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Guide to making an effective scrapper for the first twenty levels

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Making an effective scrapper for the first twenty levels.


If you’ve experienced making a scrapper for the first time you know how difficult it can be to make one that is easy to work with until you hit the magic number, that being level 20 and stamina. This guide will give you a an idea of what powers to take for the first twenty levels, which will make your scrapper easy to live with until then.

We’re going to use an MA/SR ( Martial arts/Super Reflexes) scrapper as an example. Now one thing you have to keep in mind when first building a toon through the lower levels is the word moderation. What does this mean? It means take only a select few powers from any given set in the beginning.

Here’s what I do: For level one I pick Thunder Kick and Focused fighting. Then at level two I pick Storm kick. At level four I pick focused senses. At level six I’ll take Crane kick. At level eight, now this is important, I take Swift from the fitness set. This starts the fitness set early and gets part of the boring job out of the way. Then I take Practiced brawler at level ten, which offers knock back protection. At level twelve I take hover and at fourteen I take flight. At sixteen I take Agile, an auto power, and at eighteen I take Health from the fitness set. At twenty I take Stamina.

Slotting is typical in each level. For instance I put two slots in Thunder kick at level three and with the one that comes with the power, I now have one slot of accuracy and two of damage in that power. Level five slots get split among the defensive powers at that point so each has an additional slot. Level sevens slots go to the level six power and the level two power so each power gets one. Level nines slots get split up likewise between the defensive powers again so each has at least two slots if not three. Level elevens slots get split and go right into practiced brawler and Crane kick. Level thirteen’s slots go into hover, giving it three slots total. Fifteens go likewise into Fly. Seventeen’s go into Agile. Level nineteens go into health, giving health three slots. At twenty one Stamina gets the two slots. There you have it a hero that can play during the first twenty levels, and be effective! Now throw in some of the Vet reward powers such as Sands of Mu at twelve months and the Nemesis staff at thirty three months and you have a VERY effective scrapper that can only get better as time goes on. Have fun with your lower level powerhouse!

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User Comments
  Cold_Zone_II on 06/07/07 15:08

Very nice Guide. MA/SR is very dear to my heart, because that was my first 50. Do not under any circumstances skip Practiced Brawler. It offers Mezz protection. I take it as soon as it is available, and then triple slot it for recharge, for perma PB... add auto execute to it and never get held or stunned or sleep on the job again!!

  Rhingo on 06/26/07 03:07
 
very nice guide. one thing i thought Crane Kick wasn't available till 8 cause at 6 Cobra strike opens up? If i am correct you just switch Swift and Crane Kick - If i am incorrect, just ignore me, or point and laugh. other than that nice guide.

  Xmageplayer on 07/06/07 19:59

are u also saying ( probably has npthing to do with the guide ) that u could get fly and speed boost or more on the same character?!

  robot mind on 07/25/07 20:43

i liked your guide but why did you take flight? i thing ss or sj would be better.....anyway can't wait to try this out thanks@

-Da robot

  Solaronn on 07/25/07 20:50

I like flight best of all the travel powers, hands down. I really can't stand SJ at all I have one guy out of about 80 who has SJ. SS is okay but you need either CJ or hover to make it really work well.

  robot mind on 07/27/07 19:07

i like flight best too but i find it hard to use with a tank or scrapper

  Solaronn on 07/27/07 20:50

I can;t imagine why, Robot. It's the easiest travel power AFAIC.

  Twilight Sage on 08/15/07 03:50

Flight is my personal favorite travel power. Sure, it's slow...but at 50, it's really fast. That, and it offers the best maneuverability of all the travel powers. SS is good, but on maps with a lot of vert, it's horrible unless you have CJ, Hover, or SJ...and that's just too many power points taken up if you ask me. SJ alone is nice, but is kind of lacking in the maneuverability department.

  BGH122 on 10/17/07 18:02

I agree in essence with this guide. My only issue is the picking of Flight within the 1-20 range. I always pick my travel powers at 22/24 personally, especially if I have a build (like MA/SR) that really need the medicine pool opened to Aid Self. The safeguard rewards act as good enough travel powers as far as I am concerned and injuring the survivability of the character doesn't seem wise just to get a travel power. But nonetheless nice job. As I said I agree in essence, I definitely take the quickest route through Fitness possible.

  Solaronn on 10/17/07 18:55

I don't understand why you would not take a travel power at the first opportunity. I have to disagree with you on that. I take it at 14 all the time. I've never had to take the mnedicine pool on any of my scrappers. I see no need, personally.

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