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Scrapper Rules?


Daramar

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These?

 

On the Care and Feeding of Your Scrapper (V2.0)

 

So, you've decided to make a scrapper a part of your team, congratulations! Not everyone is suited for the time and care required by a scrapper, however, so it is necessary to understand your scrapper in order to gain the most appreciation and enjoyment from your association. So, before you enter into such a commitment, do your research! Make sure this is the right thing for you!

 

Section 1: Varieties

Many people will tell you that the most important choice in a scrapper is his inherent powers. Some will tell you a Spines is better than one with Claws, or those who demonstrate tool-using abilities are favored over those who simply use the gifts of Nature in their work. Still others will argue that the scrapper's gifts of survival are more important; that those who can reduce or avoid damage are inferior to those who have learned the abilities to heal more rapidly (and thus, reduce trips to the vet for cases of the snuffles).

This is, in a word, untrue. The scrapper is a creature which, by nature, thrives in the madness of melee combat, and the method of that survival is irrelevant provided they have learned HOW to survive. The different varieties of scrapper, therefore, are more a psychological matter than physiological. In general, there are three main varieties of scrapper:

 

1. The Wild or Savage Scrapper (Scrappus Devastatus, sometimes known as Scrappus Solous): The Wild Scrapper is a truly unique creature, and the second most rare type of scrapper. Scrappus Devastatus is the scrapper which has never teamed to any significant degree, and is utterly unprepared for the dynamic of a team. The Savage Scrapper is so completely rare due to the nature of Task Forces and Trials: situations which force a team experience upon anyone who attempt to take them on. The solution for Scrappus Devastatus is obvious; he can opt to avoid them entirely, which is more common, or, in a particularly aberrant and extreme example, will ask others to join him solely for the purpose of starting the Task Force, which he will then proceed to finish alone. A similar difficulty for Scrappus Devastatus is the existence of the Arch Villain, that most notorious of opponent. These adversaries are inevitably met by one of three responses: He is either avoided entire, much to the scrapper's annoyance; he is taken on in a straight up-fight, which will either send the scrapper to the hospital, repeatedly, or else serve as a point of pride throughout the scrapper's career, or he will be outlevelled and summarily trounced. Note that this creature is not stupid by any stretch of the imagination. Due to experience as a young hunter, Scrappus Solous has little difficulty knowing when to retreat from a losing battle, and will do so if he feels it necessary.

 

2. The Feral Scrapper (Scrappus Paranoicus): This variety of scrapper is, by far, the most common of scrappers. The Feral Scrapper is that creature which has soloed for the vast majority of his career, only teaming for one of three reasons. Firstly, a Feral Scrapper may have felt the call of the Task Force, and thus joined in a team fora greater cause. Second, a Feral Scrapper may have run across an Arch Villain and, lacking the patience and utter and complete psychosis of the Savage Scrapper, chose to take the simpler solution and call together a team for the purposes of taking out this annoyance. Third, the Feral Scrapper is not completely without compassion, and he may have taken pity on another archetype which is unsuited to combat without assistance. As a result, the Feral Scrapper often has a good idea of the proper behavior in group settings, though he may take some time to adapt to the new settings.

 

3. The Civilized Scrapper (Scrappus Domesticus): The Civilized Scrapper, sometimes referred to derisively by the other varieties of scrapper as the "pet" scrapper or the "housescrapper," Scrappus Domesticus is the rarest breed of scrapper, although he is somewhat more likely to be noticed than the other two varieties. Whereas Scrappus Devastatus and Paranoicus avoid teaming unless there is some overriding compulsion, Domesticus has spent his entire career surrounded by other heroes and thrives in social settings. As a result, this breed has developed a "team sense" far in advance of his contemporaries, and is willing to do whatever is required for the good of the team. He is equally content playing the role of tanker or melee powerhouse as he is protecting the less resilient members of the team from stray villains, and whatever role he is given, he will likely still maintain this "guard dog" mentality, should any villains manage to escape him and go after the less offensive members of the team.

 

A note of Caution: It is IMPERATIVE that you determine exactly what form of scrapper you have adopted. It is not always a simple matter to determine from superficial appearances or short-term experience. There is many a Wild Scrapper who has been mistaken for a Civilized simply because he displays patience in the initial stages of team forming, or is capable of chatting amiably to pass the time. Likewise, it is possible for a Civilized to be mistaken as a Feral or even Savage due to impatience in beginning the task, simply because he is so eager to prove his worth.

 

Note also that it is possible for a Scrapper to spend time duoing extensively and still maintain his Wild nature. The dynamic of a duo is radically different from a full team, and that a scrapper participates in a long-term, successful duo is only proof that even a Wild Scrapper is capable of adapting to the particular idiosyncrasies of the partner he has taken as his own. Indeed, it is not at all uncommon for the Wild Scrapper, in a display of paternal or maternal instinct, to "adopt" another scrapper or even a "lesser" archetype for protection and guidance.

 

Section 2. On the Care of Your Scrapper.

 

Note that Scrappus Domesticus is an inherently team-oriented creature, and most of the following information is, therefore, inapplicable. However, it should be noted that all scrappers are capable of fulfilling many roles, from bodyguard and "boss assassin" to light tanking duties. Therefore, one should not assume that even a Civilized Scrapper automatically knows what you expect of him; in ANY team setting, it is imperative that all members know the proper tactics and roles of all members.

 

Scrappers tend towards loners and soloists; indeed, many aspire to solo even archvillains by themselves. This is not due to any inherent antisocial nature, rather it is a state of independence and self-sufficiency. Properly cared for, a scrapper can be quite jovial and friendly. The result of this nature, though, means that scrappers are, in many cases either unwilling or unable to admit the need for support on a team.

 

In recognition of this unusual nature, it is important to follow several guidelines.

 

1. First one in. In this case, should you have a Tank in your team, it should be made clear to the scrapper that the Tank is the point man. Scrappers are used to being the ONLY person on a team, so when they are ready, everyone is. Likewise, they are used to being the sole point of attention, and many regard themselves as a form of tank, or, more often, as a living blender. In this case, communication is required. Note that this is more pronounced among the Wild Scrappers than the Feral. Ferals will usually take the time to check everyone's health and endurance before charging in, although they will likely be out-of-practice in the beginning of the team experience. Watch your scrapper in the early stages of any team and make sure he knows not to leave until you are ready. It is best to prearrange a signal (such as "ready") so that he will not mistake a pre-fight checkup for being prepared to assault.

 

2. Defined roles. Also resulting from the scrapper's tendency of soloing is his tendency of thinking of himself as the "everything man." He grabs aggro, destroys bad guys, and in many cases, takes care of healing and buffing himself. In teams, therefore, it is not unusual for a scrapper to play exactly as he would outside a team. Again, communication is critical. First, the scrapper must know what you expect of him, and you must find out what he expects of YOU. This might seem obvious, but I have found that in many teams, the players are so used to the roles of different ATs being so well-defined that the wild-card nature of the scrapper is overlooked. Note that this rule applies even to the Civilized Scrapper, and is a cardinal rule of teaming with a Scrapper of any breed.

 

3. Scrapperlock. This, then, is probably the most important aspect of the scrapper to account for in a team. Scrapperlock is a nearly-constant and utterly incurable condition. This condition ranges from the need to be smashing thugs nearly constantly to gunning for that ONE GUY that put him down regardless of the cost. As a result of this condition, it is necessary to allow the scrapper to cause havoc in his own fashion. In many cases, this is simple: Scrappers are designed to take on bosses, so let them handle the boss.

 

However, the issue arises when there is no boss in a particular fight. In this case, blasters take especial note, a scrapper will choose a "lesser" target, usually a Lt, and designate it has his own. It is imperative that no one else fire upon this target AT ALL. This is "the scrapper's;" terminating it or assisting can injure the self-sufficient pride of the scrapper. If "assistance" is rendered repeatedly, disgruntlement can be fostered leading the scrapper to do something dangerous, such as hare off on his own, simply so he can find and terminate a target without interference.

 

Note that there are three conditions where firing upon the target of a scrapper may be forgiven.


A. If a target is nearly terminated and it would be a waste of both time and endurance to finish the target, it is permissible to finish the target of a scrapper. In many cases, this tendency will around the scrappers paternal or maternal nature; it is not uncommon for scrappers to come to an informal agreement, sometimes unspoken agreement, with a defender for the purposes of terminating nearly-defeated targets. The defender feels that he is contributing to the team, while the scrapper spends more time taking care of the important targets.

 

B. If a scrapper is taking a long while about terminating his target, to the degree that it is impeding the team, then it is permissible to join in. Note that the scrapper will become annoyed if there are a number of targets still active when a person decides to "help out." If there is another target to engage, do not attack the scrapper's target! Not only does it waste team resources, but a scrapper who is repeatedly "assisted" in this manner will begin to feel that he is not trusted to finish his own chosen targets. This lack of trust can be fatal to a team's cohesiveness.

 

C. If a scrapper is in extreme danger and may be defeated by his chosen target, it is permissible to fire upon the scrapper's target. Note that it is rare for a scrapper to be outmatched by a single target, and he is more likely to run into trouble by being outmatched by a great many targets. In this case, it is generally more efficient and acceptable to terminate those targets the scrapper is NOT engaging over the one that he is. Regardless, saving a scrapper's butt is rarely something to foster discontent.

 

Addendum: Massive targets, such as monsters and Archvillains, are fair game. Few scrappers save the most utterly Wild will consider "claiming" one as his own.

 

Section 3: Misconceptions.

 

1. The primary misconception for scrappers is "they don't care about debt." There is nothing further than the truth; scrappers of all types are as frustrated and annoyed by debt as anyone else. However, there are some mitigating factors. Firstly, scrappers tend to be used to debt. The joke is that blasters are used to debt, but a smart blaster can quickly learn the art of "snipe and run." in this manner, any blaster can whittle down an overwhelming pack over time to something more manageable with minimal risk.

 

The same cannot be said of scrappers. In the early game, a scrapper's defenses are no better than a blaster's, and while he may have more hit points, it is nowhere near a tanker's level. Thus, a relatively defenseless scrapper has to charge headlong into melee with multiple enemies and hope he comes out on top. This can produce a wisdom of when to cut and run for a scrapper, as well as how to hunt down the villains on the fringe of a group. It should be noted that this tendency can be a dangerous affair for a Wild scrapper. Unused to the team dynamic and knowing that "running away" is a workable solution, Scrappus Devastatus will often take this solution. This can, obviously, both take the scrapper away from the support of his team and draw bad guys straight toward the team members they should be kept from. Be aware.

 

However, on teams, scrappers are capable of amazingly heroic feats. Ferals and Civilizeds are usually aware that experience flows heavily on teams, and are thus more willing to make a personal sacrifice for the good of the team, especially since they tend to be more familiar with debt than other types. In truth, it is the time kept from combat that annoys a scrapper more than dealing with debt. A teammate who can teleport and resurrect will go a long way towards ameliorating this issue.

 

2. A secondary misconception of scrappers is that they're all "freaking psychotic." To that, I can only say, it's true. But it's not true that they're stupidly psychotic; a Scrapper will rarely attempt anything that is beyond his capability. A scrapper, by nature, is a creature that pushes the limits of his capabilities, so he often knows exactly what he is capable of. When he dives into a group of bad guys that should be well above his capabilities, teams often fear for his safety, and rightly so. But on the razor's edge is where a scrapper, especially Devastatus and Paranoicus, belong, and that is where they truly shine. So it is important that a team learn the strengths and nature of their scrapper, as well as the reverse, and learn to trust his judgement. When a scrapper tells you to stand in a certain spot and "let him try something," you might just be surprised.

 

If you follow these guidelines, you AND your scrapper will lead a longer, healthier, fuller life!

 

Disclaimer: while this post is intended to be informative and useful, it is also intended to be humorous. Laugh a little

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24 minutes ago, Daramar said:

I've read @Werner mention Scrapper Rules

 

When I hear Werner and Rules together, I think of the Werner Rules ITF which is not specifically a scrapper based thing at all.

 

It means:

Solo

No Insps

No Temps

No Faceplants

Enemies Buffed

+4/x8 w/ Bosses and AVs

 

Variations include:

Yes or No to Amplifiers

Player Debuffed

 

Personally, if I can succeed with no insps, temps, faceplants and solo at max diff, I'm a happy man. I have barely a handful of characters that have done this.

 

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The Scrapper Challenge Rules were essentially the old Rikti War Zone Challenge Rules, which were:

  1.  Solo a group of Rikti 4 levels higher than you that includes 3 bosses
  2.  You must aggro and continue to aggro the entire group
  3.  No inspirations allowed
  4.  No temporary powers allowed
  5.  No base empowerment buffs allowed
  6.  No click accolades allowed
  7.  No deaths allowed

The first rule is about what you are fighting, so to make it more general, we simply drop that rule. And I think amplifiers are the same in spirit to temporary powers, so I would consider this a good current list for the Scrapper Challenge Rules:

  1.  You must aggro and continue to aggro the entire group
  2.  No inspirations allowed
  3.  No amplifiers allowed
  4.  No temporary powers allowed
  5.  No base empowerment buffs allowed
  6.  No click accolades allowed
  7.  No deaths allowed

This is often shorthanded to "no temps no insps no deaths", though technically that doesn't require all the above rules be satisfied. Note that the rules do not require +4x8 or any other difficulty settings. The rules are about how you're fighting, not about what you're fighting. You can technically Scrapper Challenge Rules a +0x1 spawn, for instance, you just won't impress anyone doing so. My personal usage of the term "Scrapper Challenge Rules" or "Scrapper Rules" or "Challenge Rules" may not always be consistent. It might depend on the challenge, for instance, such as in the case of the "Werner Rules ITF" detailed above. Those are the rules/settings I personally use for the ITF on my main Tanker, and I've probably done it that way well over a dozen times on him, usually as a kill most, without running to lose aggro, and without Lore. But those ITF rules don't require killing most, do allow you to run and lose aggro, and do allow Lore. I also normally run with amplifiers because I normally run all the amplifiers on my main Tank whatever I'm doing. I have run it without amplifiers and with player debuffed, though that was before the boost to enemy defense. I think player debuffed might be impossible for me now, and would be too painful for me to attempt in any case. There may also have been other recent changes affecting the ITF - I've not done it for a while or kept up with news.

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19 hours ago, Daramar said:

...Fire melee / shield scrapper... do you have that build you can post as a data block?

Well... yes... but it's an i19 concept build - only fire sword attacks from the primary. I had a lot of fun with it, but you could have done better even then, and it's completely obsolete in the current game. Still, for everyone's amusement, some ancient history...

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Turiel - Quick I19 Respec: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(5), Hct-Dam%(5), EndRdx-I(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(9), StdPrt-ResDam/Def+(27), HO:Enzym(50)
Level 2: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-EndRdx(25)
Level 4: True Grit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(7), NmnCnv-Heal/Rchg(9), NmnCnv-Regen/Rcvry+(13), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(15)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 8: Fly -- Flight-I(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Enzym(37)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(39)
Level 14: Assault -- EndRdx-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(21), FuroftheG-ResDeb%(23)
Level 20: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(42)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Ags-ResDam(A), Ags-EndRdx/Rchg(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(46)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), HO:Enzym(37), HO:Enzym(40)
Level 30: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 32: Greater Fire Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34)
Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(39)
Level 38: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43)
Level 44: Fire Blast -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46)
Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50), PstBls-Dam%(50)
Level 49: One with the Shield -- GldArm-3defTpProc(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(25), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(40), PrfShf-EndMod/Acc(42), PrfShf-End%(46)
Level 4: Ninja Run 
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Clr-Stlth(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Cardiac Boost 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 8: Afterburner 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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		|-------------------------------------------------------------------|

 

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8 minutes ago, Werner said:

Well... yes... but it's an i19 concept build - only fire sword attacks from the primary. I had a lot of fun with it, but you could have done better even then, and it's completely obsolete in the current game. Still, for everyone's amusement, some ancient history...

  Reveal hidden contents

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Turiel - Quick I19 Respec: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(5), Hct-Dam%(5), EndRdx-I(7)
Level 1: Deflection -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(9), StdPrt-ResDam/Def+(27), HO:Enzym(50)
Level 2: Battle Agility -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(11), RedFrt-EndRdx/Rchg(13), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-EndRdx(25)
Level 4: True Grit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(7), NmnCnv-Heal/Rchg(9), NmnCnv-Regen/Rcvry+(13), NmnCnv-EndRdx/Rchg(15), NmnCnv-Heal/EndRdx/Rchg(15)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 8: Fly -- Flight-I(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Enzym(37)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(39)
Level 14: Assault -- EndRdx-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(21), FuroftheG-ResDeb%(23)
Level 20: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(42)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- Ags-ResDam(A), Ags-EndRdx/Rchg(39), Ags-ResDam/Rchg(40), Ags-ResDam/EndRdx(43), Ags-ResDam/EndRdx/Rchg(46)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), HO:Enzym(37), HO:Enzym(40)
Level 30: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
Level 32: Greater Fire Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(33), TchofDth-Dmg/Rchg(33), TchofDth-Acc/Dmg/EndRdx(33), TchofDth-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34)
Level 35: Shield Charge -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(39)
Level 38: Grant Cover -- LucoftheG-Def/Rchg+(A)
Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43)
Level 44: Fire Blast -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46)
Level 47: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50), PstBls-Dam%(50)
Level 49: One with the Shield -- GldArm-3defTpProc(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(25), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(40), PrfShf-EndMod/Acc(42), PrfShf-End%(46)
Level 4: Ninja Run 
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Clr-Stlth(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 50: Cardiac Boost 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
Level 8: Afterburner 
------------

 

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		|-------------------------------------------------------------------|

 

 

I remember reading your post on that back when you made it.

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