Thinking of changing travel power
Drop super jump keep combat jumping, hasten and superspeed.
K
My SR uses Air Sup + Fly.
I've slotted up quickness and swift to give me run speed when I'm on the ground.
Its a bit slower than I'd like, but I have the entire SR set now. Which gives me just about enough defence to fight even levels
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Teleport is a bit clumsy to use at first but it is great for getting up close and personal over the top of a slow AoE and avoiding immobilise effects too. I watched a Blapper use it to great effect.
Heavy on End though.
Hasten + SS with Hover for vertical. Or as I like on my scrapper (not SR just can't get a feel for the set.) Hasten + SS then Arial Superiority, which gives good knockdown (MA Doesn't need a KD but still.) Then take Fly in a later slot, slot for end rec x3 Then especially at later levels you have a fast Vertical travel power for badging or getting around vertical zones (Shadow Shard especially) but don't use up loads of slots.
The other thing to think about is drop SS but keep SJ good speed, good vertical. Does mean three powerslots used before 14 which can be annoying but I'd be loath to have no real vertical movement with just SS.
Thanks for the feedback everyone, very useful. I think I'm going to do the following...
1) Drop Thunder Kick for Air Superiority. (Aggravator directed me to his guide here which was a lot of help)
2) Drop CJ and SJ, Take Hasten and SS
3) Get Fly at a later level.
Now I just need to figure out how to make Fly fit my concept. :P Thanks for your help guys.
"The Hamidon is a what what of what?" - Brian the mission guy.
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Now I just need to figure out how to make Fly fit my concept. :P Thanks for your help guys.
[/ QUOTE ]Rocket Boots, let you fly and add extra firepower to your kicks
1) Considering you're a Super Reflexes Scrapper, combat jumping isn't actually that useful to you. The defense bonus is something like 2.5% and, as a reflex scrapper, you MADE of defense. If you want to keep superjump then i'd suggest you take combat jumping and slot it for disorient duration. That way you have a viable status power.
I managed quite happily on my MA/invul scrapper with only superjump from levels 29 through to 44. The trick is to use very short hops, (which keeps your speed up when travelling long distances) and only jump for great lengths when you've got an obstacle in the way.
SS isn't particularly necessary, and as you're a scrapper, stealth isn't really an essential. You need to be up close and personal, stoppping yourself dying by killing everyone else first. I would keep hasten though. It's a handy power. 3-slot it for recharge and then leave it alone.
2) When thinking about fly, bear in mind it's the SLOWEST travel power of the lot, and if you keep jump, you'll be using jump mostly, and not fly.
If you're still set on it, then here's my advice:
Skip hover completely. It's just not worth it as a power. The whole principal of a scrapper is to meet the enemy head on, not crawl slowly towards it like an asthmatic ant with some heavy shopping. This is doubly true for MA scrappers, seeing as we have no ranged attacks at all (unlike spines, claws etc etc). So take air superiority. Even if you rarely use it, it's a better choice than hover.
Yes, fly is end heavy, but if you slot it with one or two end red So's you should be able to fly, even with toggles on, and still recover end (providing you have triple slotted stamina)
You really should NOT be using fly in combat. It's too much of an end drain when coupled with attacks, it actually LOWERS your accuracy, and because of travel suppression, every time you execute an attack you actually switch to hover mode for about 2-3 seconds, which really stops you from moving at any reasonable speed. Superjump is much better in combat than fly. The exception to the rule being, of course, airborne foes.
3) Again, hoever for scrappers is pretty much a waste of time. it's just not worth power slot. I've rarely met the obstacle that I can't clear with superjump, even when its only single slotted. SS and SJ are a pretty good combo, but unless you don't want to be hopping constantly, SS isn't really necessary.
4) Again, with TP, you have to take travel suppression into account. After 'porting, you're completely immobile for about 2 seconds, which means if you're not in melee range with an enemy, that's 2 seconds you can't do anything in, so it requires a fair bit of skill with the power, which I see a too much hassle, as superjumping in takes almost the same amount of time anyway
IMO not very practical for a scrapper.
5) A friend of mine(Jakey K) is MA/SR and he actually had the exact same idea as you it's a very good tactic but you've gotta be prepared, as it WILL take some getting used to. Be prepared to go "WOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAH!!" a fair few times before you get used to the sudden shift in speed. It's expensive yes, but it's about 2/3 as fast as SS, and its almost completely end-free (except sprint).
If you're going by that route, however, i'd still recommend you take SJ to compensate for your lack of vertical movement. (See earlier in post)
That's my two inf hope it helps
-Sally
Woops....realised you've already made your choice
D'OH!
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1) Considering you're a Super Reflexes Scrapper, combat jumping isn't actually that useful to you. The defense bonus is something like 2.5% and, as a reflex scrapper, you MADE of defense.
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As an SR Scrapper, I can tell you that every last bit of defence counts - 2.5% might not seem like a huge amount, but it can be the difference between 0 and 200 points of damage.
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If you want to keep superjump then i'd suggest you take combat jumping and slot it for disorient duration. That way you have a viable status power.
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What? I'll take it that that comment was made purely because it was 2am in the morning, but you can't slot Combat Jumping for DisDur - and it wouldn't do you any good if you could. (You can, however, slot it for DefBuff, Jump, and EndRed.)
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
*facepalm*
Sorry, syn, well picked up....i was a tad shlozzed i'm afraid.
It should read "take jump kick"
Figures.
Jump Kick doesn't Disorient either, BTW - it does Knockback. The only pool powers that can be slotted for DisDur are Boxing and (I think) Flurry. Maybe it's time for some hair of the dog?
@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD
"that Syn is that that" - Mothers Love
*facepalms yet again*
I'm just digging myself a bigger and bigger hole, aren't I..............
Heya. This is my first time though the game, and for the last 15 levels or so (now 32) my MA/SR has been running a combination of Hasten/Super Speed and Combat Jumping/Super Jump for my travel power. It's been great - really fast, lots of fun, vertical is no prob, fits concept, and the 50% stealth is brilliant. But I'm a little concerned about having so many power slots tied up in travel now, would like to put more of them in /SR's defence, so I was thinking of switching about with my lv 35 respec. How do you guys think the following options fare for a MA/SR scrapper?
1) Dropping SS and just taking Hasten, Combat Jumping and Super Jump. I'll really miss the 50% stealth, but I think this would be fine.
2) Hover or Air Superiority and Fly. I like it, but it's very END heavy. If you slot enough SO's does Fly's END cost get closer to Speed's? Is it practical for a scrapper in combat?
3) Hasten, Super Speed and Hover, for when I get stuck on something vertical.
4) Teleport. Never used it on any of my alts. Practical for a scrapper?
5) slotting 3 runs speed SOs into Quickness, Sprint and Swift. I'm getting all three of those powers anyway no matter what, so would be most practical for power slots, but seems expensive for enhancement slots. Also, no stealth or vertical movement again.
Any input would be much appreciated.
"The Hamidon is a what what of what?" - Brian the mission guy.