Super Reflexes for the modern dummie (I7).
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SR has always been considered second best to Regen in PvP, however, this is simply not the case.
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Its been along time since people thought SR wasnt up for it.
Regen and SR with Aid self are about even in surviability. It really depends on what you are fighting, primary and what kind of PvP. DA does increadible well in PvPzones cause alot of people think its "stupid" bringing BFs.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
I've had my SR at 50 for a long time now, and I can tell you that up untill about a month ago, the standard response for beating someone with an SR was "Holy [censored]!"
SR hasn't been considered useless in PvP since I5, but only recently has it been considered an equivalent to Regen.
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I've had my SR at 50 for a long time now, and I can tell you that up untill about a month ago, the standard response for beating someone with an SR was "Holy [censored]!"
SR hasn't been considered useless in PvP since I5, but only recently has it been considered an equivalent to Regen.
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Not by the "pros", do a search for old pentad builds suggestions see most peoples scrapper pick. It has been good since i6 acc nerf in Pvp and people have been saying so.
50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr
I PvP with both my scrappers regularly and I see them equally good but as mentioned before they excel in different situations. I personally prefer my regen in 1vs1 (except against kineticists ) and my SR for teams. Oh and the both equally rubbish against rads
thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor
SR toggles only really need one endred if you have stamina - Flitz has rarely had endurance problems since hitting level 20.
Practiced Brawler should ideally be set as your auto power. It's status protection is second to none - Flitz almost never gets held in PvE and much less that others in PVP.
UNION @Flitz 50, Lead Hose 50, Red Rag 50
DEFIANT Rose Bloodthorn 34
VIGILANCE Captain Caledonia 20 - Yeah, I made toons on the French server coz we only had 4 back then (might have to transfer/recreate them on one of the US servers)
..and many more!
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However, when the effect of elude runs out, it leaves you completely out of endurance for a short while, and nothing short of using an endurance inspiration will give you any endurance during that time, so Elude is generally only used when things get hairy.
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In my opinion, elude is best used pro-actively to prevent things from getting hairy in the first place. I'd say that thinking of it as a "panic button" is less than optimal. You don't want to waste the up-time of the power running away and resting; you want to use every second of it (except the last few) fighting.
When soloing, I will usually hit elude as soon as I find the first group in the mission, as it'll almost always be up again in time for any boss fight at the end.
'course, I'm a tourist, not a power gamer, so don't take my words as gospel.
I normally use Elude when I need end or am fighting something with higher than normal acc. The end crash isn't great but Dark consumption can bring me back to full end very quickly after popping a low level CaB
"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!"
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SR toggles only really need one endred if you have stamina - Flitz has rarely had endurance problems since hitting level 20.
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Not if you want to run any other toggles on top of it. (Most scrappers will go for Foccused Accuracy after 40, for which you will need more end red in your toggles.)
I think, Imaginary, we have not so much a difference of opinion than a different way of interpreting what I have said.
The comment was more a reassurement for players who may have had their powerset choices pooh-poohed than hard fact, as the guide was purposely writen to be newbie friendly.
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SR toggles only really need one endred if you have stamina - Flitz has rarely had endurance problems since hitting level 20.
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Not if you want to run any other toggles on top of it. (Most scrappers will go for Foccused Accuracy after 40, for which you will need more end red in your toggles.)
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or have an end-heavy primary
"god, how many devs did hami have to sleep with to get ED?"
Total Cat @Stagefright
You should put in something about accelerated returns / non-linear nature of defense. You won't notice the first 5% alot, but the 5% extra defense that brings your attacker down from 10% to 5% tohit is much more noticed.
For the rest, an excellent guide.
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SR toggles only really need one endred if you have stamina - Flitz has rarely had endurance problems since hitting level 20.
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Not if you want to run any other toggles on top of it. (Most scrappers will go for Foccused Accuracy after 40, for which you will need more end red in your toggles.)
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Indeed FA is an end hog, but I usually don't need it to hit even level or +1 foes. Against higher level mobs, I trigger it as needed and will also be taking conserve power at 47 for those long AV fights. Instead of adding an extra endred to my def toggles, I will be sticking a couple in FA (as it has the higher end cost)
UNION @Flitz 50, Lead Hose 50, Red Rag 50
DEFIANT Rose Bloodthorn 34
VIGILANCE Captain Caledonia 20 - Yeah, I made toons on the French server coz we only had 4 back then (might have to transfer/recreate them on one of the US servers)
..and many more!
[/color]<blockquote><font class="small">Antwort zu::[/color]<hr />
or have an end-heavy primary
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Which reminds me, wouldn't it make more sense to put end reducers in the primary first, then? Even with MA, for example, when I'm doing damage in a burst, the endurance/second use of my attacks out-classes any toggles by a pretty large margin.
For example I just threw together an attack chain in the hero builder: DT, EC, SK, CK, TK, AS, SK, TK. The attack chain planner says it uses 5.08 endurance/second, before end reducers.
By comparison, the 3 SR toggles are 0.24 e/s each, so a total of 0.72 e/s. That's about 7 times less endurance per second than the attack chain.
I.e., it seems to me like even just one end reducer in each attack would save me about 1.25 e/s, while 3 end reducers in each toggle saves me about 0.3 e/s. So the former seems to me like it offers more return on investment. In fact, about 4 times more return for half the investment (slots.)
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or have an end-heavy primary
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Which reminds me, wouldn't it make more sense to put end reducers in the primary first, then? Even with MA, for example, when I'm doing damage in a burst, the endurance/second use of my attacks out-classes any toggles by a pretty large margin.
For example I just threw together an attack chain in the hero builder: DT, EC, SK, CK, TK, AS, SK, TK. The attack chain planner says it uses 5.08 endurance/second, before end reducers.
By comparison, the 3 SR toggles are 0.24 e/s each, so a total of 0.72 e/s. That's about 7 times less endurance per second than the attack chain.
I.e., it seems to me like even just one end reducer in each attack would save me about 1.25 e/s, while 3 end reducers in each toggle saves me about 0.3 e/s. So the former seems to me like it offers more return on investment. In fact, about 4 times more return for half the investment (slots.)
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It does make much more sense, providing you can spare the slots. The trouble is that attacks have so many other enhancement types they could benefit from so you lose out on something (generally recharge) by slotting endurance reduction. I guess toggles are often slotted heavily for endurance reduction because it's easy, but really the second and third endurance reduction in a defensive toggle offers little return.
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Which reminds me, wouldn't it make more sense to put end reducers in the primary first, then?
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I have done this with some of Flitz's attacks. However, as Idris points out you have a lot of other things to take into account for your attacks. Going with 3 damage, 1 acc and 1 status effect only leaves 1 slot for an endred. Attacks with additional effects are going to suffer somewhere.
UNION @Flitz 50, Lead Hose 50, Red Rag 50
DEFIANT Rose Bloodthorn 34
VIGILANCE Captain Caledonia 20 - Yeah, I made toons on the French server coz we only had 4 back then (might have to transfer/recreate them on one of the US servers)
..and many more!
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I've had my SR at 50 for a long time now, and I can tell you that up untill about a month ago, the standard response for beating someone with an SR was "Holy [censored]!"
SR hasn't been considered useless in PvP since I5, but only recently has it been considered an equivalent to Regen.
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meh the only scrapper my blaster can kill nowadays is the sr scrapper. Build Up and Aim= dead sr. toggle dropping nerf didnt help sr too much :P.
Hmm... True. Personally I've never bothered enhancing the secondary effects so far, but I can see how some people would find those useful.
isn't the minium chance to get hit 7.5% now? (read that somehwere) (since i7 that is)
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isn't the minium chance to get hit 7.5% now? (read that somehwere) (since i7 that is)
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yup it is, hence the mog nerf :S
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isn't the minium chance to get hit 7.5% now? (read that somehwere) (since i7 that is)
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It depends... the minimum chance for an even level minion to hit is 5% - flooring the first part of the ToHit calculation with 45% Def, and then applying no Accuracy bonus.
Everything tougher than that, either higher level or higher rank, will get a progressivly higher minimum chance to hit. eg. a +1 boss gets an accuracy bonus of 1.1 for being +1 level and 1.3 for being a boss, so its minimum chance to hit is:
0.05 * 1.1 * 1.3 = 0.0715 (or 7.15%, if you prefer)
for a +3 boss its:
0.05 * 1.3 * 1.3 = 0.0845 (or 8.45%)
However, unless you're running Elude, MoG or heavily stacked Parry etc. you'll be better off than before under most circumstances as most of the time your Def doesn't floor enemies accuracy, but will now be closer to doing so more of the time.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
Darn, relied on a heavily slotted parry
In this brief guide I will go over powers, slotting and the maths behind Super Reflexes.
Maths
I think the maths is a good place to start, as it gives you more insight when thinking about how to build your SR scrapper.
Quoted from Geko:
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First, we need 2 things: The attackers ToHit (this includes all ToHit Buffs and debuffs), the targets Defense (this also include all Defense buffs and debuffs). We then do the following:
(Total_To_Hit Total_Defense)
That value is clamped between 5% and 95%. That is, you can never have more than a 5% chance to hit or miss a target. So if a targets Defense is greater than the attackers ToHit, the attacker will still have at least a 5% chance to hit.
We then multiply that number by the powers total Accuracy (total Accuracy = Accuracy + the powers Accuracy Enhancements).
We again clamp the values between 5% and 95%.
So to sum up:
((Total_To_Hit Total_Defense), 0.05,0.95 MinMax) x ACC = Chance To Hit.
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If you have all three 6 defensive powers aside from Elude turned on in SR, your defence will total at roughly 30%. Since I7, all enemies up to 5 levels above your own will have a Total To Hit of 50%, making only the accuracy of enemies in PvE (Player versus Environment, i.e. Not PvP) matter in most situations, and not the To Hit. This change has increased the popularity of SR dramatically.
Powers
The downside of an SR scrapper is that you will most likely want to take all the powers in your secondary (All though unlike Dark Armour or Regen, you won't have to take any pool powers to supplement your secondary.)
The bulk of SR powers can be separated into Passives and Toggles. Toggles must be turned on and cost endurance to maintain, while passives are always on, cost no endurance to maintain, but offer a smaller benefit to defence. Passives also have a special function that means that when you are on low health, each passive grants roughly 20% resistance each, totaling to 60%.
There are 3 kinds of toggle and passive: Melee, Ranged and Area of Effect (AoE).
Melee grants defence to single target powers that must be used in close-quarters. The melee toggle is Focused Fighting, and the melee passive is Dodge.
Ranged grants defence to single target powers that can be used at range. The ranged toggle is Focused Senses and the ranged passive is Agile.
AoE grants defence to all powers that effect multiple targets. The AoE toggle is Evade and the AoE passive is Lucky.
A fifth passive, Quickness, exists which both boosts your run speed, and shortens the time taken for your powers to recharge.
It is also worth noting that all your defencive powers grant 'Defence DeBuff resistance' meaning that the effect of powers that lower your defence will be lowered.
The other two SR powers are 'clickys', powers that are activated, have an effect that goes away after a set time, and then must recharge before they can be used again. These powers are Practised Brawler, and Elude.
Practiced Brawler is definitely an essential power, as it grants resistance to status effects such as holds, sleeps, disorients, immobilizes and knockbacks, things which will all stop you doing what you want to do, and although Practiced Brawler is a clicky, it can be made 'perma' meaning that it is always active, and can even 'stack', which means it can have its effect doubled for a period of time.
Elude is the last power in SR, and its what is known as a 'panic button', it increases your Defence greatly, as well as giving smaller boosts to run speed and endurance recover, as well as reducing the recharge time of your powers. However, when the effect of elude runs out, it leaves you completely out of endurance for a short while, and nothing short of using an endurance inspiration will give you any endurance during that time, so Elude is generally only used when things get hairy.
It is also highly recommended that you take stamina and health from the fitness pool, as these two powers will drastically lower your downtime.
Slotting
It is recommended that you slot all passives with 3 Defence enhancements (except quickness, obviously), increasing their effectiveness by 60% of their base value.
Toggles should be slotted with 3 defence Enhancements and 2 endurance enhancements, increasing their effectiveness by 60% of their base value and reducing their cost to run significantly.
Practiced brawler should be slotted with at least 2 attack rate enhancements, as this will make it perma.
There is a bit more freedom of choice to effectively slot elude, most people use 3 Defence and 3 Recharge, but some people choose to but Endurance modification enhancements in it so they can run powers such as Whirlwind.
SR in PvP
SR has always been considered second best to Regen in PvP, however, this is simply not the case. While Regens are excellent fighting Blasters and other Scrappers, SR can excel fighting defenders and controllers, as they have a good chance of dodging the debuffs/controls and have resistance to defence debuffing, where Regen has no protection against -Regen.
I hope this guide has helped you, have fun dodging!