Claws vs Dual blades for invuln
Both are close enough in performance to make the most important choice personal preference.
I'd probably go with Dual Blades because Claws wants to jump around, while Invulnerability just wants to stand there in the middle of the spawn. Dual Blades is perfectly happy standing in the middle of the spawn too, so it and Invulnerability should make a happy couple. Damage output will be fine.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I was thinking what Werner posted. Claws has some rather useful knockback powers that I think are a bit at odds with Invuln's strengths. It's not the end of the world to combine those, but if you're looking for strictly optimal pairing between those two primaries, I'd say DB is more optimal.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
You can use Shockwave to KB things away from your auras. You can also use Shockwave to KB things into a corner and then go there and get the benefit of them being down and feeding /inv.
thanks, I'll go down the DB route then. Just thinking a little further about builds, does invuln benefit much from aid self? There's dull pain, but my understanding is to try and perma that for the extra HP.
Fighting pool seems like an obvious choice, and perhaps combat jumping for some extra defense?
Yes, Aid Self is nice on an Invuln. You ARE trying to perma Dull Pain, but you don't actually hit it every time it recharges. You wait until you're badly injured to take advantage of the heal.
Fighting pool is a big yes. Combat Jumping and/or Hover are also nice. Combat Jumping is a lot easier on the blue bar.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Hasten isn't strictly mandatory for perma Dull Pain, but it's going to be tough getting there without it. You'll probably find the build less compromised if you just take it instead of getting there in other ways.
Physical Perfection is very nice, though with Aid Self, I think its utility is reduced. The small bit of passive regeneration it provides is dwarfed by the healing from Aid Self and Dull Pain. The endurance recovery is nice too, of course. But so is something like Fireball. There are lots of tools for fixing endurance problems, and Physical Perfection is only one of them. So unless it was very specifically a survivability build, I'd probably be trying to find a way to make do without it.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Thinking of making an invuln scrapper. My 2 favourites as primary are claws and dual blades. I'm not aware of either primary adding anything particularly to invuln as a secondary. Wondering whether anyone has any advice which is better? Also not sure which provides a better single target and AE damage. From what I've read, the general thoughts are that claws are stronger theoretical damage, but that often seems to not be factoring in the attack vitals combo dmg, and the knockback scattering of shockwave. With invuln and invincibility, i'm guessing shockwave might be a no-no? I'm wondering if DB actually puts out similar numbers in most real world situations?
Thoughts?