Broken's Guide to Fiery Melee/Super Reflexes
Tier 5 Breath of fire (close cone Moderate DoT damage fire)
Available: Level 8
End Cost: 10.2
Recharge: 10s
Range: 15 ft
Arc: 30 degrees
Cast: 2.67s ACT 2.904s
This attack I didnt like at all. It has a long Cast times and doesnt do a lot of damage. It has a narrow cone and is hard to hit many enemies. This power is only good if you can hit 3 + every time. The best thing to do with this attack is to jump out of the groups and aim it to hit more. That is not what I like to do so I skipped it.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 6 Confront (ranged, foe taunt)
Available: Level 12
End Cost: 0
Recharge: 3s
Range: 70 ft
Cast: 1.67s ACT 1.848s
All Scrappers get this power. I dont recommend getting this power at all as a scrapper. It is a single target Taunt and really doesnt help you or your team that much.
Tier 7 Fire Sword Circle (PBAoE Melee, Moderate Damage Fire/Lethal)
Available: Level 18
End Cost: 18.5
Recharge: 20s
Radius: 10 ft
Cast: 2.67s ACT 2.904s
This attack is what makes Fiery Melee so good at AoE. This is one of the best PBAoE attacks I have ever played with. This is the attack that you will lead in with a group. Build Up + Fire Sword Circle=Win!!! I recommend getting this power as soon as you can if you cant get it at 18 then at 22.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 8 Incinerate (Melee High DoT fire)
Available: Level 26
End Cost: 6.86
Recharge: 10s
Range: 7ft
Cast: 1.67s ACT 1.848s
This is one for the Best single target attack for Fiery Melee if not the best. This should be your lead attack when you are starting your single target attacks, because it is DoT you want to get the most out of it. If you dont lead with it then the bad guy could be defeated by then. So take this power as soon as you can and love it.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 9 Greater Fire Sword (Melee, Superior Damage Fire/Lethal)
Available: Level 32
End Cost: 12.7
Recharge: 12s
Range: 7ft
Cast: 2.33s ACT 2.508s
This is you last attack for Fiery Melee and it is a good one. It only does Superior damage but it hits hard. This attack should be use after or on a different target then incinerate. This attack like all other Fiery Melee attacks does damage over time.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Super Reflexes
Tier 1 Focused Fighting (Toggle +Defense to Melee, resistance to confuse, debuff defense)
Available: level 1
End cost: .26/s
This is your Tier 1 power as a Scrapper that you have to take, but that is ok you want this power and you would want it as level 1. At level one this power wont seem to do much as Super reflexes is a late bloomer. The power gives you Defense to Melee and resistance to Defense Debuff.
Recommend Slotting: 1 Endurance Reduction, 3 Defense Buff
Tier 2 Focused Senses (Toggle +Defense To Ranged +Perception resistance to defense debuff)
Available: level 2
End cost: .26/s
This is your Toggle for ranged defense. This power is good to have but it can be skip till later as a Scrapper you should work on getting your attacks first then defense but work this in your build as soon as you can.
Recommend Slotting: 1 Endurance Reduction, 3 Defense Buff
Tier 3 Agile (Auto + Defense Ranged resistance defense debuff, resistance damage special)
Available: level 4
No End Cost
This is the first of three auto powers that you get with Super Reflexes. I would take this power over Focused Senses because it cost no end. This power as a cool little trick with it, the closer you get to death the higher you resistance will get. I dont know the number but with the 3 autos it helps you out a lot.
Recommend Slotting: 2-3 Defense Buff
Tier 4 Practiced Brawler (Resistance to Knockback, Disorient Hold, Sleep, and Immobilize)
Available: level 10
End Cost: 10.4
Recharge: 200sec
Duration: 120sec
This is your mezz protection so as a scrapper you should get it at level 10. It will not be perma because it is a click. That is ok all you need to do is put 1-2 Recharge Reduction SO to be made perma. Also you should put this power on Auto. To put the power on auto use your Ctrl Key and click the power then a green circle will appear around it. That means this power is on auto and will fire off every time it can.
Recommend Slotting: 1-2 Recharge Reduction
Tier 5 Dodge (Auto + Melee defense resistance defense debuff, resistance damage special)
Available: level 16
No End Cost
This is your Auto power for Melee defense you can hold off on this power till later because you have so much to work on, but you do want this power. As Agile this power as a cool little trick with to, the closer you get to death the higher you resistance will get. I dont know the number but with the 3 autos it helps you out a lot.
Recommend Slotting: 2-3 Defense Buff
Tier 6 Quickness (Auto +Recharge, +Speed, Resistance Slow)
Available: level 20
No End Cost
This power is great and one of the many reasons why I love Super Reflexes. This power gives you a 20% recharge bonus. It is also your resistance to slow. This is a power I would love to take at 20 but I like Stamina more so I pass on it a pick it up as soon as I can. It will only take Run or fly so I would not slot it.
Recommend Slotting: 1 Run Speed
Tier 7 Lucky (Auto + AoE defense resistance defense debuff, resistance damage special)
Available: level 28
No End Cost
Now this is your last Auto power and it is you first power that helps out with AoEs. I do like to take this power as soon I can. As Agile and Dodge this power as a cool little trick with to, the closer you get to death the higher you resistance will get. I dont know the number but with the 3 autos it helps you out a lot.
Recommend Slotting: 2-3 Defense Buff
Tier 8 Evasion (Toggle + AoE Defense Resistance defense debuff)
Available: level 35
End cost: .26/s
This is your last Toggle. This is for AoE, and it is about time you got that. You will want to take this power at level 35 and slot it up as soon as you can. This power add to you resistance to defense debuff too.
Recommend Slotting: 1 Endurance Reduction, 3 Defense Buff
Tier 9 Elude (click + defense, +recovery, +speed, + resistance defense debuff)
Available: level 38
End cost 2.6
Recharge: 10000 sec
Duration: 180 sec.
This is your last power of Super Reflexes and the only power that you can skip. Yes you can skip this power; it is not need with IOs. This power gives +45% defenses and put you way over the soft capped for defense. It also comes with a bad crash and takes all of your endurance.
Recommend Slotting: 1-3 Recharge Reduction
The Builds
Ok now for the builds. I will start with just SO because not every one plays with IOs. The first build would be a good build to level up with and it will still be good at level 50. The only thing I would do at level 50 is drop Scorch for Hasten but that is me. The build has 38% defense which is ok but if you want to get any IO I would get the SeteadFast Protection + 3% defense IO. It is about 125 Merits so it is not too hard to get and it will up your defense to 41.5% which is close to the soft cap.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Blazing Prey: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- Acc(A), Dmg(3), Dmg(7), Dmg(9), EndRdx(13), RechRdx(39)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(9), DefBuff(15), DefBuff(37), EndRdx(43)
Level 2: Cremate -- Acc(A), Dmg(3), Dmg(5), Dmg(7), EndRdx(13), RechRdx(17)
Level 4: Scorch -- Acc(A), Dmg(5), Dmg(11), Dmg(15), RechRdx(42), EndRdx(42)
Level 6: Combat Jumping -- Jump(A), DefBuff(46)
Level 8: Agile -- DefBuff(A), DefBuff(17), DefBuff(40)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11)
Level 12: Swift -- Run(A)
Level 14: Super Jump -- Jump(A), Jump(39)
Level 16: Health -- Heal(A), Heal(43), Heal(46)
Level 18: Fire Sword Circle -- Acc(A), Dmg(19), Dmg(19), Dmg(23), RechRdx(31), EndRdx(37)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Focused Senses -- EndRdx(A), DefBuff(23), DefBuff(25), DefBuff(37), EndRdx(43)
Level 24: Dodge -- DefBuff(A), DefBuff(25), DefBuff(40)
Level 26: Incinerate -- Acc(A), Dmg(27), Dmg(27), Dmg(29), EndRdx(31), RechRdx(34)
Level 28: Lucky -- DefBuff(A), DefBuff(29), DefBuff(40)
Level 30: Build Up -- RechRdx(A), RechRdx(31), ToHit(39)
Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36), EndRdx(42)
Level 38: Quickness -- Run(A)
Level 41: Boxing -- Acc(A)
Level 44: Tough -- EndRdx(A), EndRdx(45), ResDam(45), ResDam(45), ResDam(46)
Level 47: Weave -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48), DefBuff(50)
Level 49: Conserve Power -- RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Now that we got SO out of the way we can work with IOs. I will start out easy cheap soft capped build and work my way up in Inf. This build didnt use a lot of IO sets. It has 4 Red Fortune in but they are not needed to get to the soft cap. I have them in there to help with the Recharge Time. I dont think this would be a lot maybe only 50 mil but it could cost more depends on how the market is.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(9), EndRdx-I(11), RechRdx-I(15)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
Level 2: Cremate -- Acc-I(A), Dmg-I(3), Dmg-I(7), EndRdx-I(9), RechRdx-I(11), Dmg-I(15)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(5), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Combat Jumping -- DefBuff-I(A), Jump-I(46)
Level 8: Swift -- Run-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(43)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(39)
Level 14: Super Jump -- Jump-I(A), Jump-I(39)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(25)
Level 22: Dodge -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(40)
Level 24: Quickness -- Run-I(A), Run-I(50)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(39)
Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-ToHit(31), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50)
Level 32: Greater Fire Sword -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), EndRdx-I(34)
Level 35: Evasion -- RedFtn-EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(40)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(42), ResDam-I(42), ResDam-I(42), ResDam-I(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Next I will show two builds with full IO sets. One build will have Aid Self and the other will have the fighting pool. The first build I will show will have the fighting pool, this build will cost more but not much more then the last build. With this build you can run the attack chain for Incinerate>Greater fire Sword>Creamte>Fire Sword that will be around 180 DPS.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), T'Death-Dam%(15)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(5), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Combat Jumping -- DefBuff-I(A), Jump-I(46)
Level 8: Swift -- Run-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(43)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(39)
Level 14: Super Jump -- Jump-I(A), Jump-I(39)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(25)
Level 22: Dodge -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(40)
Level 24: Quickness -- Run-I(A), Run-I(50)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(39)
Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-ToHit(31), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), C'ngImp-Dmg/Rchg(34)
Level 35: Evasion -- RedFtn-EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(40)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam/Rchg(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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The next build is the has soft cap defense and Aid Self. You can run the same attack chain of Incinerate>Greater fire Sword>Creamte>Fire Sword with this build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Dam%(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(15)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(15)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(5), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Swift -- Run-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(43)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(39)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(46)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dam%(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(25)
Level 22: Dodge -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(40)
Level 24: Quickness -- Run-I(A), Run-I(50)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(36)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(39)
Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-ToHit(31), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), Mako-Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- RedFtn-EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(40)
Level 38: Aid Other -- Empty(A)
Level 41: Aid Self -- RechRdx-I(A), RechRdx-I(42), Heal-I(42), Heal-I(42), IntRdx-I(43)
Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(48), EndRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Now for the last build. This is the build that I have right now. Im very happy with this build, I have soloed some AVs with this build and working on more. The only thing I dont like too much about this build is Conserve Power is not up as much as I would like it to be.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(15), LkGmblr-Def/EndRdx/Rchg(15)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(31)
Level 4: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(40)
Level 8: Swift -- Run-I(A)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Build Up -- RechRdx-I(A), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42)
Level 16: Dodge -- DefBuff-I(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(46), Heal-I(50), RgnTis-Regen+(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
Level 24: Quickness -- Run-I(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 28: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(34), DefBuff-I(34)
Level 30: Lucky -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), Ksmt-ToHit+(37)
Level 38: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(42), RedFtn-Def/EndRdx(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def/Rchg(46)
Level 41: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46)
Level 44: Aid Other -- EndRdx-I(A)
Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(48), RechRdx-I(48), IntRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Well that is all I hope this guild as help you. Please feel free to give me feed back so I can make it this guide better
[ QUOTE ]
Tier 3 Agile (Auto + Defense Ranged resistance defense debuff, resistance damage special)
Available: level 4
No End Cost
This is the first of three auto powers that you get with Super Reflexes. I would take this power over Focused Senses because it cost no end. This power as a cool little trick with it, the closer you get to death the higher you resistance will get. I dont know the number but with the 3 autos it helps you out a lot.
Recommend Slotting: 2-3 Defense Buff
[/ QUOTE ]
If I'm not mistaken each Auto adds up to 20% to the scaling resistance. Each kicks in and starts adding the resistance when you hit 60% health. They resist damage types lethal, smashing, fire, cold, energy and negative energy and offer NO resistance to psionic or toxic damage.
Edit: Looking at my ingame numbers on my Claws/SR its ".3 per Health Percentage Point below 60%" or around 18% resistance per auto power when you are nearly defeated. As an aside combined with Tough (slotted up) will put you essentially at the scrapper resistance cap vs smash and lethal right before you keel over.
Thanks for the guide!
My numerous /SR scrappers (and 1 brute) appreciate the effort.
This is taken directly from Arcanaville's "I7 scrapper secondary comparisons" and should help explain the passive scaling resistances better for those who read the guide:
[ QUOTE ]
The SR Passive Resistances
Each SR passive defense power also has an unenhancable scaling resistance to all but toxic and psi damage. This resistance starts to kick in when the scrapper is at 60% health, and slowly increases as the scrapper's health decreases. Mathematically, each resistance power offers:
(60% - HealthPercentage) / 3
resistance. They stack, so all three passives combined offer a total of (60% - HealthPercentage) total resistance (to all but toxic/psi).
Because of how they work, it isn't easy to assign a fixed resistance value to them: they can sometimes act as zero resistance (a hit for more than 60% of total health is theoretically capable of defeating the scrapper without ever experiencing any of the resistive value of the passives). They can, under the right circumstances, act like 50% resistance or more, constantly. For the purposes of this comparison, we will assume (unless otherwise specified) that the resistances have a minimum benefit of about 10% resistance, and the maximum benefit is about 24% resistance. A full explanation for why will be the subject of a separate analysis.
[/ QUOTE ]
I have limited time atm, but will have a few other praises/reccomendations for ya later.
Great guide. I am actually thinking of rolling a new brute, but I might just roll a fire/sr as these are two of my favorites sets. Minor nitpick (and it isn't even technical) just change The Roll of the Scrapper to The Role of the Scrapper.
Very well written and it certainly packs a lot of information that sold me on the viability of this combo.
Words to the wise aren't necessary- it's the stupid ones that need them.
"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality
Fiery Melee/Super Reflexes overview
A Scrapper is also one of the best AT to solo with.
Fiery Melee/ Super Reflexes is one of my favorite toons to play. I have always been a big fan of Super Reflexes. So when Fiery Melee came to Scrapper I had to roll a Fiery Melee/Super Reflexes. Super Reflexes is one for the best Scrapper Secondary Power sets. Super Reflexes is base around Positional Defense or not getting hit. There are 3 types of positional Defense and they are Melee, Range, and AoE. Super Reflexes gives you 1 toggle and 1 auto power of each type. If you want to learn a lot about defense look Here. That is Arcanavilles guide to defense it is a long read. If you dont want to read all for that I can give you some help. With Super Reflexes it will give you and good defense number of 30% with SO. What does that mean? An even level minion has a 50% base chance to hit you. So if you have 30% Defense to all positional defense, that would mean you would take 50%-30%=20%. So an even level minion will now only have a 20% chance to hit you.
Now you may have heard of a thing called Soft Capped Defense. Soft Capped Defense is 45%. As I said before that an even level minion has a 50% base chance to hit you. So with 45% defense would only give him a 5% chance to hit you. That will floor his to hit because an even level minion will always have at least a 5% chance to hit you. So having 60% Defense will be the same as having 45%. Now AV, EB will have a better chance to hit you then a even level minion but this is still no point to go over 45% as that will floor theirs as well. Now on other Defensive sets you might want to build for more Defenses maybe 50% because of Defense Debuff. Will with Super Reflexes you are in luck, with all of the powers of Super Reflexes you can have 95% Resistance to defense debuff so you will only need to be 46-47% at most.
Now lets get to Fiery Melee. Fiery Melee was bought over to Scrapper in Issue 12 With Powers Proliferation. Fiery Melee is now one of the best Scrapper Primary Power in single target and AoE damage. Fiery Melee has a good mixture of fire, lethal and smashing damage. The best part about fiery Melee is it is not resisted by a lot of foes. So it will always be good damage. For the single target attack chain Incinerate>Greater fire Sword>Creamte>Fire Sword will but the best one to aim for. You can get better but it takes a lot more recharge and is only 4% better. That attack chain is Incinerate>Greater Fire Sword>Creamte, but I stick with the first one. For the AoE damage it is just one Attack Fire Sword Circle, It is that good of attack. Fire Sword Circle should be your lead attack when going into a mob and then clean up the rest with your single target attacks. Fiery Melee also has a small Damage over time (DoT) with each of its attacks. While it is not a lot of damage it just adds to the damage out put for a scrapper.
Roll of the Scrapper
What is the roll of the Scrapper in this game? Well it is to take down the big guys like bosses, EB and AV. You will be in Melee range and will be getting hit. No matter how good of a Tank you have on a team you will still get hit with AoEs. That is why the Scrapper Secondary is Defensive sets, so they dont get killed. Now you might have heard of a thing called Scrapperlock. Scrapperlock can happen very easy with a Fire/SR scrapper. You just want to run group to group killing every thing in your way. Just note that it is bad to run back to the group and to get every one else killed. If you get in over your head just do the honorable thing and die in the group but not without a fight
Power Guide
In the power guide I will give you what I feel is import info to know about the power. For the Attacks I will give you Cast time and Adjusted Cast Time(ACT) so it will be easier for you to get to get the numbers that you will need. If you dont know what Adjusted Cast Time the real cast time of a power. It is use for DPS and finding out how what time a power need to recharge in. Adjusted Cast Time = (ROUNDUP(Cast time / 0.132)+1) * 0.132.
Tier 1 Scorch (Melee, Minor DMG fire)
Available: level 1
End Cost: 4.37
Recharge: 3s
Range: 7 ft
Cast time: 1s ACT=1.188s
This is your normal Tier 1 attack. It does minor fire damage and recharge fast. There is not much to say about this attack. It just good to use to level up but when you get more attack you dont need it.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 2 Fire Sword (Melee, Moderate Damage fire/Lethal)
Available: Level 1
End Cost: 6.86
Recharge: 6s
Range: 7 ft
Cast: 1.33s ACT 1.584s
I would take this attack over Scorch it does more damage. This attack will be one of your staples in your single target attack chain even up to soloing Avs. This attack like all other Fiery Melee attacks does damage over time.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 3 Cremate (Melee, High Damage smash/fire)
Available: Level 2
End Cost: 8.53
Recharge: 8s
Range: 7ft
Cast: 1.5s ACT 1.716s
This is a great attack I would recommend getting it as soon as you can. It does great damage. This attack will be a key attack as you level up and at level 50. This attack like all other Fiery Melee attacks does damage over time.
Recommend Slotting: 1 Accuracy 3 Damage, 1 Endurance Reduction, 1 Recharge Reduction,
Tier 4 Build Up (+Damage + Tohit)
Available: Level 6
End Cost: 5.2
Recharge: 90s
Cast: 1.17s
This is just like all your build-ups for Scrappers. It gives you a 100% damage buff and a 20% Tohit (un-Enhance) for 10 sec. This power can be skipped till later but you will want to get this power sometime around level 30.
Recommend Slotting: 2-3 Recharge Reduction 0-1 tohit