"Fighting" Advice


Clave_Dark_5

 

Posted

I'm working on a new scrapper, MA/SR and I need some advice about the Fighting power pool. I'll phrase this in the form of questions to make it easier:

1) I see people mostly taking Boxing in their builds instead of the Kick - why is this? With my scrapper being MA, I was thinking the Kick would be more thematically fitting. I also thought I heard some time ago that it's not the rottenly useless power it used to be. The silliness of the animation is not an issue to me.

2)Tough and Weave - what kind of slotting works for them? "As much as you can fit" or just the beginning slot? I think I've only taken them on one toon before this one so I really know very little about them.

Any other thoughts on these would be cool too.


 

Posted

Boxing and Kick are pretty much both useless as attacks, so take either. Boxing is sometimes used as a set mule though, as there are a few good stun sets.

I'd slot Tough and Weave up. However, some people just stick a Steadfast Protection unique in Tough and never run it. I think that's often a mistake, as Tough helps round out your survivability on a Super Reflexes. But whether you run it or not, START with a Steadfast Protection in Tough, and slot up from there if you want.

General thoughts on these? Don't think I've ever made a Scrapper without them. To me, they're core powers that you always take. Technically you don't have to, and there is more than one way to skin the survivability cat, but I think they're a very good approach.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Clave_Dark_5 View Post
I'm working on a new scrapper, MA/SR and I need some advice about the Fighting power pool. I'll phrase this in the form of questions to make it easier:

1) I see people mostly taking Boxing in their builds instead of the Kick - why is this? With my scrapper being MA, I was thinking the Kick would be more thematically fitting. I also thought I heard some time ago that it's not the rottenly useless power it used to be. The silliness of the animation is not an issue to me.
Generally, people don't use either Boxing or Kick to attack with, but instead use them as set mules. Many builds take Boxing because it can be slotted with the purple set Absolute Amazement which, as far as purple sets go, is rather inexpensive. As far as Kick goes, the only set I sometimes find useful is Explosive Strike - add two slots for 1.88% Ranged Def bonus.

Quote:
Originally Posted by Clave_Dark_5 View Post
2)Tough and Weave - what kind of slotting works for them? "As much as you can fit" or just the beginning slot? I think I've only taken them on one toon before this one so I really know very little about them.
It depends on the build. Some people use Tough only as a set mule for the Steadfast Protection unique, most notably on some /SR builds. Tough adds a good chunk to survivability, so I hate to see it go unused. As far as slotting for it and Weave, You want to slot for End Redux and Def Buff on Weave and Resist Buff on Tough. The higher the enhancement values the better.

If you're using SOs, I'd go with 1 End Redux and 3 +Def or Resist Buff, respectively. If you're going for set bonuses, then the question becomes more convoluted as it will depend on the set you're using. The most common for Tough is the Aegis set for the AoE Def set bonuses as well as slotting the Steadfast Protection unique. Weave often gets slotted with LoTG +7.5% Recharge IO. and 2 or 3 more from the set depending on which bonuses you're after, or a Red Fortune Set for the Ranged Def. Along with these options is slotting them with HamiOs for excellent enhancement without a ton of slots.


 

Posted

Not an issue for SR, but secondaries without knockback protection might want to slot Kick with that knockback set that gives 3 pts of -knb (I forget the name).


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Werner View Post
I'd slot Tough and Weave up. However, some people just stick a Steadfast Protection unique in Tough and never run it. I think that's often a mistake, as Tough helps round out your survivability on a Super Reflexes. But whether you run it or not, START with a Steadfast Protection in Tough, and slot up from there if you want.
I agree with this completely. On my DM/SR I only used tough for the steadfast, but that is only because I needed the slots elsewhere to accomplish certain goals I had in mind.

Eventually I will respec MunkiLord(probably after the Fitness change), and when I do I plan on five or six slotting tough(depending on set bonuses). It is a fantastic power and I strongly suggest investing slots in it if possible.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Not an issue for SR, but secondaries without knockback protection might want to slot Kick with that knockback set that gives 3 pts of -knb (I forget the name).
Kinetic Crash. I'd rather put the steadfast -kb into tough with the def% and take the 1.5% recovery set bonus.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

In addition to muling, Boxing can fill an attack chain for MA (depending on your recharge level and needs) and it has a nice quick animation. If you've got to take it anyway...might as well try to make it useful. SR is such a greedy secondary, so you'll be tight on power slots and can substitute Boxing for a middle MA attack pick.


Tough is useful to hold a Steadfast 3% DEF IO, which SR likes very much. Personally, I 3 slot Tough on my MA/SR for 1 Steadfast, 1 END, and 1 RES.

Weave will help you make softcap without grubbing around odd sets for DEF bonuses. I 1 slot for END and 2 slot for DEF.



You can generally leave Tough off unless you are getting smacked around a bit and decide to turn it on for a while - kind of like an orange inspir on demand. Note however that it only helps vs smash / lethal. You'll want to run Weave unless you are fighting whites blues and greys.


 

Posted

Quote:
Originally Posted by KillerShrike View Post
You can generally leave Tough off unless you are getting smacked around a bit and decide to turn it on for a while - kind of like an orange inspir on demand. Note however that it only helps vs smash / lethal. You'll want to run Weave unless you are fighting whites blues and greys.
But not greens. ALWAYS use tough when fighting greens. Those bastards think they're sneaky because they have the same color name as your teammates and think they can catch you unaware. AND IT WORKS =(


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Stupefy is another good set for Boxing, 5 gets 6.25 recharge, and 6 gives 3.13% ranged def. I find it very useful on my def based characters. Very few sets give both recharge and defense. Also good is Razzle Dazzle which gives 2.5% to Melee and AoE with 6 slots.


 

Posted

Great advice here guys, thanks a lot.