Blackbat
07-20-2005, 07:09 PM
This is my humble attempt at a Katana/Super Reflexes guide, take all observations and advice here as purely my own opinion. Personally, I don’t use guides solely to build my characters, I use them to get information and observations from people that have played them and might give me some insight into how this character might turn out in the later game and if it’s worth me trying it or not. So, with that said, take what you need from this and apply it to your own play style and or preferences.
Damage Mitigation
There are 3 ways to deal with damage in the game. Each have their own unique way of mitigating damage for your character.
Regeneration: This one should be pretty self explanatory, but since I love you like my 3rd cousin, twice removed from my mothers side, I will go into more detail. Basically, you have the ability to heal yourself at a incredibly fast rate. The theory behind regeneration is that you heal at a faster rate than any incoming damage. So yes, that guy just broke your nose. Yes it hurt like a motha. But, you just healed it back to normal in under a half a second, now you’re ready for it to be broken again!
Resistance: Resistance allows you to take huge amounts of hits but reduce their overall damage. For example, lets say Generic Villain A has a brawl punch worth 100 points of damage. Resistance would allow you to negate lets say 85% of that damage. Meaning that when he uses that 100 point damage attack you only take 15 points of damage. You take every punch, but every punch is reduced in damage by a certain percentage. Hence the name Resistance, you resist damage.
Defense: I’m sure this is the one you’ve been waiting on. This works on a simple principle. The best way to mitigate damage…is to never get hit in the first place! Yes you heard right, you dodge, you weave, you duck, you slide. The whole principal relies on making your opponent miss, you don’t heal, you don’t resist. You try to move out of the way of every attack thrown at you. It’s why you have such a pretty face, you don’t get hit if you can help it.
Super Reflexes and You
Now, there is a bit of math involved here, I know that when this game first came out the idea of Defense and how it is implemented had me confused. I’ll try to put this simply for anyone that is new to the game or the powerset.
Generic Villain B is a minion that is even level to you (meaning he cons white), he has a base 50% chance to hit you. Meaning that for every 10 swings he takes at you, chances are that he’ll hit you 5 times. Now Super Reflexes is designed to take a huge chunk of that % away and make it so you get hit less. For example lets say that you have 44% melee Defense, when Generic Villain B goes to hit you with a lead pipe, he only has a 6% chance of actually landing that hit.
50% (Base To-Hit) - 44% Defense = 6% Actual To-Hit %
Now, I know what you’re saying, “Damn Blackbat, you are one smart mother father!” Well, thank you, but don't ever call me that again or i will kill you with a rusty spoon.
I know what you’re thinking now too, “This is simple, I’ll just get a higher Defense % and Generic Villain B will never hit me.”
Well, that is an option. But, and there is always a ‘but’ in these types of things. The actual To-Hit % for villains and heroes alike can never go lower than 5%. The reasoning behind this is simple, it’s to stop people from doing exactly what you suggested above.
Upping your Defense to overshadow a Base To-Hit % would be plain unfair. That would mean that if you had 66% melee Defense that a even level minion would never have a chance to hit you with his trusty lead pipe. There would be chaos in the streets, planets would collide, the world as we know it would cease to exist. So, lets just be happy that someone put a restriction on that.
Now, if you still are having trouble comprehending this concept, send me a PM. Or just ask me your question out loud while your sitting at your computer. Either way, I’ll help you how I can.
Katana Overview
By far, my favorite Scrapper primary. Fairly quick attacks, with moderate end usage. The real draw to this powerset are the animations, they are just plain awesome. Most Katana attacks have a secondary effect of lowering your opponents Defense, thereby making him easier to hit % wise on your next attack. You also have some knock-up and knockdown secondary effects, which are highly useful. No one can hit you if they are on their back. The damage with this set is nothing to laugh at. You can put some serious hurt on a unlucky punk with this baby. In fact, just last night some little kid kept staring at me while I was in line at Best Buy, one Golden Dragonfly later and he was eating floor and crying for his mommy. I don’t care if he was only 5 years old, he should have observed the 3 second look rule. It’s common courtesy. Granted I’m not allowed back at Best Buy, but hey, shiznit happens.
Katana Powerset
Sting of the Wasp: This power is your bread and butter until level 26. A moderately quick attack that deals moderate damage and has the secondary effect of lowering your targets Defense.
Eventually, you’ll want it 6-slotted, you’ll keep this in your attack chain even after you get your “Wow!” powers later.
Gambler’s Cut: A very quick attack that deals minor damage. Has the secondary effect of lowering your targets Defense. I’ve only used this on one of my Katana characters and I wasn’t that impressed with it. The damage it deals doesn’t justify the end use IMO.
If I were to get it, I wouldn’t spend to many slots on it. 2, maybe 3 max.
Flashing Steel: Activation time is slightly higher than Sting of the Wasp and it does less damage and has the secondary effect of lowering your targets Defense. But the big upside is that it has a frontal arc damage path. You can hit multiple targets with this baby. Makes it very useful when you’re faced with 2 or more targets.
I’ve played around with the slotting on this one, I finally settled on 2-slotting it. Lets face it, the damage isn’t superb, but it’s a very nice filler attack and in the long run it helps with end use as you’re damaging multiple foes with 1 attack.
Build Up: Very fast activation. Very useful power. Ups your damage considerably and to a lesser extent boosts your accuracy. Highly recommended. Get it, use it, love it.
I have this power 2-slotted. It’s up once for every fight, sometimes twice if the fight drags on.
Divine Avalanche: This power can be very useful. Double the animation time of Sting of the Wasp and only deals minor damage. But, it has the very nice secondary effect of adding to your melee Defense % every time you land a successful hit with this attack. Some use this power in every attack chain, sometimes doubling up on it so that they get a nice Defense boost. You might be thinking, “Isn’t this a redundant power, if I have Super Reflexes?” There is a very simple answer to that…NO!
You can never have ‘too much’ defense. Never. If you can fit this power in your build, then I would recommend it.
Calling the Wolf: This is your built in Taunt power. One of the coolest Taunt animations in the game IMO. Hell, I tried it out just for the animation alone. This will allow you to Taunt 1 target into attacking you. Great for pulling stragglers if you need to break up a large group, or to pull a target off a teammate.
The Lotus Drops: You’re one and only AoE attack. Slightly longer animation time than Sting of the Wasp, but the animation alone is worth it. With this attack you have the chance to hit every target in melee range. This will be your savior in large groups. Just be careful how and when you use it, might draw a lot more attention than you might intend. It also does Damage over Time (DoT). So after you hit, it will still damage every effected foe for a few seconds. Also has the effect of lowering your targets defense.
I have played around with different slotting but I finally decided on 6-slotting it. But it will still be highly useful with 3-4 slots as well.
Soaring Dragon: Your first big boy power. Slightly longer animation time than Sting of the Wasp but it deals a heck of a lot more power. Plus it is your knock-up power. Every time you hit with it, you have the chance to knock your target up in the air. Also lowers your targets defense.
6-slot this power and enjoy the carnage.
Golden Dragonfly: What can I say about this power? I absolutely love it. Same animation time as Soaring Dragon, but it can give someone a much bigger headache. The damage on this power can truly be awesome. Also has the chance to knock-down your target, putting them on their back. It’s actually a very short cone attack as well, if you line them up right you can get multiple targets to feel your steely wrath. Has the effect of lowering your targets defense as well as a high chance to critical, meaning that you can deal double damage with it.
6-slot this power and go to town on anyone and everyone in your way.
Super Reflexes Overview
The best scrapper secondary in the game. The devs actually made this the ONLY secondary in the very beginning because it was just brilliant. Then people started whining and complaining on the boards and they made Regeneration, Invulnerability and Dark Armor all in one night to satisfy the little cry babies.
Okay, I’m a tad biased. But this is my favorite scrapper secondary, it does one thing. And it does it well. It has growing pains in the first 20 levels or so, well to be more precise, all the way up until you get your first SO’s. After that, things start to get gradually easier. It’s not for everyone, in fact it’s a favorite among risk takers. No matter how high your Defense is, there is always a chance of you getting hit. Since this all works on a % you can’t really accurately clock when the dice will roll your way and when they will order everything in your vicinity to kill you with extreme prejudice. When you get a string of bad luck you have to improvise and adapt, or you’ll be taking a bite of that hard floor.
Overall, this set is highly effective and it gets the job done.
Super Reflexes Powerset
Focused Fighting: You don’t have a choice about this power, when you create your character it is the power you must take when selecting. But even if it wasn’t, you would be a damn fool not to take it. It’s a toggle power that increases your melee Defense for as long as it is active. Melee is the most damaging form of damage in the game, so this power is you’re life. Moderate end use while it’s active. Animation time isn’t that long but it roots you while it activates. By that I mean during it’s activation time you are unable to move until it finishes activating. Also offers minor resistance to Confuse effects.
I would 6-slot this power as soon as possible.
Focused Senses: Toggle power that increases your Defense to all ranged attacks for as long as it is active. Same end use and the same activation time as Focused Fighting. It also roots you while it is activating, like Focused Fighting. Also offers you a boost to Perception, it lets you see stealthy foes easier than other people can.
I would 6-slot this power as soon as possible.
Agile: This is an Auto power, what that means is that you don’t have to activate it. This power is always on and costs you no endurance to use it. This power increases your Defense to all ranged attacks. All Auto powers are less effective % wise compared to toggles.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Practiced Brawler: Considered to be one of the best status protection powers in the game, for any Archetype. This power is a click power, meaning that it has a set duration. Once you click it, that duration time starts and once it wears off you have to click it again to re-activate it. Same activation time as Focused Fighting and Focused Senses, it’s also like those powers in that it roots you while it’s in the process of activating.
Gives you resistance to knockback, disorient, hold, sleep and immobilization effects while this power is active.
With Hasten and Quickness you can keep it with it’s default slot and have it recharged several seconds before the original duration time is up.
Dodge: This is an Auto power, it is always on and costs you no endurance to use it. This power increases your Defense to all melee attacks.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Quickness: This is an Auto power, it is always on and costs you no endurance to use it. This power increases the recharge rate of all your powers (20%) as well as giving you a running speed boost and minor resistance to Slow effects. The recharge and run speed increases are less effective than Hasten and Swift respectively. But they do add a nice boost to both effects.
I would leave this power with the default slot.
Lucky: This is the first AoE and Cone shaped attack Defensive power that is available to you. And right on time, as you get past level 28 AoE damage attacks become more and more common. This is an Auto power, it is always on and costs you no endurance to use it.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Evasion: Better late than never. This is a toggle power that increases your Defense to AoE and Cone shaped attacks for as long as it is active. The activation time is longer than both Focused Fighting and Focused Senses and the endurance cost is more than both of them combined. It also shares the rooting aspect of it activation time with both of the other toggle base Defense powers in the SR set. I’ve had this power, and I ended up ditching it in favor of Focused Senses. Once you get up to level 35 you might find that you’ve dealt with AoE and Cone attacks long enough that this power isn’t so much of a priority anymore.
If you do get it, try to 6-slot it like the other toggle powers.
Elude: Ah, the big boy of all Super Reflexes powers. This is a click power that boosts your Defense to ALL damage (Melee, Ranged, AoE) for as long as it’s active. It also increases running speed, jumping height and endurance recovery for it’s entire duration. Once the duration is over, it drains you of all your endurance and stops you from naturally recovering endurance for approx. 15 seconds. Blue inspirations will still work but you won’t naturally regain endurance for that ‘down time’. The activation time is the same as Focused Fighting and Focused Senses.
I still use this power as a last resort when all my other defenses don’t seem to be enough. I have Elude 3-slotted, this is purely a personal preference on your part, if you want it up as soon as possible put more slots in and use all recharge reduction enhancements in it. If you want it to be super high Defense on those rare, far and in between occasions where you do use it, then slot for Defense. Either way, there really is no wrong way to slot this power. So don’t sweat it.
Super Reflexes Defense Numbers
Auto Powers (Agile, Dodge and Lucky) = 5% Base Defense (Every SO increases that number by 1%)
Toggle Powers (Focused Fighting, Focused Senses) = 12.5% Base Defense (Every SO increases that number by 2.5%)
Elude = 45% Base Defense (Every SO increases that number by 9%)
Evasion = 22.5% Base Defense (Every SO increases that number by 4.5%)
** Updated for Issue 5. Assumes even level (white) SO's are being used.
What do I have to look forward to?
So, you want to know what you’ll be like at level 50? Well lets take a peek shall we?
Congratulations, you are now one of the few, one of the proud. You are a high level Super Reflexes scrapper. Not many have had the willpower and patience to stick with it as long as you had. You are now one bad motherfu***r. You fear no man or beast.
Remember at low levels when those Regeneration scrappers were pointing and laughing at you? Well, they…umm. They pretty much still do. Unless they need someone to take on a huge group of Malta Sappers! Then who do they call? You, that’s who.
What’s that? You just jumped into a 12 +2 Carnies, but you have to run to the bathroom? No problem, all your toggles are up, go ahead, relieve yourself. Take a nice long mini-vacation in there. In fact, don’t come right back, after you’re done run to the fridge and grab a beer and some chips. When you get back, not only will you still be standing but all those Carnies will be down to a sliver of end as they feebly swing at you only to come up with the empty feeling of air on their hands.
Wait, what’s that now? You have a kill 50 Malta mission in PI? No problem, with your mighty Katana you’ll breeze through those military wannabes faster than you can chug down that beer. No one can stand up to your awesome damage for long, they would rather give up willingly than to risk you laying the smack down on them with that sharp steel.
All in all, you are one bad mofo. Women want you, men want to be you (reverse that order for any female readers) and best of all you look damn good doing it. So, go out and enjoy the character you put so much hard work into. You deserve it.
Damage Mitigation
There are 3 ways to deal with damage in the game. Each have their own unique way of mitigating damage for your character.
Regeneration: This one should be pretty self explanatory, but since I love you like my 3rd cousin, twice removed from my mothers side, I will go into more detail. Basically, you have the ability to heal yourself at a incredibly fast rate. The theory behind regeneration is that you heal at a faster rate than any incoming damage. So yes, that guy just broke your nose. Yes it hurt like a motha. But, you just healed it back to normal in under a half a second, now you’re ready for it to be broken again!
Resistance: Resistance allows you to take huge amounts of hits but reduce their overall damage. For example, lets say Generic Villain A has a brawl punch worth 100 points of damage. Resistance would allow you to negate lets say 85% of that damage. Meaning that when he uses that 100 point damage attack you only take 15 points of damage. You take every punch, but every punch is reduced in damage by a certain percentage. Hence the name Resistance, you resist damage.
Defense: I’m sure this is the one you’ve been waiting on. This works on a simple principle. The best way to mitigate damage…is to never get hit in the first place! Yes you heard right, you dodge, you weave, you duck, you slide. The whole principal relies on making your opponent miss, you don’t heal, you don’t resist. You try to move out of the way of every attack thrown at you. It’s why you have such a pretty face, you don’t get hit if you can help it.
Super Reflexes and You
Now, there is a bit of math involved here, I know that when this game first came out the idea of Defense and how it is implemented had me confused. I’ll try to put this simply for anyone that is new to the game or the powerset.
Generic Villain B is a minion that is even level to you (meaning he cons white), he has a base 50% chance to hit you. Meaning that for every 10 swings he takes at you, chances are that he’ll hit you 5 times. Now Super Reflexes is designed to take a huge chunk of that % away and make it so you get hit less. For example lets say that you have 44% melee Defense, when Generic Villain B goes to hit you with a lead pipe, he only has a 6% chance of actually landing that hit.
50% (Base To-Hit) - 44% Defense = 6% Actual To-Hit %
Now, I know what you’re saying, “Damn Blackbat, you are one smart mother father!” Well, thank you, but don't ever call me that again or i will kill you with a rusty spoon.
I know what you’re thinking now too, “This is simple, I’ll just get a higher Defense % and Generic Villain B will never hit me.”
Well, that is an option. But, and there is always a ‘but’ in these types of things. The actual To-Hit % for villains and heroes alike can never go lower than 5%. The reasoning behind this is simple, it’s to stop people from doing exactly what you suggested above.
Upping your Defense to overshadow a Base To-Hit % would be plain unfair. That would mean that if you had 66% melee Defense that a even level minion would never have a chance to hit you with his trusty lead pipe. There would be chaos in the streets, planets would collide, the world as we know it would cease to exist. So, lets just be happy that someone put a restriction on that.
Now, if you still are having trouble comprehending this concept, send me a PM. Or just ask me your question out loud while your sitting at your computer. Either way, I’ll help you how I can.
Katana Overview
By far, my favorite Scrapper primary. Fairly quick attacks, with moderate end usage. The real draw to this powerset are the animations, they are just plain awesome. Most Katana attacks have a secondary effect of lowering your opponents Defense, thereby making him easier to hit % wise on your next attack. You also have some knock-up and knockdown secondary effects, which are highly useful. No one can hit you if they are on their back. The damage with this set is nothing to laugh at. You can put some serious hurt on a unlucky punk with this baby. In fact, just last night some little kid kept staring at me while I was in line at Best Buy, one Golden Dragonfly later and he was eating floor and crying for his mommy. I don’t care if he was only 5 years old, he should have observed the 3 second look rule. It’s common courtesy. Granted I’m not allowed back at Best Buy, but hey, shiznit happens.
Katana Powerset
Sting of the Wasp: This power is your bread and butter until level 26. A moderately quick attack that deals moderate damage and has the secondary effect of lowering your targets Defense.
Eventually, you’ll want it 6-slotted, you’ll keep this in your attack chain even after you get your “Wow!” powers later.
Gambler’s Cut: A very quick attack that deals minor damage. Has the secondary effect of lowering your targets Defense. I’ve only used this on one of my Katana characters and I wasn’t that impressed with it. The damage it deals doesn’t justify the end use IMO.
If I were to get it, I wouldn’t spend to many slots on it. 2, maybe 3 max.
Flashing Steel: Activation time is slightly higher than Sting of the Wasp and it does less damage and has the secondary effect of lowering your targets Defense. But the big upside is that it has a frontal arc damage path. You can hit multiple targets with this baby. Makes it very useful when you’re faced with 2 or more targets.
I’ve played around with the slotting on this one, I finally settled on 2-slotting it. Lets face it, the damage isn’t superb, but it’s a very nice filler attack and in the long run it helps with end use as you’re damaging multiple foes with 1 attack.
Build Up: Very fast activation. Very useful power. Ups your damage considerably and to a lesser extent boosts your accuracy. Highly recommended. Get it, use it, love it.
I have this power 2-slotted. It’s up once for every fight, sometimes twice if the fight drags on.
Divine Avalanche: This power can be very useful. Double the animation time of Sting of the Wasp and only deals minor damage. But, it has the very nice secondary effect of adding to your melee Defense % every time you land a successful hit with this attack. Some use this power in every attack chain, sometimes doubling up on it so that they get a nice Defense boost. You might be thinking, “Isn’t this a redundant power, if I have Super Reflexes?” There is a very simple answer to that…NO!
You can never have ‘too much’ defense. Never. If you can fit this power in your build, then I would recommend it.
Calling the Wolf: This is your built in Taunt power. One of the coolest Taunt animations in the game IMO. Hell, I tried it out just for the animation alone. This will allow you to Taunt 1 target into attacking you. Great for pulling stragglers if you need to break up a large group, or to pull a target off a teammate.
The Lotus Drops: You’re one and only AoE attack. Slightly longer animation time than Sting of the Wasp, but the animation alone is worth it. With this attack you have the chance to hit every target in melee range. This will be your savior in large groups. Just be careful how and when you use it, might draw a lot more attention than you might intend. It also does Damage over Time (DoT). So after you hit, it will still damage every effected foe for a few seconds. Also has the effect of lowering your targets defense.
I have played around with different slotting but I finally decided on 6-slotting it. But it will still be highly useful with 3-4 slots as well.
Soaring Dragon: Your first big boy power. Slightly longer animation time than Sting of the Wasp but it deals a heck of a lot more power. Plus it is your knock-up power. Every time you hit with it, you have the chance to knock your target up in the air. Also lowers your targets defense.
6-slot this power and enjoy the carnage.
Golden Dragonfly: What can I say about this power? I absolutely love it. Same animation time as Soaring Dragon, but it can give someone a much bigger headache. The damage on this power can truly be awesome. Also has the chance to knock-down your target, putting them on their back. It’s actually a very short cone attack as well, if you line them up right you can get multiple targets to feel your steely wrath. Has the effect of lowering your targets defense as well as a high chance to critical, meaning that you can deal double damage with it.
6-slot this power and go to town on anyone and everyone in your way.
Super Reflexes Overview
The best scrapper secondary in the game. The devs actually made this the ONLY secondary in the very beginning because it was just brilliant. Then people started whining and complaining on the boards and they made Regeneration, Invulnerability and Dark Armor all in one night to satisfy the little cry babies.
Okay, I’m a tad biased. But this is my favorite scrapper secondary, it does one thing. And it does it well. It has growing pains in the first 20 levels or so, well to be more precise, all the way up until you get your first SO’s. After that, things start to get gradually easier. It’s not for everyone, in fact it’s a favorite among risk takers. No matter how high your Defense is, there is always a chance of you getting hit. Since this all works on a % you can’t really accurately clock when the dice will roll your way and when they will order everything in your vicinity to kill you with extreme prejudice. When you get a string of bad luck you have to improvise and adapt, or you’ll be taking a bite of that hard floor.
Overall, this set is highly effective and it gets the job done.
Super Reflexes Powerset
Focused Fighting: You don’t have a choice about this power, when you create your character it is the power you must take when selecting. But even if it wasn’t, you would be a damn fool not to take it. It’s a toggle power that increases your melee Defense for as long as it is active. Melee is the most damaging form of damage in the game, so this power is you’re life. Moderate end use while it’s active. Animation time isn’t that long but it roots you while it activates. By that I mean during it’s activation time you are unable to move until it finishes activating. Also offers minor resistance to Confuse effects.
I would 6-slot this power as soon as possible.
Focused Senses: Toggle power that increases your Defense to all ranged attacks for as long as it is active. Same end use and the same activation time as Focused Fighting. It also roots you while it is activating, like Focused Fighting. Also offers you a boost to Perception, it lets you see stealthy foes easier than other people can.
I would 6-slot this power as soon as possible.
Agile: This is an Auto power, what that means is that you don’t have to activate it. This power is always on and costs you no endurance to use it. This power increases your Defense to all ranged attacks. All Auto powers are less effective % wise compared to toggles.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Practiced Brawler: Considered to be one of the best status protection powers in the game, for any Archetype. This power is a click power, meaning that it has a set duration. Once you click it, that duration time starts and once it wears off you have to click it again to re-activate it. Same activation time as Focused Fighting and Focused Senses, it’s also like those powers in that it roots you while it’s in the process of activating.
Gives you resistance to knockback, disorient, hold, sleep and immobilization effects while this power is active.
With Hasten and Quickness you can keep it with it’s default slot and have it recharged several seconds before the original duration time is up.
Dodge: This is an Auto power, it is always on and costs you no endurance to use it. This power increases your Defense to all melee attacks.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Quickness: This is an Auto power, it is always on and costs you no endurance to use it. This power increases the recharge rate of all your powers (20%) as well as giving you a running speed boost and minor resistance to Slow effects. The recharge and run speed increases are less effective than Hasten and Swift respectively. But they do add a nice boost to both effects.
I would leave this power with the default slot.
Lucky: This is the first AoE and Cone shaped attack Defensive power that is available to you. And right on time, as you get past level 28 AoE damage attacks become more and more common. This is an Auto power, it is always on and costs you no endurance to use it.
Most people 2-4 slot this power, it’s up to you how many slots you want to devote to Auto powers.
Evasion: Better late than never. This is a toggle power that increases your Defense to AoE and Cone shaped attacks for as long as it is active. The activation time is longer than both Focused Fighting and Focused Senses and the endurance cost is more than both of them combined. It also shares the rooting aspect of it activation time with both of the other toggle base Defense powers in the SR set. I’ve had this power, and I ended up ditching it in favor of Focused Senses. Once you get up to level 35 you might find that you’ve dealt with AoE and Cone attacks long enough that this power isn’t so much of a priority anymore.
If you do get it, try to 6-slot it like the other toggle powers.
Elude: Ah, the big boy of all Super Reflexes powers. This is a click power that boosts your Defense to ALL damage (Melee, Ranged, AoE) for as long as it’s active. It also increases running speed, jumping height and endurance recovery for it’s entire duration. Once the duration is over, it drains you of all your endurance and stops you from naturally recovering endurance for approx. 15 seconds. Blue inspirations will still work but you won’t naturally regain endurance for that ‘down time’. The activation time is the same as Focused Fighting and Focused Senses.
I still use this power as a last resort when all my other defenses don’t seem to be enough. I have Elude 3-slotted, this is purely a personal preference on your part, if you want it up as soon as possible put more slots in and use all recharge reduction enhancements in it. If you want it to be super high Defense on those rare, far and in between occasions where you do use it, then slot for Defense. Either way, there really is no wrong way to slot this power. So don’t sweat it.
Super Reflexes Defense Numbers
Auto Powers (Agile, Dodge and Lucky) = 5% Base Defense (Every SO increases that number by 1%)
Toggle Powers (Focused Fighting, Focused Senses) = 12.5% Base Defense (Every SO increases that number by 2.5%)
Elude = 45% Base Defense (Every SO increases that number by 9%)
Evasion = 22.5% Base Defense (Every SO increases that number by 4.5%)
** Updated for Issue 5. Assumes even level (white) SO's are being used.
What do I have to look forward to?
So, you want to know what you’ll be like at level 50? Well lets take a peek shall we?
Congratulations, you are now one of the few, one of the proud. You are a high level Super Reflexes scrapper. Not many have had the willpower and patience to stick with it as long as you had. You are now one bad motherfu***r. You fear no man or beast.
Remember at low levels when those Regeneration scrappers were pointing and laughing at you? Well, they…umm. They pretty much still do. Unless they need someone to take on a huge group of Malta Sappers! Then who do they call? You, that’s who.
What’s that? You just jumped into a 12 +2 Carnies, but you have to run to the bathroom? No problem, all your toggles are up, go ahead, relieve yourself. Take a nice long mini-vacation in there. In fact, don’t come right back, after you’re done run to the fridge and grab a beer and some chips. When you get back, not only will you still be standing but all those Carnies will be down to a sliver of end as they feebly swing at you only to come up with the empty feeling of air on their hands.
Wait, what’s that now? You have a kill 50 Malta mission in PI? No problem, with your mighty Katana you’ll breeze through those military wannabes faster than you can chug down that beer. No one can stand up to your awesome damage for long, they would rather give up willingly than to risk you laying the smack down on them with that sharp steel.
All in all, you are one bad mofo. Women want you, men want to be you (reverse that order for any female readers) and best of all you look damn good doing it. So, go out and enjoy the character you put so much hard work into. You deserve it.