The continuing series of ISO Building by PKB continues, this time with the erudite and generally fascinating anti-weapon weapon, Beast. This is something new for me, as usually I am either ISOing a leveled character from scratch with a new uniform, or tweaking a uniform. I decided to deliver something on a new character, and see if I can map out a plan.
The why is a bit interesting. Aside from the obvious marketing push, I think this will give you a deeper insight into the PKB Process. I'm going to walk you through how I come up with the plan. Maybe you take the same approach, but that's not the goal, really. the goal is that you look at an approach and tweak it to your play style. As my regulars know, my play style is fast aggression. I do not like prolonged fights, I like to hit very hard and very fast. And I like to build my heroes to maximize their ability to perform their specific role. With that out of the way (and the disclaimer that you get what you pay for and I haven't been paid), let's get on with it.
Beast has an overall solid build. No glaring deficiencies as the health is easy to build. His accuracy is on the low side of good, so we will probably want to look into that.
That's Beast at agent level 201. Yours should have pretty much the same shape, but different numbers. As such, if you are lower level, you can probably fix a major defect, while I have to pick my battles.
Beast is one of the more interesting characters to be released. With two non-attacks, the 3 bar attack stat, a lot of buffing potential, and the Farewell to Arms protection destruction, he is clearly not a Hammer, but is rather a secondary damage dealer. But that's a broad category. We are going to have to take apart his skills to see how this is going to flow.
It is perfect for Beast to be a generalist, because he has answers for all classes and all types. A real equalizer.
It starts with the L1. If you are running a bruiser tank, you are concerned about blasters. If Beast hits with his L1, Blasters keep their vulnerability to your tactician, but lose their advantage on blasters. Very cool. It's cooler though. No counterattacking, stealthy and 30% extra damage infiltrators. No double attacking scrappers. No enraged bruisers. No extra turns for tacticians. Very neat tech. The damage is kind of middling, but, it's very buildable, both with ISO (we could strap an extra 140 on his attack, if we were motivated), and with his passives. The Jungle is his default attack, so when he counters, he counters with the Jungle and when he assists, he assists with the Jungle.
One Note: The stamina cost is high. We can only do so many of these before Beast is empty.
This is a tricksy skill. First, it's subtle, so he can put it on pretty much anyone and not trigger counter attacks. Second, it's not an attack, so it activates Catch-22, which gives Beast a stack of Call of the Wild, which juices his attack stat by 20%. That, pre ISO, jumps my Jungle to 717-1147. Not bad...
Point Counter-Point (PCP) makes Beast counter-attack the targeted enemy whenever they attack. It lasts two rounds (which is generally more than the attacker lasts). In PVP, this is your answer to QJ, Quicksilver, Magnetic Field Generator and MOCKINGBIRD. I want you to think through this pretty quickly. Beast puts this on Mock, Mock doesn't change class because Beast is a generalist (beautiful). Mock then gets her turn, uses Critical Intel, attacks whoever, Beast counters her, puts Generalizes on Mock. She changes class, and gets another turn. She attacks (that's all she's got... a quick action and attacks), gets no class bonus, and Beast hits her again. Woot!
This has some serious potential against the many bosses who get extra turns in PvE, as well.
Two parts here. First, the easy one. Combat Expertise. Now, the whole team counters when they are attacked. Given the prevalence of stealth, subtle and psychic attacks out there, this one doesn't feel as great for PVP. But it's a winner in PvE where there isn't as much of that stuff.
Second, The Sun Also Rises. Which reads a lot like half of Scarlet Witch's Probability Field. The Buff half. I am not a huge fan of random effects, due to their random nature. But, in this case, if it's all good, it could all be useful. Figure 0-3 buffs per teammate. Oh, and they're counter attacking the next attack.
The Anti-Tank weapon. Pros: Exploits protection (sorry, Cap, Thing, Spiderman, and Colossus). Removes and prevents protection statuses for a turn. Removes and prevents countering status for a turn. Cons: For one turn. Low accuracy. This will be a lot of fun to use in PVP, and very useful for all those eager to get in the way scrappers out there.
What Beast does, essentially, is force an opponent out of their normal strategy and their comfort zone. This skill limits Area attacks (you will get hit three times by buffed heroes). He just creates problems. The problem is that he's not particularly fast, in terms of being able to do multiple things at once. So, you have to pick which skill will best counter the enemy's strategy. It adds another dimension to the chess game.
Now that we understand his role, we're going to have to understand what will make it go. The Accuracy is going to be a problem, as he will need to connect with the Farewell to Arms and the Jungle in order for your team to benefit from the tactical advantages they confer.
The first task, for me, is to bring the accuracy up to snuff with the attack. It doesn't do to hit harder if we don't hit more often. And 76% is not gonna de-tank Cap since most Caps have a bunch of evasion strapped (oh, and Cap blocks attacks that actually hit him). Basically, Cap laughs at low accuracy attackers and then reduces their accuracy by 25%. Most Colossuses can be hit with anything, so we don't worry there. If Daredevil makes a comeback, we will want to neuter him as well with the Farewell to Arms, and you will not are not hitting a Daredevil juiced by Radar Sense with a 76% attack. So, let's strap some Health/Accuracy ISOs on him.
I am stealing this from User:Rujiksnu because he wrote it up first, and I don't disagree with this build:
- 4 x Focused (Health, Accuracy)
- 4 x Mercurial (Attack, Accuracy, Evasion)
- 464 health, 68 Attack, 160 Accuracy, 68 Evasion
Here's what that looks like: