Yamato_NA

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  1. Hello there and welcome to my Issue 11 compliant guide to Swords/Invulnerability Scrappers. Let me just say that I, unfortunately, will not be covering Dual Blades in this guide. I do not have enough experience with it yet to offer my opinions on it. This guide will be for 3 sets: Broadsword, Katana, and Invulnerability.

    To start, let me introduce myself. I am a long time veteran of this game as well as to the Scrapper AT. I've been here since early 2005. I wasn't one of the beta people so I apologize for that . My very first 50 was a Katana/Invulnerability Scrapper whom I still play to this very day. I've done next to everything available in this game with him; all TFs, fought every enemy group (at least, those available to CoH), teamed with hundreds of different players/ATs/power sets, tested my skill in PvP, and most recently jumped into the Invention sets. In fact, I enjoyed playing him so much that I soon made Broadsword/Invulnerability Scrapper. Sadly, this guide will be my last contribution to this game. I am leaving this game for good after I complete this. Before that, I wanted to impart some of my wisdom at playing this great build to the rest of the forum community, and I hope I succeed at doing that over the course of this guide. The following are the topics that I will be covering throughout this guide:

    <ul type="square">[*] What is a Scrapper?[/list]<ul type="square">[*] Intro to Katana and Broadsword &amp; power recommendations[/list] <ul type="square">[*] Intro to Invulnerability &amp; power recommendations[/list] <ul type="square">[*] Pool Powers &amp; Ancillary Pool Powers[/list] <ul type="square">[*] Player Versus Player (PvP) Environment[/list] <ul type="square">[*] Sample builds &amp; General tips[/list] <ul type="square">[*] Conclusion[/list]
    Part I: What is a Scrapper?

    The Scrapper is a very versatile AT in the City of Heroes universe. They, along with Tankers, are the melee masters in combat. However, Scrapper are blessed with having a much higher higher damage modifier than Tankers (1.125 vs 0.9). Your job as a Scrapper is, to put it quite bluntly, go into a pile of baddies and go nuts. With the Critical Hit inherent ability, a 5% chance to do double damage with your attacks, you are force to be reckoned with. You can deal nearly as much damage as a Blaster but you can also take alot more punishment than they can. However, you must be careful with these powers. While you can a more resistant melee Blaster, you are not as tough as a Tanker is. If you play recklessly (see: Scrapperlock v. Stupidity), you'll end up eating pavement regularly. However, a well-played Scrapper can be a tremendous asset to a team. Aside from Blasters, you are the team's best damage dealer, the "Boss killers" if you will. You should not only take out the largest threats in a group but also other dangerous foes that can hurt your team (Sappers being one example). If/Should the Tanker fall, its your turn to step up to the plate. While you won't necessarily "tank" as good as a traditional Tanker can, you can keep the ire of the enemies away from your teammates. Awesome offense and great damage mitigation are why Scrappers are my favorite AT in the City of X universe.

    Part II: Katana &amp; Broadsword

    Nearly every week, I see a post that asks what are the differences, if any, between Katana and Broadsword. This section, I hope, will end that. Katana and Broadsword both do Lethal damage to the target. As a secondary effect, both weapons have a -7.5% Defense debuff. Not only that, the swords also have an inherant 5% Accuracy bonus to their attacks. With this 5% Accuracy and -7.5% Defense per hit, it makes leveling either sword set easier than some others. The differences are not too drastic either. Broadsword does more damage per attack than Katana does. However, Broadsword must pay with this higher damage with a higher Endurance cost per power as well as lengthier recharges. Katana does lower damage per hit than Broadsword does, but its attacks cost less and come back quicker. Also, Katana has much quicker animations than Broadsword does, although there is a slight pause after the attacks that annoys some players. The sets overall match out in the end. To sum up:

    Broadsword = less frequent, more expensive, large orange numbers, slower animation
    Katana = more frequent, less expensive, smaller orange numbers, quicker animation

    Now for the powers. Since the Broadsword and Katana powers are very similar, I will be comparing both of them at once. Note: All numbers are from Red Tomax's Guide to City of Heroes

    Sting of the Wasp/Hack
    Availability: lvl 1
    Endurance Cost: 6.03 (Kat), 8.53 (BS)
    Recharge: 5 secs (Kat), 8 secs (BS)
    SO Slotting: 1-2 Accuracy, 3 Damage, 1 Recharge
    Rating:
    -When you first create your character, you will have an option of either this power or Gambler's Cut/Slash. Sting of the Wasp/Hack does more damage than Gambler's Cut/Slash but at a higher Endurance cost and high recharge. I strongly recommend learning this power as your first. It is a simple, decent damage attack that will be a staple power forever.

    Gambler's Cut/Slash
    Availability: lvl 1
    Endurance Cost: 4.37 (Kat), 5.02 (BS)
    Recharge: 3 secs (Kat), 4 secs (BS)
    SO Slotting: 1-2 Accuracy, 3 Damage
    Rating:
    -This power is very good for the early levels of the game...and that is pretty much it. It recharges very quickly, allowing you to keep dealing damage. Unfortunately, the damage it deals is quite low, less than Sting of the Wasp. Take it at first but respec out of it in the later levels into something more useful.

    Flashing Steel/Slice
    Availability: lvl 2
    Endurance Cost: 6.03 (Kat), 8.53 (BS)
    Recharge: 6 secs (Kat), 8 secs (BS)
    Range: 130 degree Arc
    SO Slotting: 1-2 Accuracy, 3 Damage, 1 Recharge
    Rating:
    -The first of the 3 multi-target attacks, Flashing Steel can hit up to 5 targets at once. This is great on teams when enemies will be aplenty, begging to get beat down. This power functions best if you hit multiple targets with it. It costs as much as Sting of the Wasp/Hack does but can hit multiple targets. Using it against only 1 target will not yield best results and will ultimately hurt the Endurance bar. A solid damage dealer, this is a good choice for your build.

    Build Up
    Availability: lvl 6
    Endurance Cost: 5.2 (Both)
    Recharge: 90 secs (Both)
    Duration: 10 secs
    SO Slotting: 3 Recharge, 3 To Hit Buff for PvP
    Rating:
    -This power gives you a 100% damage boost and 20% To Hit buff for 10 seconds. This is very good to quickly dispatch of a tough boss or quickly eliminate a troublesome minion. For PvP purposes, it is important to slot up the To Hit buff portion as well. It will help burst through defensive sets (Ninjitsu, Super Reflexes). Although it is not a "take as soon as it opens" power, you should try to get it into your build at least before level 24.

    Divine Avalanche/Parry
    Availability: lvl 8
    Endurance Cost: 4.37 (Both)
    Recharge: 3 secs (Both)
    Duration: 10 secs
    SO Slotting: 2 Accuracy, 2 Defense buff, 2 Recharge
    Rating:
    -This is an incredible power. The fact that it opens so early is great for a fledgling Broadsword/Katana scrapper. It recharges quickly, allowing you to keep up the pressure. But the damage aspect is nowhere near as important as DA/Parry's secondary effect. For every successful hit, you will gain 15% Defense against Lethal damage and Melee attacks. Slotted up, it is a 23% bonus to both. With 2 recharges, it is easy to stack 2 of them, effectively raising your Defense to 46%, over the Defense soft-cap of 45%. With Hasten, you can triple stack it for overkill. This power pairs exceptionally well with Invulnerability's Defenses, don't skip it!

    Calling the Wolf/Confront
    Availability: lvl 12
    Endurance Cost: 0 (Both)
    Recharge: 3 secs (Both)
    Range: 70ft
    SO Slotting: 1 Taunt duration
    Rating:
    -A standard single target Taunt. While some players may find it useful if they want to pseudo-tank, it in fact is not. Invincibility does a much better job of getting aggro from enemies, as well as stabbing them in the face. This power is auto-hit in PvE environment but there is an Accuracy check in PvP. Skip this power and take something more useful.

    The Lotus Drops/Whirling Sword
    Availability: lvl 18
    Endurance Cost: 13 (Both)
    Recharge: 14 secs (Both)
    Range: 8ft Radius (PBAoE)
    SO Slotting: 2 Accuracy, 3 Damage, 1 Endurance
    Rating:
    -This power is a great way to open up when enter a group of enemies. This attack is a PBAoE that can hit up to 10 targets. Try to avoid using this attack as a single target attack. Its 13 endurance cost can be a big issue if used to hit just 1 or 2 enemies. It is infinitely more efficient to target upwards of 5 targets. For every target it hits, the attack does 3 ticks of "bleed" damage to the victim, increasing its damage output. Being the only AoE attack available to either Broadsword or Katana, this power shouldn't be passed up.

    Soaring Dragon/Disembowel
    Availability: lvl 26
    Endurance Cost: 9.36 (Kat), 10.19 (BS)
    Recharge: 9 secs (Kat), 10 secs (BS)
    SO Slotting: 2 Accuracy, 3 Damage, 1 Recharge
    Rating:
    -The first of the 2 major heavy hitters available to the swords. This attack has a 75% chance to throw your opponent in the air, a great way to take a foe out of the picture for a few seconds. Combing with Air Superiority, its a good way to juggle an opponent. This power is a great asset for your character, an asset that can not and should not be passed up.

    Golden Dragonfly/Headsplitter
    Availability: lvl 32
    Endurance Cost: 11.86 (Kat), 13.52 (BS)
    Recharge: 12 secs (Kat), 14 secs (BS)
    Range: 20 degree Arc
    SO Slotting: 2 Accuracy, 3 Damage, 1 Recharge
    Rating:
    -The crown jewels of Katana and Broadsword. This vicious attack has a 60% chance to Knockdown the unfortunate target. Not only that, it has a greater chance to Critical as compared to the other sword powers (15% against 5%). And even on top of that, it is the most powerful attack available to either set. Need I go on? These 2 are actually cone attacks. The cone is, sadly, quite small and is difficult to get multiple targets. The trick is to line them up so one foe is behind the other, like Shadow Maul/Sands of Mu. You can hit up to 5 targets with this attack; nothing is more satisfying that hitting 5 and Critically on all 5 (/e tears of joy). I don't even need to say it: take it, slot it up, abuse it, love it.

    Part III: Invulnerability

    This set is a mix of Defense, Resistances, and +HP. Its Smashing/Lethal resist is quite impressive as are its defenses. Unfortunately, the Fire/Cold/Energy/Neg. Energy/Toxic resists are somewhat low and Psionic resist is non-existant. Invulnerability has gained a reputation for 2 events. Before Issues 5 and 6, it was a force to be reckoned with. Invulnerability Tankers were fully capable of herding hundreds of enemies will little to no risk to themselves. The Tier 9 power, Unstoppable, used to be permanent, increasing their longevity. Invincibility had no cap to its buff, boosted Defenses to ridiculous levels. Now that those days are past, Invulnerability has gained a reputation as being the worst Scrapper secondary available. I'll just say that this statement is a downright lie. I'll concede, you cannot jump into a pile of +9s and come out unscratched. You don't have outstanding heals and 0 downtime like Regeneration offers. You don't have some nice tricks like Dark Armor can offer. And Willpower seems to be Invulnerability + Regeneration kicked up a few notches. With this stiff competition, it is easy to pass up Invulnerability. However, properly played, Invulnerability can still be a formidable set. Invulnerability, along with Dark Armor, are 2 sets that have the ability to potentially fill the role of a Tanker. I find myself numerous times leaping in and taking the aggro. With Invention Origin Enhancements, it is possible to make Invuln bear resemblance to the way it was. With this set, it may not be the easiest one to level but, in my opinion, it is certainly the most rewarding. Now for the powers:

    Resist Physical Damage
    Available: lvl1
    Endurance Cost: 0 (Auto power)
    Recharge: 0 (Auto power)
    Base Buff: 5.63% Resistance to Smashing/Lethal
    SO Slotting: 3 Resistance buff
    Rating:
    -Well, you have to take it. This power costs no Endurance and provides 5.63% resistance to Smashing and Lethal damage. Putting slots into this power should be a low priority but I recommend doing so to get the most possible out of it, 8.83% fully slotted. With Invention Origins, you can get some nice bonuses of out it, which I'll cover later.

    Temp Invulnerability
    Available: lvl2
    Endurance Cost: 0.13 Endurance/Sec
    Recharge: 2 secs
    Base Buff: 22.5% Resistance to Smashing/Lethal
    SO Slotting: 3 Resistance buff, 1 Endurance
    Rating:
    -This toggle power grants you 22.5% resistance to Smashing and Lethal. This is one toggle, aside from Unyielding, you should pretty much leave on all the time. Against primarily Smashing/Lethal foes (Warriors, Family), you'll be glad you have it. Slotted up, it will provide 35.3% reduction in damage. Take it, slot it up, and leave it on.

    Dull Pain
    Available: lvl8
    Endurance Cost: 10.4
    Recharge: 360 secs
    Base Buff: 40% Heal (fully enhanceable), 40% Max HP (20% enhanceable)
    Duration: 120 secs
    SO Slotting: 3 Healing, 3 Recharge
    Rating:
    -This is an incredible power. This power is a 40% self heal than can be enhanced to nearly 80%. Not only that, it boosts your max HP by 40% as well, 20% of that being enahanceable. Essentially, it acts as a +Resistance power. More HP = more survivability. When you first take it at lvl10 (please take it at lvl10), it won't be a tremendous asset due to its lengthy recharge. After SOs/IOs, it'll save your life more often than you can count. Take it and 6 slot it immediately.

    Resist Elements
    Available: lvl10
    Endurance Cost: 0 (Auto power)
    Recharge: 0 (Auto power)
    Base Buff: 5.63% Resistance to Fire/Cold/Toxic
    SO Slotting: 3 Resistance buff
    Rating:
    -Another passive like Resist Physical Damage. It provides minimal Fire, Cold, and Toxic resistance. With Invention sets, I would take to get some bonuses out of it. If IOs were never adopted, I would say skip it.

    Unyielding
    Available: lvl16
    Endurance Cost: 0.13 Endurance/sec
    Recharge: 10 secs
    Base Buff: 3.75% Resistance to Smashing Lethal. 7.5% Resistance to Fire/Cold/Energy/Neg. Energy. -3.75% Defense. Resistance to Disorient/Hold/Sleep/Immobilize/Knockback/Repel
    SO Slotting: 3 Resistance buff, 1 Endurance
    Rating:
    -This is a must-have power. This provides Resistance to all damage but Psionic, although lesser Resist to Smashing and Lethal. This also your mez resist. Tired of getting attacked my Madness Mages and Lost Rectors? This'll put an end to that! I usually wait until level 22 to take it, since thats when mez effects kick into high gear but many will take it right when it opens. In any case, grab it and never let go.

    Resist Energies
    Available: lvl20
    Endurance Cost: 0 (Auto power)
    Recharge: 0 (Auto power)
    Base Buff: 5.63% Resistance to Energy/Neg. Energy
    SO Slotting: 3 Resistance buff
    Rating:
    - A third +Resistance passive. Take it for IO bonuses. Otherwise, trade it in for something else

    Invincibility
    Available: lvl28
    Endurance Cost: 0.21 Endurance/sec
    Recharge: 10 secs
    Base Buff: 3.75% Defense to Smashing/Lethal/Fire/Cold/Energy/Neg. Energy + 1.125% to S/L/F/C/E/NE for other foes (max 10). 2.25% To Hit per target up to 10.
    SO Slotting: 3 Defense buff, 0-2 To Hit buff, 1 Endurance
    Rating:
    -This power will allow you to realize Invulnerability's true power. This power provides 3.75% Defense to all but Psionic with 1 foe in range, and another 1.125% for every other foe up to 10. It also provides 2.25% To Hit for every foe up to 10. Invincibility also has a Taunt component to it, making enemies focus on you rather than other teammates. If you have a Tanker on the team, this may cause you to steal some aggro. This will be the staple of your protection against non-Smashing/Lethal attacks. Trust me when I say you'll need it. The only issue is that it opens so late, making the road to 28 rather tough. But stick with it and you will be rewarded with this remarkable power.

    Tough Hide
    Available: lvl35
    Endurance Cost: 0 (Auto power)
    Recharge: 0 (Auto power)
    Base Buff: 3.75% Defense to Smashing/Lethal/Fire/Cold/Energy/Neg.Energy
    SO Slotting: 3 Defense buff
    Rating:
    -This power is OK at best. It's main job is to override the 3.75% Defense debuff in Unyielding. Take it, slot it up, but don't count on it to save your life, sadly.

    Unstoppable
    Available: lvl38
    Endurance Cost: 2.6
    Recharge: 1000 secs
    Base Buff: 52.5% Resistance to Smashing/Lethal/Fire/Cold/Energy/Neg.Energy/Toxic
    Duration: 180 secs
    SO Slotting: 2 Resistance buff, 3 Recharge
    Rating:
    -Want to taste what Invulnerability used to be like? Well, here you go. Unstoppable provides a base 52.5% Resist to all damage but Psionic, boosts you Recovery, and grants you even greater protection to Mez effects. With 2 Resistance enhancements, it'll put you at the 75% Resist cap. Some people may choose not to do that. I like having them for situations like this. You're fighting Malta, your Endurance is gone, toggles have been dropped, and you're back is against the wall. Pop Unstoppable and for 3 minutes you're cruising capped to all but Psionic. However, this power comes with a price. After 3 minutes, your Endurance and Health will be drained to 10%. Don't let that deter you, take this power and use it as your panic button.

    Part IV: Pool/Ancillary Powers
    Considering the number of Pools available, I will give a brief overview of the ones that I recommend:

    Fighting
    -This is a good Pool to invest in if you want to maximize your survivability. The first 2 powers, Boxing and Kick, are useless. Tough, on the other hand, tacks on even more Smashing/Lethal resist to your already formidible set. Weave will add some more Defense to all attacks plus boost Immobilize protection. The only problem is the added cost of running these rather expensive toggles. With IO bonuses and Endurance slotting, it may be manageable.

    Speed
    -This is a pool I'd recommend to a BS/Invuln. Flurry is a wasteful power; pitiful damage with a long animation. Hasten will help bring Broadsword's lengthy recharges down as well as aiding in bringing Dull Pain and Unstoppable up faster. Super Speed is a very fast travel power. Its only downside is the lack of any vertical movement. Whirlwind is a pretty pointless power but if you do take it, I'd suggest using it as a dummy power for the Force Feedback: Chance for +Recharge proc.

    Leaping
    -This pool is a personal favorite of mine. Jump Kick, along with Flurry, are very bad pool attacks. Combat Jumping provides a little Defense and boosts your jump height, however not distance. Super Jump is the most versatile movement power, granted good speed as well as great vertical movement. Acrobatics is a good power for squishies (Controllers, Blasters) but is of no use to an /Invuln Scrapper. Unyielding covers everything that Acrobatics provides (Knockback and Hold resistance).

    Medicine
    -This is a nice pool for any player, not just an /Invuln Scrapper, to consider. Stimulant is a nice mez resistance buff that can be granted to a teammate, however it can be interrupted so be careful with it in combat. The same is true for Aid Other as well. Aid Self is real gem of pool. Slotted up, it provides 40% heal that can be back in about 13-15 seconds. Resuscitate is a fun power to pick up; it revives a fallen teammate with full HP but no Endurance. Again, be careful since it can be interrupted. Consider putting Interrupt Reduction SOs/IOs to help fire it off quickly.

    Fitness
    -This pool is one most people cannot create their characters without. The great thing about this pool is that all of the powers are automatic, meaning they require no management and cost no Endurance. The first 2 powers, Hurdle and Swift, provide an automatic boost to jump height and run speed respectively. Health is another auto power that boosts your Regeneration and improves your resistance to Sleep. This means that if you are put to Sleep, you will get out of it much quicker. Stamina is the great power of the Pool. This power provides a boost to your Recovery, allowing you to recover Endurance much more quickly. I won't say its needed (since many will argue that nothing is truly "needed" in this game) but I STRONGLY recommend it.

    Body Mastery
    -This is the pool to invest in if you plan on PvPing. Conserve Power is a nice buff that reduces the cost of your powers by 50%. However, it has a lengthy recharge, prohibiting from being something you can rely on. Focused Accuracy is a very, very expensive toggle that provides a large To Hit bonus as well as resistance to To Hit debuffs. With this toggle, some people drop an Accuracy slot out of their powers. Since missing makes me cry, I choose and I recommend not to. Laser Beams Eyes and Energy Torrent are good ranged options that do Energy damage, a good way to grab a runner or try for that final hit before a target flees.

    Darkness Mastery
    -This is my favorite Ancillary Pool. Torrent is a cone knockback power that does little damage but tosses enemies around. Petrifying Gaze is an awesome single target hold, allowing you take an annoying minion or lieutenant out of the fight (i.e. Sappers). Dark Blast is a quick activating ranged blast that does respectable Negative Energy damage to a target. Tenebrous Tentacles is fun power to use; nothing makes a battle more fun than screaming tentacles. It is a cone Immobilize that will keep them from running away or to set up a nice one-two punch with a teammate (ex. TT some baddies and let the Ice Blaster drop a Blizzard on them).

    Part V: Player Versus Player (PvP) Environment

    PvP is a much different beast than PvE is. After fighting the same enemy groups multiple times, you will eventually get a knack of what powers they use, what strategies are best to mitigate damage to the team, and what is the best way to dispose of them. PvP, however, pits you against an opponent whose moves a constantly changing, whose strategies will adapt to your skill, and who is just as keen on taking you down like an NPC in a mission: fellow players. The same tactics that you used to win one time may or may not work this time which is why I find PvP very entertaining. I'll admit, I'm not the best PvPer on my server; in fact, I'm as far from that as President Bush is intelligent (zing!). But I keep at it because of the challenge and entertainment it presents.

    For PvP, I'd strongly recommend going for Broadsword over Katana. While Katana is a great PvE set, most PvP matches are determined by burst damage, or doing as much damage as possible withing a small time frame. In this regard, Broadsword pulls ahead. As for Invulnerability, some powers that are great in PvE (i.e. Invincibility) do not translate so well in PvP. This, unfortunately, makes their effectiveness plummet.

    This build is what I use for PvP purposes and has served me quite well. With it, I have achieved 400 rep without the use of farming. Remember, though, even with the best build it still takes a level of skill to become proficient:

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
    Level 1: Resist Physical Damage -- Empty(A)
    Level 2: Temp Invulnerability -- Empty(A), Empty(7), Empty(9), Empty(9)
    Level 4: Dull Pain -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(13)
    Level 6: Build Up -- Empty(A), Empty(15), Empty(15)
    Level 8: Parry -- Empty(A), Empty(17), Empty(17), Empty(19), Empty(19), Empty(21)
    Level 10: Combat Jumping -- Empty(A)
    Level 12: Hurdle -- Empty(A), Empty(21), Empty(23)
    Level 14: Super Jump -- Empty(A)
    Level 16: Unyielding -- Empty(A), Empty(23), Empty(25), Empty(25)
    Level 18: Swift -- Empty(A), Empty(27), Empty(27)
    Level 20: Stamina -- Empty(A), Empty(29), Empty(29)
    Level 22: Whirling Sword -- Empty(A), Empty(31), Empty(31), Empty(31), Empty(33)
    Level 24: Hasten -- Empty(A), Empty(33), Empty(33)
    Level 26: Disembowel -- Empty(A), Empty(34), Empty(34), Empty(34), Empty(36), Empty(36)
    Level 28: Stimulant -- Empty(A)
    Level 30: Aid Self -- Empty(A), Empty(36), Empty(37), Empty(37), Empty(37), Empty(39)
    Level 32: Head Splitter -- Empty(A), Empty(39), Empty(39), Empty(40), Empty(40), Empty(40)
    Level 35: Tough Hide -- Empty(A), Empty(42), Empty(42)
    Level 38: Unstoppable -- Empty(A), Empty(42), Empty(43), Empty(43), Empty(43)
    Level 41: Focused Accuracy -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
    Level 44: Laser Beam Eyes -- Empty(A), Empty(46), Empty(48), Empty(48), Empty(48), Empty(50)
    Level 47: Conserve Power -- Empty(A), Empty(50), Empty(50)
    Level 49: Super Speed -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    A few general tips for PvP:

    -Bring Break Frees! You probably will never experience detoggling in PvE, but in PvP its a common place. With Controllers and perma-Domination Dominators out there, chances are your mez will be broken through and, without Break Frees, you are just easy rep now.

    -Keep on the move! With Stealth IOs available to Stalkers, they have won the Perception battle. Most Stalkers will run with Hide, Stealth, and Stealth IO to get to you unseen and get the kill. Even with 3 forms of +Perception, the only way you'll see a Stalker is within 10 feet. Keep moving and they'll be hard pressed to get a kill.

    -Invest in Accolade powers. I like shooting for the 4 +HP/+Endurance ones: Atlas Medallion, Freedom Phalanx Reserve, Portal Jockey, and Task Force Commander. Another good one is Geas of the Kind Ones. It grants you a 200% To Hit buff, allowing you to laugh at most Defensive sets. Be careful, however, since it comes with a huge -Defense penalty.

    -Be respectful to your peers. Congratulations on beating that Energy Melee/Ninjitsu Stalker. But don't let that win go to your head. A big reason why the PvP community has been going down is because of unsportsmanlike conduct. If you win, a simple "good fight" will do as well pointing out some highlights of the match. If you lose, keep the same manner; the person who beat you may be an avid PvPer who may give you some pointers to be better. There is no need to taunt and curse at a fellow player either because they have beaten you or you have beaten them. Remember the Golden Rule: Treat others as you would like to be treated

    Part VI: Sample Builds

    By this point, I hope I have persuaded you to make a Sword/Invuln Scrapper. Some of you may have already made one. In this section, I will go over 2 builds: a pre-24 build and a post-24 build. I say pre-24 since level 24 is where the first respec trial is available, assuming you don't have any Veteran Reward respecs. During this time, you probably will experimenting with various powers to see what you like and dislike. The pre-24 build:

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 21 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness

    Hero Profile:
    Level 1: Slash -- Empty(A)
    Level 1: Resist Physical Damage -- Empty(A)
    Level 2: Hack -- Empty(A)
    Level 4: Temp Invulnerability -- Empty(A)
    Level 6: Build Up -- Empty(A)
    Level 8: Parry -- Empty(A)
    Level 10: Dull Pain -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Unyielding -- Empty(A)
    Level 18: Hurdle -- Empty(A)
    Level 20: Health -- Empty(A)
    Level 22: Stamina -- Empty(A)
    Level 24: [Empty]
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    This is a pretty standard level scheme for pre-level 24. This is where you are getting a feel for the sets and seeing what you will hold onto. The first thing you'll notice is the power selections. I recommend choosing Slash (or Gambler's Cut) at level 1 to help with the low levels. With the lack of decent Recharge reductions, having quick attacks will make life a tad easier. With police scanner missions, it is very possible to push off your movement power for several levels. I am a very traditional build maker and try to get my travel power at 14 but you may choose differently. I also pushed off Stamina so I can get my mez protection sooner. Personally, I haven't found the need for Unyielding at level 16. The amount of mez during that period is still relatively low, and if you team a lot you probably won't miss it. Traditionally, I like getting Stamina at 20. But I've decided to push it back a few levels. It is not imperative to learn Stamina at 20 but gives some relief and allows you to fight longer.

    The post-24 build:

    Hero Plan by Mids' Hero Designer 1.30
    http://www.honourableunited.org.uk/mhd.php

    Level 48 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Hack -- Empty(A)
    Level 1: Resist Physical Damage -- Empty(A)
    Level 2: Slash -- Empty(A)
    Level 4: Temp Invulnerability -- Empty(A)
    Level 6: Build Up -- Empty(A)
    Level 8: Parry -- Empty(A)
    Level 10: Dull Pain -- Empty(A)
    Level 12: Combat Jumping -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Hurdle -- Empty(A)
    Level 18: Health -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Unyielding -- Empty(A)
    Level 24: Whirling Sword -- Empty(A)
    Level 26: Disembowel -- Empty(A)
    Level 28: Invincibility -- Empty(A)
    Level 30: Slice -- Empty(A)
    Level 32: Head Splitter -- Empty(A)
    Level 35: Tough Hide -- Empty(A)
    Level 38: Unstoppable -- Empty(A)
    Level 41: Hasten -- Empty(A)
    Level 44: Resist Energies -- Empty(A)
    Level 47: Resist Elements -- Empty(A)
    Level 49: Super Speed -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    This is the build I respec into after the level 24 respec trial and stick with this general layout until 50. As you can see, I rearranged the powers a bit, like pushing Unyielding off until 22. Many people dislike the choice of learning the passives Resist powers at 44 and 47, most of them choosing to learn Medicine instead. Also, many players decide not to take Slash (Gambler's Cut) at all. I exemplar frequently and having a quick attack when I'm down to 16 or 18 helps alot, although I do miss my Disembowel and Headsplitter (Soaring Dragon and Golden Dragonfly respectively). For Broadsword, I like getting in Hasten tto help get Dull Pain back faster and having my big hitters up more frequently. Katana doesn't necessarily require Hasten but having Golden Dragonfly up faster is definitely nice.

    As for fighting a group, this is how I typically proceed. First off, I examine what the group make up is. If it is a group like Carnival of Shadows, I prioritize the Dark Ring Mistresses, Master Illusionists, and Illusionists in that order. For Malta, I like taking down Sappers first then focusing on Titans or the boss-level Gunslingers. After I've established my threat risk, I usually open up with Build Up followed by Whirling Sword/Lotus Drops to deal damage to all those around me. This is usually after the Tanker has established control of the aggro and allows me to get it without too much danger. Focus on your #1 threat first then move onto #2, #3, etc. until all foes are dispatched. Now, if you are teaming with Controllers or Defenders, it eases the burden since they can either buff you up, debuff them, or lock them down with holds, sleeps, pets, etc. Rinse and repeat until you get the words Mission Complete!
  2. I would like to see a zweihander, essentially a giant, two-handed sword. It can be used with both Katana and Broadsword. Two notable examples are a giant Katana used by Auron from Final Fantasy X and another giant sword used by Siegfried from the Soul Calibur series. Here are a few pics:

    Zweihander for Broadsword
    Zweihander for Katana

    Would be great for large characters or those who concepts say that their blade user has enhanced strength or something along those lines.
  3. I agree, Staff would be awesome. But if we are to pick from the list Ex put up, I would pick Psionic Weaponry or Energy Blade (which I did). As for the defenses..eh, I really didn't like any of those options, especially Growth. Giving a matching set to the powers, like Psionic Armor, would be cool. Don't give us Energy Aura though...Stalkers and Brutes can keep that .
  4. Great guide!

    Another tip that I use is using a another language. I wanted to make a name for my Fire/Dark Corruptor. Tried at least 15 different names and Google searched a translator. I'm partial to Latin so that was my first choice. My Corrutors name is Nox Incendia, which means Dark Fire!
  5. Excellent idea!! /signed x1024

    However, my only fear is the devs. The 1st "if" is if the devs decide to put this idea in, which I certainly hope they do for it will enhance the game tremendously. Plus, although I fear time my be against this, it would tie in well with Issue 9's Inventions feature.

    The other "if" is how powerful these powers are going to be. Granted, you did list how to keep the powers from overbearing but the devs may think differently. My concern is that the devs will take the fear of them being too powerful to another level, one that these powers will be reduced to underwhelming abilities (Origin Inherant Powers, anyone?)

    Great idea, I hope it does get implemented and, if it ever does, the results are great!
  6. One Winged Angel, Sephiroth's theme from FF7.

    fits my Katana/Invul scrap and my Dark/Fire brute.