LOT if resistance to your attacks. With Carnies, take out Strongmen first, as they also develop high resistance.

Striga Island is a zone-centric story arc like Faultline and has 4 contacts that you deal with (again, like Faultline). Stephanie Peebles, your first contact, gives you a series of missions set in cargo ships (I think it’s 5 in a row!). This gets boring, but when you finish her missions, she gives you the Wedding Band, the best temporary power in the game. It gives you added defense from all types of damage. When you need just a little added defense, you’ve got it available. Long Jack, the next contact, gives several outdoor missions, including the infamous “Defeat 15 Council & 15 BP in the Bog”. There are A LOT of Council and BP in the Bog, and they’re usually much higher level than you. It’s a tough one.

You can also do missions in Terra Volta during this section of the game. At that point, Refuge E had SS as his travel power. It was miserable! If you go with SS, be sure to have a temp travel power as well. Terra Volta is still my least favorite zone in CoH because of my time there!

Levels 25-30

More fun for the MA/SR Scrapper. You’ll have access to 5 more story arcs (including one of my favorites, the Freak-Olympics), the final half of Striga Island, and the first half of Croatoa. You’ll also start dealing with the Devouring Earth a lot more. Again, for a SR Scrapper, these guys are no problem.

In Striga, you’ll do missions for Tobias Hanson, most of which involve Council vampires and werewolves. Then, his brother, Lars, will give you a series of really cool missions, striking at the heart of the giant Council Base. You’ll have to infiltrate various parts of the Base. Try doing these without using your travel power. It forces you to sneak around the heavily-guarded Base, ducking behind walls and using guerilla-style tactics to get around. It’s like being in a WWII espionage movie. I really enjoyed these, and wished they’d had a few more missions of this type.

Croatoa is another zone-centric arc that involves all magical villains. This is a great place to pick up lots or rare and expensive salvage. Plus, the missions are fun, too.

Be sure to pick up Dragon’s Tail at level 28. It’s your only AoE attack power and it will come in very handy throughout the life of your character.

Levels 30-40

Well, the fun had to end sometime. In my opinion, the 30s are the toughest section of CoH to complete. The XP requirements for leveling really get high, the missions are a little less entertaining (and involve A LOT of running from zone to zone for dubious reasons), and you’re once again finding your character a little under-powered compared to the enemies you face. You’ll definitely need to increase your attack abilities and defenses, so get Eagle’s Claw, Evasion, and Elude when you can.

There are 5 story arcs from level 30 to 35, including “The Library of Souls”, starring the Circle of Thorns. You’ll spend a lot time in their underground city of Orenbega if you choose this one. It does give you a lot of magic salvage, though. You’ll also complete the Croatoa story arc, primarily with missions involving the Redcaps and the Cabal. Redcaps are tough, mean little critters. The Cabal use a lot of mez attacks, so be sure Practiced Brawler is always up. At this point, you should have it made “perma” (2 SO rechgs). You can create a bind that will have it automatically click whenever it’s up.

From levels 35-40, you’ll get 5 more story arcs. One of those, the “Envoy of the Shadow”, is really tough. It again involves the Circle of Thorns, and it seems to go on forever. By the end, I didn’t care about the Envoy’s real name, I just wanted to get out of Orenbega for good! If you have Elude, though, it’s possible to solo the Envoy. I managed it, and it was the one time in this game where I actually jumped out of my chair and cheered.

New enemies of note are Nemesis, which is very tough for everyone, and Crey. Crey are unique in that, unlike most enemy groups, it’s sometimes best to take out Crey minions before Lts. and Bosses! Be on the look-out for Medics (they heal other Crey) and Radiologists (they debuff your SR defenses, making you much easier to hit). Take these out first.

Refuge E kind of hit a wall at level 34 and I had a tough time getting him past this section of the game. I ran out of story arcs at around level 38, so I relied on radio missions and 2 Double Experience Weekends to get me through.

When I was at this level, the Rikti War Zone wasn’t yet available. Now that it is, there should be enough content to get you up to level 40 a little easier. Also, Steve Sheridan is an additional resource for a story arc.

Levels 40-50

The game once again opens up at 40 and you start to feel like a real hero. Missions are no longer about fighting thieves and kidnappers. Now, you’re saving the world! You’ll have 5 story arcs from 40-45 (including the “Evil Countess Crey”, my other favorite arc) and 3 story arcs from 45 to 50. In addition, 2 other contacts will give you another story arc each to fill in any gaps. Also, you can enter the Shadow Shard and get a whole series of missions (and a few Task Forces). The Shadow Shard is beautiful to look at and I would encourage at least a visit. Be aware, however, that the Rularuu, which inhabit portions of the Shadow Shard, are the WORST villains for SR Scrappers. They get past our defenses easier than any other group.

You’ll also complete the Rikti War Zone arc. Be aware that Gaussian will give you a story arc involving rogue Vanguard agents. The Vanguard cut through SR defenses like a hot knife through butter!

Other new enemies are the Carnival (no problem for SR) and Malta. The Malta Group is famous their Sappers (which drain all you endurance if they hit) and Gunslingers, who do major damage. With SR, you’re less likely to succumb to Sappers, but when they hit, you’re in some trouble! Be sure to always take them out first.

Unai Kemen will give you a story arc that sends you out to fight a “best of CoH” collection of villains, all on outdoor maps. These are big, fun, and full of good XP. There are 23 missions in this arc!

In Conclusion…

There are also plenty of Task Forces throughout the game that you can play. I’ve only done a couple of these, but they can be a lot of fun-with the right team. I’m definitely not an expert on these, but be sure to give them a try. Good Scrappers are always in demand.

I recommend taking all 9 SR powers, as they all do important jobs in keeping you alive. I eventually settled on the Flight Pool for my travel power, as Air Superiority was too good to pass up. I also took Fitness, Medicine, and Body Mastery in the 40’s (I wanted Laser Beam Eyes!). I didn’t think that the Concealment, Presence, or Leadership Pools really added anything for my Scrapper, so I skipped these.

Damage is very important for any Scrapper, but MA Scrappers also have a lot of damage mitigation. Eagle’s Claw can reliably stun foes, AS and Dragon’s Tail use knockdown effectively, and Crane Kick uses KB as a great finishing move. There are times when you can kill a +3 Lt. without him ever taking a shot at you!

Refuge E was level 40 when Inventions came out, but I found that these really helped out a lot. I decided that the biggest problem with an MA/SR is what happens when the defenses fail. I decided to use IOs to turn him into an MA/SR/Regen Scrapper. There are plenty of ways to boost regen without sacrificing damage or accuracy. Although he’s still not completely IO’ed out, he’s definitely getting there (those lousy expensive Luck of the Gamblers!).

Below is my final build for Refuge E. This isn’t the only way to build an MA/SR, or even the best way to build one. It’s just what I came up with over time. If I started it today, I’d move the Medicine Pool up earlier).

1. Thunder Kick: 1 acc, 3 dmg, 1 rechg, 1 endred
1. Focused Fighting: 3 defbuf, 1 endred
2. Storm Kick: 1 acc, 3 dmg, 1 rechg, 1 endred
4. Focused Senses: 3 defbuf, 1 endred
6. Agile: 3 defbuf
8. Crane Kick: 1 acc, 3 dmg, 1 rechg, 1 endred
10. Air Superiority: 1 acc, 3 dmg
12. Hurdle: 1 jump
14. Fly: 1 endred, 3 fly (I did this for IO’s late in the game)
16. Practiced Brawler: 2 rechg
18. Health: 3 heal
20. Stamina: 3 endmod
22. Dodge: 3 defbuf
24. Quickness: 1 run
26. Focus Chi: 3 rechg, 2 th_buf
28. Dragon’s Tail: 1 acc, 3 dmg, 1 rechg, 1 endred
30. Lucky: 3 defbuf
32. Eagle’s Claw: 2 acc, 3 dmg, 1 endred
35. Evasion: 3 defbuf, 1 endred
38. Elude: 3 rechg, 2 defbuf
41.Aid Other: 1 heal
44. Aid Self: 3 heal, 2 interupt
47. Conserve Power: 2 rechg
49. Laser Beam Eyes: 1 acc, 3 dmg

I hope this Guide is of some help. MA/SR Scrappers are fun to play, solo or on teams. Although considered a “tight” build because of the need for so many SR powers, it can be a very rewarding combination to play.

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)



/vote for Sticky

This is a great great guide.
It is well thought out and probably the best reason for me to make the MA/SR scrapper I have always wanted to but haven't as a 13 month vet.

I like the fact that you pointed out the major arcs, that on my main and other alts I completely missed and wish I did without exemp. Also, liking the fact you presented which enemies were easier to fight as a SR scrapper and how to go about it. I am also a fan of AS and getting Stam, so it works for me.

Thanks again.
Very well done!



Awsome guide. Just one question. How did you like fighting DE dont they have high resistance to smashing attacks? I love them on my claws scrapper but i seem to recall (been awhile since i played ma/ ) they took forever to take down. Well atleast the tree ones. The crystals were fine .



Yes, the DE have moderate resistance to Smashing attacks, but that's common among villains at that level of the game. The thing to look out for, though, is when the DE spawn Cairn, Tree of Life, Quartz, and Fungi. These make all DE in the surrounding area suddenly much tougher to kill (higher acc, more regen, more resist, etc.). When you see any of these appear, switch your target to take them out first, then return to the DE. They're much easier to kill this way.

The "MA Advantage" is the number of powers that will keep the DE from attacking you. Stuns, KD, and KB will keep them flopping around for much of the battle, unable to attack back very often.

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)



Devouring Earth Quartz emanators, dropped by Guardians, give all nearby Devouring Earth a +100% to Hit.

In other words they neutralise the entire SR secondary, including Elude!

So always always take out the Guardians first, preferably starting with cobra Strike before they can drop a Quartz.



Excellent guide! I will use it for my claws/SR I just rolled.

One question... Isn't Lucky skippable since you won't get a huge bonus and also won't be AoE'd a lot? Isn't it enough just to get the toggle AoE defense, Evasion?




The advantage to the passives is that, as your HPs decrease during a fight, the defense from the passives kick in and really add to your defensive abilities. These are stackable, so having all 3 passives adds much more than just having 2.

I'm not sure of the actual numbers, but I believe that this begins when your HPs drop to 60%. When your health bar turns red (25%), you can really feel the effect. Suddenly, you're getting hit a lot less than you were before, giving you the time you need to finish off the enemy. I can't tell you how many thimes I've been in a fight, really get hammered, when suddenly, the enemy starts whiffing over and over again. It's like they've forgotten how to hit me. It makes a BIG difference.

As noted above, I strongly recommend taking all 9 SR powers. However, if you absolutely MUST drop one, I think I would vote for Evasion. I've seen some people say that they can go without Elude, but I think this would ONLY work if you teamed on a regular basis in the higher levels.

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)



Having all of the auto powers is about 1/3rd of your total defense, on the rare occasions that your toggles get dropped, having that 1/3rd is way better than none.

I run a DM/SR scrapper, and DM has a lot of ToHit DeBuff in it, which supports the DEF of SR.

In one of the arcs on Peregrine, there is a mission where you have to click 4 blinkies, I think the time limit is one hour. The next mission is much the same thing, but it is with a time limit of 10 minutes. It is meant to be a Kobayashi Maru mission, not actually completable, but some teams manage to do so. Since clicking blinkies negates stealth, the teammates that had ghosted 3 blinkies were unable to get the 4th because it was in a small room, well packed. I ran through all of the mobs with super speed (that was an adventure) and arrived at the final room. "Where is it in the room?" "Right side of the door." I hit Elude, ran in, clicked, the whole room started firing. I got interrupted once, clicked again, ended the mission with like 20 seconds to spare. All but one teammate clicked out, he more or less watched as I proceeded to beat down almost the entire room (and then saved me from the one minion remaining when Elude crashed).

I have tanked an Arch Villain (for 3 minutes, too bad it took the team about 3 minutes and 15 seconds to kill him).

Elude is a beautiful thing.

Gerbils are for wimps. Real men use badgers.



The advantage to the passives is that, as your HPs decrease during a fight, the defense from the passives kick in and really add to your defensive abilities. These are stackable, so having all 3 passives adds much more than just having 2.

I'm not sure of the actual numbers, but I believe that this begins when your HPs drop to 60%. When your health bar turns red (25%), you can really feel the effect. Suddenly, you're getting hit a lot less than you were before, giving you the time you need to finish off the enemy. I can't tell you how many thimes I've been in a fight, really get hammered, when suddenly, the enemy starts whiffing over and over again. It's like they've forgotten how to hit me. It makes a BIG difference.

As noted above, I strongly recommend taking all 9 SR powers. However, if you absolutely MUST drop one, I think I would vote for Evasion. I've seen some people say that they can go without Elude, but I think this would ONLY work if you teamed on a regular basis in the higher levels.

[/ QUOTE ]

with the passives, your RESISTANCE increases, not your DEFENSE, as your health drops.



Elude is a beautiful thing.

[/ QUOTE ]

Personally I have tried ELUDE and it was nothing but a complete disappointment. Also let me mention right now that all my input is PvE, not PvP.

First off I already have Quickness which makes her move incredibly fast running/flying ( to the point where I skipped my travel power before temp travel powers were even available until mid-20's) and I hate having Super Speed on my "melee" characters, to include Speed Boost. I don't build for it, I don't like it, and run by attacks are not how a "melee" in PvE works IMO.

Second, everything and anything with a power remotely resembling "TOTAL FOCUS" (aka Jumping Haymaker) can hit and one-shot you right through Elude, even while running the 3 toggles, all 3 auto powers, and hover... all triple slotted for defense... BAM! DEAD! (/respec *gone*) The first time it happend it was a "Crey Power Tank", then a "Paragon Protector", then "Snaptooth". Anything that has that type of attack will hit you, even if it's level 10 and you're level 50, the primary example being the Redcaps in Croatoa and the Christmas Event Mission, mind you these aren't scary and don't one-shot you like the mobs mentioned above, but they still hit... lots of luck hitting a level 50 in PI at level 10. *grin*

Long story short and all ranting aside, my experience with ELUDE has been relatively poor and the speed increasing effects are undesirable when you've already taken Quickness. Again this point-of-view is PvE, not PvP.




One note on Devouring Earth resistances:

The Plant and Fungus based creatures resist Smashing but are vulnerable to Lethal (take extra damage from Lethal attacks).

The Rock and Crystal based creatures resist Lethal damage but are vulnerable to Smashing.

Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.



**********UPDATE TO MY SR/MA GUIDE************

Since I wrote this Guide 2 years ago, I managed to play a lot of different alts and utilize the IO system much more. I've recently gone back to this alt and made some improvements to the build, based on what I've learned on other characters.

POWERS: My Guide notes that I chose not to take Crippling Axe Kick on this alt, but I would probably take it on my next MA character. I did this (MA/Regen) and really liked the power a lot (despite the truly ridiculous looking animation--soon to change!).

I also elected to take Maneuvers from the Leadership Pool (more on this later). In order to fit these in, I dropped my Epic Power Pool of Conserve Power (never used it) and Laser Beam Eyes (fun, but not as powerful as CAK).

INVENTIONS: I'd been adding IOs to my build over time for the set bonuses, so I already had some decent sets slotted into Refuge E (several Crushing Impacts, some Mako's, etc.). I also got lucky with a Regenerative Tissue +regen unique as a drop during a mission. I hadn't spent huge amount of influence on this alt at all, is my point, and what I HAD spent, I'd done over a period of time.

My original goal with Refuge E was to focus on set bonuese for +Regen, +Recovery, and +Accuracy. I hate missing when I fight, and I REALLY hated staring at the blue bar continually in the early days of this character's development. My original build mostly succeeded in this, and I 've been very happy with the results. Any changes I recently made had to not mess these results up.

I've been playing a Bane a lot in the past few weeks, and maximizing Defense is a key element in the success of these SoA's. I decided that I'd like to adjust the IO slotting in Refuge E so that he could also benefit from +Defense.

With that in mind, I spent some influence at Wentworth's. I purchased a full set of Touch of Death for CAK (expensive, plus the salvage for it is REALLY expensive!), a full set of Gaussian's Sychronized Fire Control for Focused Chi (also expensive!), a full set of Multi-Strike for Dragon's Tail (cheap, and easy to get), and 4 Red Fortune's for Maneuvers (not too bad).

I elected to take Maneuvers at 49 for Refuge E just because of the +Defense of the power. Originally, I took Cobra Strike at 49 and was planning on adding 3 Blessing of the Zephyr to Fly, but those were WAY too expensive for my budget. I got the same +Defense by taking Maneuvers (plus, I didn't really use Cobra Strike anyway).

Below is the build that I now have on Refuge E (except for one Gaussian IO, which I'm currently bidding on but haven't yet gotten).

Hero Plan by Mids' Hero Designer 1.401

[u]Click this DataLink to open the build![u]

Refuge E: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership

Hero Profile:
Level 1: Thunder Kick -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(3), C'ngImp-Dmg/Rchg:39(5), C'ngImp-Dmg/EndRdx/Rchg:39(15), Rope-Acc/Rchg:39(42), Rope-Acc/Stun:39(42)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx:39(A), S'dpty-Def:39(11), DefBuff(17), DefBuff(31)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(3), C'ngImp-Dmg/Rchg:39(5), C'ngImp-Acc/Dmg/Rchg:39(13), C'ngImp-Acc/Dmg/EndRdx:39(42), C'ngImp-Dmg/EndRdx/Rchg:39(43)
Level 4: Agile -- DefBuff(A), DefBuff(11), DefBuff(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(7), Mako-Acc/Dmg:39(7), Mako-Dmg/EndRdx:39(15)
Level 8: Crane Kick -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(9), C'ngImp-Dmg/Rchg:39(9), C'ngImp-Acc/Dmg/Rchg:39(13), C'ngImp-Acc/Dmg/EndRdx:39(17), C'ngImp-Dmg/EndRdx/Rchg:39(40)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(25)
Level 12: Hurdle -- Jump(A)
Level 14: Fly -- Frbd-Fly:39(A), Frbd-EndRdx:39(46)
Level 16: Health -- RgnTis-Regen+:30(A), Heal(37), Heal(46)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg:39(A), T'Death-Dmg/EndRdx:39(19), T'Death-Dmg/Rchg:39(19), T'Death-Acc/Dmg/EndRdx:39(23), T'Death-Dmg/EndRdx/Rchg:39(31), T'Death-Dam%:39(40)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Focused Senses -- S'dpty-Def/EndRdx:39(A), S'dpty-Def:39(23), DefBuff(25), DefBuff(31)
Level 24: Quickness -- Run(A)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg:39(A), M'Strk-Dmg/EndRdx:39(27), M'Strk-Dmg/Rchg:39(27), M'Strk-Acc/EndRdx:39(29), M'Strk-Acc/Dmg/EndRdx:39(29), M'Strk-Dmg/EndRdx/Rchg:39(39)
Level 28: Focus Chi -- GSFC-ToHit:39(A), GSFC-ToHit/Rchg:39(37), GSFC-ToHit/Rchg/EndRdx:39(43), GSFC-Rchg/EndRdx:39(43), GSFC-ToHit/EndRdx:39(46), GSFC-Build%:39(48)
Level 30: Dodge -- DefBuff(A), DefBuff(34), DefBuff(34)
Level 32: Eagles Claw -- Mako-Acc/Dmg:39(A), Mako-Dmg/EndRdx:39(33), Mako-Dmg/Rchg:39(33), Mako-Acc/Dmg/EndRdx/Rchg:39(33), Rope-Acc/EndRdx:39(34), Rope-Acc/Stun:39(37)
Level 35: Evasion -- LkGmblr-Def/EndRdx:39(A), LkGmblr-Def/Rchg:39(36), DefBuff(36), DefBuff(36)
Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Aid Other -- Heal(A)
Level 44: Aid Self -- Heal(A), Heal(45), IntRdx(45), Heal(45)
Level 47: Lucky -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Maneuvers -- RedFtn-Def/EndRdx:39(A), RedFtn-Def/Rchg:39(50), RedFtn-Def/EndRdx/Rchg:39(50), RedFtn-Def:39(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

With the changes that I made, I managed to boost my Defense up from approximately 31% each to Melee, Aoe, and Range to the following: 42.73% to Melee, 38.85% to AoE, and 37.14% to Range. This means that. when going toe-to-toe (Melee) against a villain, I'm now getting hit 8% of the time instead of 19%!

I hope this Guide has been helpful to you, and that my additions here give you some ideas for improving your own build. I realize that this is not a maximized build, but it's something I've put together over time that seems to suit my needs pretty well.

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)




Elude is a beautiful thing.

[/ QUOTE ]

It comes in handy in extreme circumstances, but can be done without if you're at the soft cap. I used to carry it around on my MA/SR scrapper and found that I almost never used it, so I tossed it and placed my faith in the cap. I have yet to regret that.



With the change to Cobra Strike in I18, MA suddenly got a whole lot better. It also means that some power choices may need to get shuffled to take advantage of these improvements.

Cobra Strike now has the same damage, endurance cost, and recharge rate as Crane Kick, but subs a 75% chance of stun for CK's knockback. How does this affect a tricked-out MA/SR build?

I've been experimenting with Cobra Strike on my MA/Regen Scrapper and I'm really impressed. The damage is great and the stun really helps with mitigating incoming damage.

For low-level MA/SRs, I recommend that the power picks in my original post stay the same, so that your first attack powers are EITHER (TK-SK-CK) or (TK-SK-CS) (with Air Superiority at 6). The reason why you should keep both Thunder Kick and Storm Kick and take either Cobra Strike or Crane Kick (but not both) is because of END usage and recharge times. At low levels, using both Cobra and Crane will run through your endurance faster than you can believe! Also, with a recharge time of 8 seconds each, you're going to be waiting what seems like an eternity for your powers to come back up.

Once you've gotten to a higher level (low 30s), it makes sense to drop Thunder Kick from your build and replace it with Cobra or Crane (whichever you didn't take originally). By the low 30s, you should have a full attack chain and a much better handle on the END bar.

I replaced TK with CS on my lvl 26 MA/Regen (she also has SK, CAK, and DT) and still found a gap in my attacks. Once I get EC at 32 for her, this should be filled in nicely.

One other note: I'm really looking forward to I19, when Stamina becomes an inherent at lvl 1 or 2. For /SR characters, this will really help. However, we need to keep in mind that, from level 2-11, we'll be slotting Stamina with TO enhancements. Our END bar will improve over what it's doing now, but you certainly won't want to start loading up on 3-4 additional toggles prior to SOs (or IOs) at 22!

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)



*******UPDATE FOR I19***********

Issue 19 is upon us and, as noted a few months ago, the changes with inherent Fitness and damage-enhanced Cobra Strike have made this combination better than ever.

After testing, I went ahead and replaced Thunder Kick with Cobra Strike, and was pleasantly surprised. Cobra is now my lead-off attack power, as the stun is a great way to take an opponent out of the picture.

My attacks of AS (KD), Storm Kick, Cobra Strike (stun), CAK, Crane Kick (KB), Dragons Tail (AoE KD), and Eagles Claw (stun, high damage), coupled with Quickness from SR, makes this character a ST damage monster.

With inherent Fitness, I was able to move Aid Other and Aid Self up from the 40s to the teens, and was able to add Combat Jumping (for the extra defense to take me right up to soft-capped Melee defense (45.01%) and the Body Mastery Ancilliary Pool. I chose Conserve Power and Physical Perfection to help with the one weakness in my build-Endurance. Physical Perfection, though slotted for health, also adds 0.11% to recovery, which is needed. I find that I run through my attacks so fast that I tend to eat up the blue bar.

I also managed to take advantage of the Incarnate System and chose (no surprise) Cardiac for END needs. Accuracy, Damage, and Recharge are no problem on this alt, so the decision was a simple one.

Below is my current build. Please note that I placed my slotting for Health and Stamina in Sprint and Rest. Also, the Regen Tissue Unique I have listed in Aid Self is actually slotted in Health.

I hope this Guide (and the changes I've made as the game has changed) can help show that building a MA/SR Scrapper is even more fun and rewarding now than it was in the past.

Hero Plan by Mids' Hero Designer 1.803

Click this DataLink to open the build!

Refuge E: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(42)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(11), DefBuff(17), DefBuff(31)
Level 2: Cobra Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(13), Rope-Acc/Rchg(42), Rope-Acc/Stun(43)
Level 4: Agile -- DefBuff(A), DefBuff(11), DefBuff(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(7), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(15)
Level 8: Crane Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(25)
Level 12: Aid Other -- Heal(A)
Level 14: Fly -- Frbd-Fly(A), Frbd-EndRdx(46)
Level 16: Aid Self -- RgnTis-Regen+(A), Heal(45), Heal(45), IntRdx(45)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(40)
Level 20: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 22: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(23), DefBuff(25), DefBuff(31)
Level 24: Quickness -- Run(A)
Level 26: Dragon's Tail -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(39)
Level 28: Lucky -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 30: Dodge -- DefBuff(A), DefBuff(34), DefBuff(34)
Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Rope-Acc/EndRdx(34), Rope-Acc/Stun(37)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), DefBuff(36), DefBuff(36)
Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(50), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 44: Conserve Power -- RechRdx(A)
Level 47: Physical Perfection -- Heal(A)
Level 49: Combat Jumping -- DefBuff(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(37), Empty(46)
Level 2: Rest -- Empty(A), Empty(21), Empty(21)
Level 1: Critical Hit
Level 0: Ninja Run
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 4.06% Defense(Smashing)
  • 4.06% Defense(Lethal)
  • 2.19% Defense(Fire)
  • 2.19% Defense(Cold)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 8.13% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 4.38% Defense(AoE)
  • 21% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 110.4 HP (8.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 18.2%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 1.65%
  • 2.5% (0.04 End/sec) Recovery
  • 46% (2.57 HP/sec) Regeneration
  • 2.21% Resistance(Fire)
  • 2.21% Resistance(Cold)
  • 5% Resistance(Psionic)
  • 5% RunSpeed
Set Bonuses:
Crushing Impact
(Storm Kick)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
(Focused Fighting)
  • 4% (0.22 HP/sec) Regeneration
Crushing Impact
(Cobra Strike)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
Rope A Dope
(Cobra Strike)
  • 6% (0.34 HP/sec) Regeneration
Pounding Slugfest
(Air Superiority)
  • 8% (0.45 HP/sec) Regeneration
Mako's Bite
(Air Superiority)
  • MezResist(Immobilize) 3.3%
Crushing Impact
(Crane Kick)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
  • 8% (0.45 HP/sec) Regeneration
Touch of Death
(Crippling Axe Kick)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Gaussian's Synchronized Fire-Control
(Focus Chi)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Focused Senses)
  • 4% (0.22 HP/sec) Regeneration
Multi Strike
(Dragon's Tail)
  • MezResist(Sleep) 1.65%
  • 0.95% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Mako's Bite
(Eagles Claw)
  • MezResist(Immobilize) 3.3%
  • 20.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Rope A Dope
(Eagles Claw)
  • 6% (0.34 HP/sec) Regeneration
Luck of the Gambler
  • 10% (0.56 HP/sec) Regeneration
Red Fortune
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)

| Copy & Paste this data into Mids' Hero Designer to view the build |

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)



My main is MA/SR Scrapper. Inherent Fitness allowed me to softcap with zero Positional Defense set bonuses. This makes me happy.

I take on +0x8 spawns very comfortably with my I19 build (I find Aid Self to be completely unnecessary; personal preference).

SR is well regarded these days, but MA continues to be the redheaded stepchild of Scrapper primaries. The multiple buffs it has received over the years has made it into an unbelievable set. I just noticed last night that CAK even has -Def now lol. I don't think you can slot an Achilles' Heel in there though, can you?

Recently I noticed I have over 1000 hours logged on him.

The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.