Claws/Invulnerabilty Guide


Battle_Claw

 

Posted

You don't see many of us, but we exist. We're the claws/invuln scrapper. This guide is based on my personal experience in leveling two different claws/invuln scrappers since launch, one to 39, and the other in progress after I5. A lot of this advice is based on my personal playstyle, which when in scrapper mode is attack dog (which I in no way claim as unique). I personally believe that no other scrapper sets fit this sort of playstyle quite like claws/invuln, in that claws provide great attacks and useful Area of Effect ("AoEs") (once you get high enough) and invuln will let you stand in the middle of the action like no other scrapper secondary in my experience.

I have played with all the powers in the set except Unstoppable.

Also, I suggest that anyone reviewing this guide use it little more than a loose guide. I do this personally with other guides in this forum, and many of the powers I like (i.e., Fly, Stealth) are personal preference or concept powers so they may prove to be lack-luster to other players.

Preliminary Considerations:

1. Attack style. If you follow this guide, you will have a number of single target attacks and two melee-ranged AoEs. Thus, I usually run towards the biggest baddy in the group I'm facing, and drop all attacks targeted on him or her. This accomplishes two things: 1) It will drop your biggest threat fastest and 2) Most of the minions, etc. will close to melee range thus opening themselves up to vulnerablity to your melee AoEs. So, in summary, try and use your single targets on the lieuies, bosses, AVs, etc. and kill you minions with your AoEs. If any are still standing after the boss drops, Strike him and that should do it in most situations. The problem will be Rikti drones and higher level Council minions that don't close to melee range.

1(a). Early Attack Chain. By level 12 in this guide, you have four attacks. This is enough to have an attack always up (maybe a bit of downtime between chains). The chain is:

Air Superiority -- Follow Up -- Strike -- Slash -- Strike (repeat, with some fillers).

Working back, you will have Strike and Slash by level 2. You can fire off Strike -- Slash -- Strike fairly reliably with some down time. Adding Follow Up in front of this, you have nearly a complete chain. Finally, by adding a fourth attack (here, Air Superiority), you should have a complete chain, or at least a servicable one until you have more attacks and some AoEs in your 20s.

1(b). Later Attack Chain. I'm not going to lie, my memory is fuzzy as to what's up when once you get Focus, Spin, and Evicerate. But if you follow the general chain of Focus -- Evicerate -- Spin -- Strike, you should be fine (will update as I get higher post-I5).

2. Slotting Accuracy despite Invincibility. I know some people say not to do this (or at least they used to), but I found that usually if you use AoEs to whittle down the minions (or if the mob won't close to melee range in mass), if you don't have ACCs slotted in your attacks, you'll miss. A lot. This probably is different with Focused Accuracy, but I haven't tested this.

3. Passives versus Toggles. Most people in the game now have been here for a while and are already well aware of this, but if you haven't or don't already know, toggles generally provide more protection than those that are always on (passives). Thus, since enhancements work by boosting a certain percentage of that protection already given by the power, you get a higher return on slotting toggles over passives because the base number is higher.

4. Damage Resistance versus Defense. Again, this may be a principal of this game that is old hat to many, but you may not know that these things are not the same thing. Damage resistance reduces the amount of hit points you loose when hit by a mob. Defense makes it less likely for a mob to hit you in the first place. Invuln has powers that provide bonuses (and maluses) to both of these attributes.

5. Damage Types. Heroes (and most mobs) have a "type" of damage associated with their attacks. Claws is all "lethal" type, which many mobs are resistant to, causing you to have to attack more than, say, a Dark Melee character (who will do smashing/negative). Also, invuln's powers almost all provide resistance to certain damage types, so you need to be wary of this when sloting your secondary as well.

6. Re-draw. Claws is a "weapon" set, like the scrapper sword, assult rifle, archery, axe, and mace sets. What that means is that if you use a power out side of the claws set itself (i.e., Dull Pain, Air Superiority, etc.), your claws retract. The next time you activate a claws attack, the claws will have to be re-drawn by your character prior to the normal activation time of the attack. This can be a major pain, but you can work with it (trust me, if I can, you can too).

Here's my break down of the powers.

Claws

Swipe (available at 1): Single target attack. Like many others, I dislike the animation time/damage return on this power. It's a number of quick strikes with your claws (like with Shadow Maul in the DM set), but with no chance of cone hits like with SM. I don't really see any use in taking this power when Strike is available. Suggested slotting: Don't take it .

Strike (available at 1): Single target attack. I consider this to be the bread and butter attack for the set, especially until you pick up Focus. Worthy of six slots as soon as you see fit (I used to balance sloting early with my seconary powers, but they don't need so many slots early like they used to). It's quick, the animation is cool, and it does good damage. Suggested slotting: 1 ACC/5 DAM.

Slash (available at 2): Single target attack that reduces the enemy's defense (making him/her easier to hit). A lot of people don't like this power, but I consider it key in your early attack chain. The animation is long for the damage return, but it's good enough to be the power you pick at 2. If you team often, you'll find you don't have time to fire this power because the mob will be dead before the animation is done. But I still think it's worth taking and six sloting, if for no other reason than it's a higher damage attack than Strike, which will be six slotted. But not right away. Suggested slotting: 1 ACC/5 DAM or 1 ACC/1 ENDRED/4 DAM (if you don't like how much endurance you're using prior to stamina).

Spin (available at 6): AoE that attacks all mobs in melee range all around you. The first time I leveled a claws/invuln scrapper, I picked up this power at 6. I think this is a mistake. For a number of reasons. First, that was before I found out about Stamina and if you take it at six, you will either have to wait on Stamina until 22 or 24 if you get Unyielding and/or Focus when they're available. Secondly, this power is an endurance hog if you spam it which you will with only three attacks. I found that this was the main reason I was sucking wind prior to Stamina back then. Thus, hold off on the power. The problem is that if you do, you're looking at picking it up at 24 and I'd like it sooner. But other powers are more important. It is a good power, and part of a key PBAoE attack chain (with Eviscerate). Suggested Slotting: 1 ACC/5 DAM. Prior to six-slotting Stamina with SOs you may find good return on replacing one of the DAMs with and ENDREDUX.

Follow Up (available at 8): Quick single target attack/buff. A power debated much on these boards, but I like it. A self buff for accuracy and damage like in all the other scrapper and blaster sets, that's faster and does damage but with a to-hit component. In the early levels, I consider this attack key. It's fast, does a little damage, cycles fast enough to be part of a good chain, and does give a good buff at the early levels, anyway. I will admit, that in the later levels when you have more attacks, this one's a pain. But early on, it's great. Don't slot it (you'll get enough accuracy from slotting/invinc to hit later, and you'll want the slots then). Especially don't slot with DAM enhancements. Suggested Slotting: 1 ACC.

Confront (available at 12): Taunt. This is the scrapper taunt. Some people say it could be useful if you're on squishy-guard duty, but I have troubles thinking of anytime I wished I had this power. I recommend not taking it. Suggested Slotting: Don't take it.

Focus (available at 18): Single target ranged attack with knockup/back. Believe it or not, I did not take this power the first time I leveled up a claws/invuln. I didn't think that it fit my concept, and I BELIEVE (not sure) that it always did knockback pre-I1. But when respecs became available, I was dreading the lack of attack powers. So I thought I'd try it out. And I fell in love. If I could marry Focus, I would. Ranged power, which does awesome damage and knocks down mobs at even or plus level to you (back if lower). It is the best opening attack in the set. Knock the boss on his ***, run to his position, wait for the minions to gather around, and kill them all. Suggested Slotting: 1 ACC/ 5 DAM.

Eviscerate (available at 26): Cone AoE that attacks all mobs in front of you within the cone's range. This is a point-blank cone that works great as a second move after Focus. I love the AoEs in this set, and this one is no exception. And, hands down, has my favorite animations in the game (you flip, shredding the baddies as you land). Suggested Slotting: 1 ACC/ 5 DAM.

Shockwave (available at 32): Wide cone ranged AoE. I know a lot of people like this power, but I don't. I don't think knock back cynergizes with my playstyle. I want the mobs by me as much as possible. I do think this is effective and worth picking up if either: A) You're proficent at herding mobs into the corners of maps, B) You want an "oh ****, I bit off too much and want the mobs off of me NOW" power, and/or C) You want a huge ranged cone with like at or near 100% knockback chance to protect other teammates. Most people say to take it, but I don't think those people are /invuln because you want the mobs as close as you can get for the Invicibilty bonuses. I pick it up, but at 49. Suggested Slotting: 1 ACC.

Invulnerablitity.

Resist Physical Damage (must take at 1): RPD. Passive damage resistance to smashing and lethal types of damage ("S/L"). You have to take it, which I kind of like because those first few levels you won't have all the glowing going on . Seriously, don't slot it. Seriously. Suggested Slotting: 1 DAMRES.

Temp Invulnerability (available at 2): TI. Toggle damage resistance to S/L. Since I5 hit, all the invuln experts are suggesting six slotting this one again. Since I'm not a numbers guy I can't differ. You can get by without six slotting right away, though. I won't bore you of the tales pre-I3 of when I would shut this power off because it was a waste of endurance compared to mega-invicibility of those times. The endurance use is not bad, and you can get by without slotting any end reducers in it (although I put one in when I was still on Trainers). Suggested Slotting: 6 DAMRES.

Dull Pain (available at 4): DP. Click heal that also adds to your max hit points. Great power. I originally used this power as an emergency heal, which works fine. But with the enhancements to Health, it makes more sense to make this permanent which esentially gives you permanently more hit points. How can you go wrong with that? I will say that if you chose to go emergency heal, use this prior to any heal inspirations because the inspirations heal for a percentage of hit points so the more hit points you have (i.e., after you use DP), the more healing you get. Suggested Slotting: 6 RECHARGE (unless you have perma-Hasten, then 4).

Resist Elements (available at 10): REl. Passive damage resistance to elemental (fire, ice, toxic) attacks. Used to drop three in this, now I just go with the gimme slot. With that and Unyielding six-sloted with SOs you'll be right near what you got for S/L resistance with RPD/TI/Unyielding. Suggested Slotting: 1 DAMRES.

Unyielding (available at 16): Uny. Toggle mez (sleep, hold, knockback, disorient) protection as well as damage resistance to all attack types other than psionic attacks. Gives a penalty to defense, however. Have to take it. Not quite the "six slot immediately" power it used to be prior to I5, but still light years ahead of the old days when it immoblized you and could not be used with TI. Six slot it anyway, just do it as you get the slots. Endurance usage is not that high, so don't worry about end reducers. Suggested Slotting: 6 DAMRES.

Resist Energies (available at 20): REn. Passive damage resistance to energy and negative energy types of attacks. Same as with REl. Suggested Slotting: 1 DAMRES.

Invincibility (available at 28): Invinc. Toggle bonus to defense and accuracy based on the number of mobs that are attacking you (lower bonus if they are at range instead of melee, capped at 14 mobs). The yo-yo of popular opinion based on changes to this power are amazing. We're basically back to where we were at prior to I3 which is to six slot this. Pretty much immediately. As an aside, I first got this power after I2, and it does really change the way you play. It makes you feel god-like. And you all of the sudden want to be surrounded by bad guys. See my preliminary note on whether to still slot accuracies in your attacks after taking invinc. Suggested Slotting: 1 To-Hit/5 DEF.

Tough Hide (available at 35): TH. Passive defense. Generally ignored, mostly because IIRC it was not clear whether the defense buff stacked with invinc's (since proven it does stack). I always liked this power, seems to give a good return for a passive, and with two slots it ballances out the defense malus that Uny has. Suggested Slotting: At LEAST 2 DEF (more as you see fit).

Unstoppable (available at 38): Uns. Click providing great resistance to all damage types other than psionic but drains your health and all endurance when it wears off. This is the one that I've never taken, but I can read and understand whether a power will work for me. I know I won't have perma-hasten, so it'll take a long time for this power to recharge versus players who do take hasten and slot it. However, I DO like taking "situational" powers (a.k.a. "Oh ****" powers) because it seems very comic booky to me to have a power that represents when the hero is backed into a corner by a more powerful foe only to unleash some great power that they've never had before. But I don't like slotting them. Suggested Slotting: 1 RECHARGE.

Pool Powers.

Flight: I like flying, and it fits my character. I used to take Hover, but now I take Air Superiority ("AS") as the pre-req. Good damage, almost certain knockdown, AS has it all. Except, as a normal part of your attack chain, you will have to re-draw mid-fight. Possibly a number of times. Good in the early levels when you need to fill the attack chain, but I'm probably going to respec it out for hover later because I don't want to slot it up and an attack not worth slotting is not worth keeping. I held off on taking this on my latest live build because I wasn't sure I could deal with the re-draw, but in the early levels, with Strike, Slash, and Follow Up already my chain, I found it to be tollarable. If you do take it, consider an ENDREDUX in it, because it uses a lot of endurance to spam. I still like it at 12. But I like fly. Never tried group fly.

Fitness: If you read any of the previous, you can tell that endurance usage is a huge consideration of mine. Thus, I get Stamina as quick as I can. Also, with the boosts to Health, I like slotting this power now too. I usually get Swift as a pre-req because it fits my character more.

Stealth: Taken for concept only. No real practical aspect as far as I can tell.

Speed: Didn't take Hasten, I usually don't. It could be useful early on when you don't have many attacks, but it won't be perma then, so its usefulness is limited. Even if you did, you would run out of edurance fast, so I don't do this.

Epics.

I don't really feel qualified to speak to these from a practical perspective as I've never taken them, but they're in my build, mainly sloted as others have suggested in this forum.

The Build.

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Scrapper
Primary Powers - Ranged : Claws
Secondary Powers - Support : Invulnerability

01 : Resist Physical Damage damres(01)
01 : Strike acc(01) dam(3) dam(5) dam(7) dam(9) dam(9)
02 : Slash acc(02) dam(3) dam(5) dam(11) dam(15) dam(15)
04 : Temp Invulnerability damres(04) damres(7) damres(11) damres(17) damres(19) damres(21)
06 : Swift runspd(06)
08 : Follow Up acc(08)
10 : Dull Pain recred(10) recred(13) recred(21) recred(34) recred(36) recred(40)
12 : Air Superiority acc(12) endred(13)
14 : Fly fltspd(14)
16 : Unyielding damres(16) damres(17) damres(19) damres(42) damres(43) damres(45)
18 : Health hel(18) hel(36) hel(42) hel(42) hel(43) hel(43)
20 : Stamina endrec(20) endrec(23) endrec(25) endrec(27) endrec(29) endrec(33)
22 : Focus acc(22) dam(23) dam(25) dam(27) dam(29) dam(31)
24 : Spin acc(24) dam(37) dam(39) dam(36) dam(40) dam(40)
26 : Eviscerate acc(26) dam(37) dam(37) dam(39) dam(39) dam(34)
28 : Invincibility thtbuf(28) defbuf(31) defbuf(31) defbuf(33) defbuf(33) defbuf(34)
30 : Resist Elements damres(30)
32 : Resist Energies damres(32)
35 : Tough Hide defbuf(35) defbuf(48)
38 : Stealth endred(38)
41 : Focused Accuracy endred(41) endred(45) endred(45) endred(46) thtbuf(48) thtbuf(50)
44 : Conserve Power recred(44) recred(46) recred(46) recred(50) recred(48) recred(50)
47 : Unstoppable recred(47)
49 : Shockwave acc(49)

Personal Build Commentary

1. You have to take Swift prior to getting travel powers if you want to take Uny when it opens up at 16. I took it at 6, but you could get DP at that slot and hold off until 10 on Swift.

2. Air Superiority. Two slots? An ACC and a ENDRED? Am I nuts? To be honest, this will probably be the one power I change with any respec based on the current live powers. I'll probably switch to Hover, and move that slot around to something else (Fly maybe, or TH if I can work it). But I feel it is key as you are leveling up, so I left it in the posted build. I will drop it (after Focus) mostly because (1) re-draw, (2) unwillingness to slot it properly, and (3) the availablity of Focus gives me the same crowd control without the re-draw.

3. Focus. Your milage may vary, but I felt I could hold off on another attack (even one as great as Focus) until after Stamina since, in my experience, endurance usage is a bigger issue prior to 22 than another (albeit great) power. But, obviously, you could get it as soon as 16 (but I'd get Uny in that spot, you want the mez protection) and hold off on Stamina until 22.

4. Uns and Shockwave late. I took these as Oh **** powers, so I didn't want them until the end game. You may want to take these earlier (as in, when they're available) and slot better, but I don't for a number of reasons, stated earlier in the guide.

Feel free to contact me if you have questions if you like, I'm in-game as @Battle Claw or send me a PM or post here.


 

Posted

Do the defense enhancements only affect the base def of invincibility or the per enemy def buff?


 

Posted

I'm pretty sure Defense Enhancements affect only the base def of invincibility, not the per/mob defense bonus.

Dom


 

Posted

Thanks for the guide, Battle_Claw. I spec'd a build based pretty much on your template with a couple exceptions:

All slotting adjusted looking forward to ED (I-6), meaning no more than 3 of the same enhancement in any single power.

Hover in place of Air Superiority (as you mentioned)

Teleportation pool instead of Stealth

Unstoppable earlier & slotted a bit

Dark Mastery instead of Body Mastery (I am VERY happy running DM on my lev-49 Broad Sword / Regen)

For reference:

01) --> Strike==> Acc(1)Dmg(3)Dmg(5)Dmg(7)Rechg(13)EndRdx(15)
01) --> Resist Physical Damage==> DmgRes(1)DmgRes(45)DmgRes(46)
02) --> Slash==> Acc(2)Dmg(3)Dmg(5)Dmg(9)Rechg(13)EndRdx(15)
04) --> Temp Invulnerability==> EndRdx(4)DmgRes(7)DmgRes(9)DmgRes(11)
06) --> Swift==> Run(6)
08) --> Follow Up==> Acc(8)
10) --> Dull Pain==> Rechg(10)Rechg(11)Rechg(34)Heal(36)Heal(36)Heal(37)
12) --> Hover==> EndRdx(12)
14) --> Fly==> Fly(14)Fly(40)
16) --> Unyielding==> EndRdx(16)EndRdx(17)DmgRes(17)DmgRes(19)DmgRes(19)EndRdx(40)
18) --> Health==> Heal(18)Heal(37)Heal(37)
20) --> Stamina==> EndRec(20)EndRec(21)EndRec(21)
22) --> Focus==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(40)
24) --> Spin==> Acc(24)Dmg(31)Dmg(31)Dmg(31)EndRdx(33)Rechg(39)
26) --> Eviscerate==> Acc(26)Dmg(27)Dmg(27)Dmg(29)EndRdx(29)Rechg(39)
28) --> Invincibility==> EndRdx(28)TH_Buf(33)DefBuf(33)DefBuf(34)DefBuf(34)TH_Buf(39)
30) --> Resist Elements==> DmgRes(30)DmgRes(45)DmgRes(46)
32) --> Recall Friend==> Range(32)
35) --> Tough Hide==> DefBuf(35)DefBuf(36)DefBuf(46)
38) --> Unstoppable==> Rechg(38)Rechg(43)Rechg(45)
41) --> Petrifying Gaze==> Acc(41)Acc(42)Hold(42)Hold(42)Rechg(43)Rechg(43)
44) --> Torrent==> Acc(44)Acc(50)
47) --> Tenebrous Tentacles==> Acc(47)Acc(48)Immob(48)Immob(48)
49) --> Teleport Foe==> Acc(49)Acc(50)Acc(50)


Let me know what you think

Dom


 

Posted

Looks good! That was essentially what I have planned/been doing post-ED as well. I personally would use this as a post-respec build as your attack chain is really light until 22 when you pick up focus. AS is great in the early game (which is primarily where you are either going to decide to keep or drop a character) to fill your attack chain. As it stands, you have only three attacks until 22, it may get tedious for you prior to getting focus.

Sorry it took me so long to get back to you, btw.

A note: I plan on updating this guide soon for I6, but I've taken my new Claws/Invuln up to 20 (I'm in a one-day a week SG, so I only play him once a week) last week and I decided to pick up Focus at 20 instead of Stamina. I did this for a number of reasons, which I will get into more detail later, but essentially it boils down to: (1) I wasn't running TI and UnY at the same time but rarely; (2) The EndRed in all my main attacks; and (3) I'm only running in teams with this character. Therefore, I didn't have the end issues I experienced the last time I leveled up and thought it could wait two levels. Other than that (and ED changes) I'm running with this same build and it's working fine. I think I'll copy him over to test to see how he runs solo prior to updating.

Planning to update to I6-compliance within the week.


 

Posted

Okay, so posting an I6 compliant guide last time didn't happen, for that I appologize. I know I received at least one tell regarding an update, so I just wanted to re-iterate that I do plan on doing one, BUT with the rumored changes to the Claws set with I7, I plan on waiting until that is live before I update so I only have to do it once.

For those interested, I have kept the same general power choices/slots at level as the above for the primary, just changed what I've been puting in and it has worked well. Escentially what I've been doing is going 1 acc/3 dam/1 redend/1 redrec in my attacks. For defence, I've dropped to three damres as applicable, redistributing slots as I see fit (i.e., sloting up attacks faster).

Please stay tuned for I7 and the new update!


 

Posted

Great guide, I like it Battle_Claw. I just started and my character is a Claw/Invul guy so this will be extremely useful.