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» Nightlord's Ice/Energy concept.
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Scrapper - Ultra Evader
How to Build the Ultimate Scrapper

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Now that I've lost your attention, I'll get on with it. This is a template for a scrapper that evades like a mother. Quite simple template wise. Powers--Dark melee/Super reflexes.

The idea behind this character is evasion. Dark melee powers -besides dumping out some great damage- debuff your targets ability to hit you. At the same time, the Super Reflexes line boosts your own defense against attack. Stacked together, You're a dodging machine if you don't go too far above your level/into huge groups.

Best attacks down the Shadow line **note, all of these attacks debuff your targets attack skill**--

Smite (lvl 1)

Shadow Maul (lvl2)-- Wonderful attack. Great damage and, although it doesn't state that it's an AE attack, if two mobs are standing next to each other... well, it's an AE attack with a very small cone.

Touch of Fear (lvl6)-- I don't recommend this if you don't want to waste the point. Best for people who like to solo. Always helpful to touch-of-fear a mob to thin out a groups ranks for awhile so you can better them down more easily.

Taunt (lvl8)-- I wouldn't touch this one with a long pole. You're a scrapper, not a tank. No reason to try and invite more trouble than you have.

Siphon Life (lvl12)-- Wonderful skill. Damages the opponent, heals you, and kicks down their accuracy. Can't live without it.

Dark Consumption (lvl18)-- One of your "must haves." If there's one thing this template sucks up, it's endurance. This is the move that really begins to push the balance back in your favor.

Soul Drain (lvl26)-- The perfect anti-group tool. It doesn't just damage everything in a cone around you, it buffs up your damage for each mob in that cone you've drained. Excellent.

Midnight Grasp (lvl32)-- Donno, haven't gotten there. Sounds cool, but no idea if the damage output is worth it. A root/dot. Your guess is as good as mine.

Super Reflexes line--
Focused Fighting(lvl1)-- Once again. Duh.

Focused Senses(lvl 2)-- Stay away from it, ups your ranged def, but you'll be sucking up enough xp on focused fighting. Waste of a point.

Agile(lvl4)-- A permanent buff to ranged defense. If you have the point, use it. An ability that doesn't cost you endurance (and ups your def for that matter) is worth it.

Practiced Brawler(lvl10)-- Comes in handy, but not neccesary if you don't want to spend the point. Makes it so you're very resistant to any types of crowd control, but costs a chunk of endurance.

Dodge(lvl16)-- Permanent, non-endurance costing buff to melee defense. A MUST.

Quickness(level20)-- Increases your attack rate and run speed. Very handy.

Lucky(lvl28)-- Helps you keep away from the AoE and AE attacks. Handy (very in some cases), but don't use the point if you don't HAVE the point, capiche? In it's favor, it is a permanent ability.

Elude(lvl38)-- Perfect defensive move if you're down to 1/10hp and you're waiting for a heal. However, totally useless for a soloer.

Possible extra power pools--

Flight-- No reason, but if you've never played the game before... it's flight damnit ;)

Fighting-- There aren't too many attacks in the dark melee line. A couple extra attacks (and an extra defense buff) are quite handy to keep the hands dancing on the keys.

Leaping-- An extra attack, some extra defense ability. Plus, y'know... super jump. Trust me, it's cool to watch.

Medicine-- Not recommended, but you might like having at least SOME role in helping your team.

Teleport-- I believe I've used the "cool" argument before?

I'd also like to add one other thing. This template is excellent. FOR RELATIVELY EQUAL LEVEL MOBS. Once you're facing down something 3-4 levels over you, you're getting a large defense penalty and the mob is getting a large to-hit penalty. And unlike the tank, when they hit us, it hurts.





When staff members have tips which aren't worthy for a full blown guide, yet are helpful enough to significantly improve the way you play City of Heroes, they are made available as "Quick-Strats".

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