Okay, my quick advice based on a Kat/Inv scrapper:
1) Don't bother with Leadership. It sucks for Scrappers.
2) Parry is *always* worth getting.
3) Remember you have 4 powers in Invuln that can get away with only 3 slots - RPD, REne, REle, and Tough. The other powers only need 4 slots, 5 at most, except for Invinc and maybe Unstop and Dull Pain.
4) Aside from Unstoppable, *all* Invuln powers are worth getting.
5) I personally think Hasten is overrated.
6) As you're BS, I'd load all attacks as follows: 3 DAM, 1 Rech, 1 EndRed, 1 Acc
SS: I wouldn't bother.
SJ: CJ is practically free, and helps Tough negate the Unyeild penalty.
Flight: Hover *rules*.
TP: Ugh.
Concealment: Remember that Steath/Invis means you have to turn off Invinc.
--
Christopher Angel, aka JPublic
The Works of Christopher Angel
"Camaraderie, adventure, and steel on steel. The stuff of legend! Right, Boo?"
1) Don't bother with Leadership. It sucks for Scrappers.
2) Parry is *always* worth getting.
3) Remember you have 4 powers in Invuln that can get away with only 3 slots - RPD, REne, REle, and Tough. The other powers only need 4 slots, 5 at most, except for Invinc and maybe Unstop and Dull Pain.
4) Aside from Unstoppable, *all* Invuln powers are worth getting.
5) I personally think Hasten is overrated.
6) As you're BS, I'd load all attacks as follows: 3 DAM, 1 Rech, 1 EndRed, 1 Acc
SS: I wouldn't bother.
SJ: CJ is practically free, and helps Tough negate the Unyeild penalty.
Flight: Hover *rules*.
TP: Ugh.
Concealment: Remember that Steath/Invis means you have to turn off Invinc.
--
Christopher Angel, aka JPublic
The Works of Christopher Angel
"Camaraderie, adventure, and steel on steel. The stuff of legend! Right, Boo?"