Kitru's Totally Objective Guide to ISIC

ISIC is the tank that doesn’t. Or rather, he doesn’t tank for other people. He’s a very difficult target to kill but doesn’t really hold truck with standing in front of allies, soaking up attacks for them. ISIC is more like a mobile artillery piece than a meat shield.

Compared to all of the other “tank-y” characters (Attikus, Boldur, Kelvin, Montana, S&A), ISIC’s combined hp + shield is woefully low. His tankiness is derived from his kit: he has a carried shield (just like Boldur and Galilea) as well as a powerful skill 1 that can soak up a lot of damage. As such, unlike other tanks, playstyle is more important than raw stats to ensuring that ISIC can stay alive: constant and active use of his skills as well as knowing when to stop attacking and start hiding behind a shield is important.

The balancing factor to his inferior “tankiness” compared to the other tanks is that ISIC is, by far, the most effective ranged combatant of any of them. He is extremely accurate and is capable of unloading devastating amounts of damage, especially when using his ultimate skill, which is so powerful that many would consider it to be a game breaker, even after the limitation to its duration was added.

ISIC’s other major weakness is that, outside of Plasma Dash and especially while he is attacking or using his ultimate, he is not especially mobile. Of course, Plasma Dash is an extremely powerful escape tool since it gives him excellent vertical and horizontal movement as well as allowing him to move through enemies and terrain without getting hung up on them.

Overall, ISIC could best be described as a “mode” driven character: he can’t really do more than one thing at a time (he can either move, attack, or soak damage). The secret to playing him effectively is learning when to change modes (and learning how long it will be before you can do it again).

For his abilities, things people probably don’t realize or should know from the start.

[details=Charge Cannon]
ISIC’s basic attack. ISIC fires a constant stream of low damage energy orbs. Each orb fired increases ISIC’s charge (which also increases ISIC’s accuracy) and, after consecutive 5 blasts (you lose all charges as soon as you stop firing), ISIC becomes “Overcharged”, which is a state that ISIC uses in a number of different ways. In general, it powers up his skill (but only if you use them while you are firing since, as soon as you stop firing, you lose your Overcharged status). The blasts are low damage, fast enough to be difficult to dodge but slow enough that you will still have to lead against movign targets, and, after the first couple of blasts, pinpoint accurate. In addition to the charge bar on the left side of the skills HUD element, ISIC’s reticle also indicates his charge state (when Overcharged, he gets an additional symbol that spins around his main reticle).[/details]

[details=Energy Aegis]
ISIC’s alt-fire. ISIC brings up a shield that will soak up 1000 damage before breaking. It only soaks up damage from the front, so you’ll still need to mind the other 5 directions, and, begins recharging after not taking damage for a few seconds. While it’s up, ISIC is slowed down, and he can’t attack. Since it prevents ISIC from attacking, its primary use is for covering your escape.[/details]

[details=Rotating Wards]
Skill 1. ISIC summons a set of holographic wards that spin around him. Each ward can soak up a specific amount of damage and is destroyed when it takes too much. The wards don’t overlap, so if one or more are destroyed an intelligent opponent can ignore the remaining wards by simply waiting until the open space spins back around. The default damage absorbed is pretty pathetic so I only recommend using this when ISIC is Overcharged, which brings the values up to signficant and useful levels.

Something important to know when using this, unlike most other skills in BB, the skill doesn’t go on cooldown until the effect (i.e. the wards) are gone. As such, you can’t have them up permanently.[/details]

[details=Plasma Dash]
Skill 2. Effectively a teleport, ISIC will pass through enemies and terrain to get to wherever the target icon indicates. He deals damage passing through enemies, only slightly more when Overcharged, but not enough to rate this as a really viable damage skill. It’s one of the best escape skills in the game, though, and gives ISIC excellent burst mobility.

Because of how it’s implemented, the only way to actually use this skill while Overcharged is to use the “Instant” Skill Activation Style (it’s in Options/Gameplay/Skill Activation Styles). “Standard” and “Quick” both interrupt your attack by having you start aiming the skill and end up taking you out of the Overcharged state; the “Instant” mode allows you to use it while Overcharged because it circumvents the aiming portion completely.[/details]

[details=Omega Strike]
Ultimate. ISIC turns into a turret, completely changing how he plays. The turret state can last for up to 40 seconds and doesn’t go on cooldown until the state ends (since the CD is 50 seconds, at best, you can have ~44% uptime).

While in the turret state, ISIC’s movement slows to a crawl, he can’t use any of his other skills (activating the ultimate again will end the turret state early) or his quick melee, Overcharge meter continually charges, and his main and alt-fire are changed. When he’s Overcharged, his main fire can fire an extremely powerful blast from the cannon on the top of his head, consuming all Overcharge (the Overcharge recharges so fast that, if you keep the main fire button held down, you’ll fire the overhead blast multiple times per second). While in turret mode, ISIC’s alt-fire fires a stream of low damage blasts from both of his arms.

As such, when you want to attack while in turret mode, hold down both main and alt-fire. If you’re not using both, your DPS won’t be particularly impressive. If you do, you’ll melt pretty much anything you can keep in your crosshairs.

The turret mode will be ended by any stun or silence. As such, you’ll want to avoid anything that can do either of those effects. You can still jump, but you can’t move quickly.

While it’s not particularly impressive, activating Omega Strike while Overcharged gives ISIC an overshield. The overshield isn’t too strong, but, since ISIC can’t really dodge anything or use Rotating Wards while in turret mode (you can activate the Wards before you activate Omege Strike and you’ll have them for a short while), the overshield can help offset that and give ISIC some much needed survivability.[/details]

Helices:

[details=Level 1: Watchful Wards! :slight_smile: v. Whoops-A-Daisy! :smiley: v. Crushin’ Those Shields! :D]

Recommendation: (PvP) Watchful Wards or Whoops-A-Daisy; (PvE) Watchful Wards

CTS is terrible for two reasons: (1) shield pen is not a particularly useful stat because it’s contingent on the target having a shield while having very little hp to be useful and (2) Plasma Dash is not a high damage skill. Plasma Dash is for mobility and escaping (and control, later on), not for trying to kill things.

Because Rotating Wards gives you 5 wards, WW will dramatically reduce ISIC’s shield recharge while it’s active. In fact, because the baseline shield recharge delay is 5 seconds, ISIC’s shields will begin recharging instantly until at least 2 of his wards are destroyed and will still be incredibly fast with 3. Since the Rotating Wards will protect you while your shield recharges, this can be very valuable.
WAD allows you to place your wards on the ground. You’re basically sacrificing personal protection for supporting your allies.[/details]

[details=Level 2: You Dropped These! :wink: v. This Might Sting! :0]

Recommendation: (PvP) Any; (PvE) You Dropped These

TMS only affects melee enemies and makes it useless as a protection tool when Overcharged (which is the only time it’s really useful, honestly, because the non-Overcharge values for the wards are terrible). Only take this in PvP if you’re dealing with almost exclusively melee damage dealers that are really good at stopping you from escaping.

YDT isn’t going to kill many targets since they’ll only reflect attacks that don’t break the wards, but they’ll allow you to continue using Rotating Wards as you have been rather than making it something completely different.[/details]

[details=Level 3: Not Dyin’ Today! :slight_smile: v. Shield Down, Charge Up! :smiley: v. Charging on the Go! :D]

Recommendation: NDT or CotG

NDT is the most generically useful since it is a straight numerical buff and increase to ISIC’s TTK. CotG allows ISIC to move faster while attacking (though doesn’t affect his movement speed during the ult). SDCU is only useful if you use ISIC’s alt-fire shield a lot and is the only way to use Plasma Dash without using the Instant Skill Activation Style (since it keeps you Overcharged for 2 seconds), however, the usefulness is largely contingent upon having your skills off cooldown when your alt-fire shield breaks and it’s not as if it’s hard to get Overcharged with ISIC’s normal attack anyways. Personally, I don’t see the use since you’re always 5 seconds away from being Overcharged again (which is barely more than a second).

If you feel the need for more mobility while attacking, CotG is the best choice. If you just want to be harder to kill, NDT.[/details]

[details=Level 4: Hold It Right There! }:0 v. Line Up, Fellas! :D]

Recommendation: Hold It Right There

LUF is garbage because Plasma Dash isn’t a high damage attack and it’s contingent upon lining up a large number of enemies and using your Plasma Dash on them all at once. The only reason I’d bother with LUF is if you’re having trouble with the lore challenge for it, though it’s not going to do much because it’s a mere 5% (additive) increase in damage for each target hit after the first. You’ll get more damage out of skill damage gear.

HIRT, on the other hand, is amazing because it’s a stun. 1 second isn’t long but it’s long enough to interrupt player skills in PvP (and Plasma Dash is fast and easy enough to use that you can reliably use it for such) and make your escape much easier.[/details]

[details=Level 5: I’m Concentrating! :expressionless: v. Stopping Power! :wink: v. In a Big Rush! O_o]

Recommendation: (PvP) Any; (PvE) I’m Concentrating or In a Big Rush

SP allows you to apply the wound (reduced healing) debuff to targets, which is quite powerful and useful though only in PvP (enemies don’t heal in PvE so reducing healing does nothing). If you’re facing enemy healers, SP is probably best (the wound debuff is only 1.5 seconds, so it’s only useful if you’re continually attacking a target and having problems killing them; keep this in mind).

IC, when combined with WW at level 1 and NDT at level 3 can give you extremely nice survivability by increasing shields, reducing recharge in the extreme, and increasing your regen rate so high that you’ll actually notice it in combat. If you’re not building around shield, it’s not going to help much, but, if you do, it’s very powerful. IaBR, especially when combined with CotG at level 3, will allow ISIC to run around at an almost absurd pace. As such, if you’re in PvE or in a PvP match without significant healing on your opponents’ side, the choice between these two helices is largely conditional on what you chose at level 3.[/details]

[details=Level 6: Burlier Wards! :smiley: v. Let’s Hug It Out! <3]

Recommendation: (PvP) Any; (PvE) Burlier Wards

The choice here is simple: significantly stronger protection via Rotating Wards or more access to rapid mobility (and potentially control) from Plasma Dash. In PvE, it’s rare that you’ll need to use Plasma Dash on CD, so I don’t recommend LHIO much, especially since you’ll often find yourself using Rotating Wards on CD. In PvP, it’s up to your opponents whether you’ll need stronger defenses or better escape capabilities.[/details]

[details=Level 7: Bring It On! :slight_smile: v. I’m Helping O_o v. Quick Charge! :D]

Recommendation: Bring It On or I’m Helping

ISIC already charges insanely fast; Quick Charge simply reduces the number of attacks requires to become Overcharged from 5 to 4, which is negligible when you consider how fast it already happens.
BIO gives you a doubly powerful shield while IH gives you a noticeably stronger basic attack. It’s a pretty obvious choice of playstyle.[/details]

[details=Level 8: Hard Workin’ Wards! :slight_smile: v. Waste Not, Want Not! :)]

Recommendation: Waste Not, Want Not

While both of these are about increasing the uptime on your Rotating Wards, I recommend against HWW mainly because the CD doesn’t begin until your wards are all destroyed. As such, you’re simply extending the time frame until you can reactivate your wards again, at full strength: the baseline CD is 17 seconds, assuming they last the full duration, you’re going from 32% (8 / (17 + 8)) uptime to 45% uptime ((8 + 6) / (17 + 8 + 6). It doesn’t help that your wards also tend to be too weak to really need longer than the default 8 seconds to be destroyed, assuming you activate them in combat rather than outside of it, so you’re not likely to actually see them last the 14 seconds that are possible with this.
WNWN will reduce the CD by 10% for each ward still present and allow you to get new ones faster.
The only reason I’d take HWW is if I had taken WAD at level 1. Since you’re placing your wards to protect a location, HWW means that you can either place them earlier or not have to run there again as soon as you otherwise would have when they fade.[/details]

[details=Level 9: Can’t Run from Me! O.O v. Dodge This! O.O]

Recommendation: Can’t Run from Me

Dodge This makes it easier to hit targets, potentially more, with Plasma Dash, which is only valuable if you’re trying to kill enemies with it (questionable, since it’s low damage) or stun them (if you took HIRT at level 4). The stun isn’t valuable enough and the dash is already easy enough to aim that I don’t see the point in trying to make it bigger. CRfM makes Plasma Dash a better mobility tool, which is what it’s good at.[/details]

[details=Level 10: Shields Up! :smiley: v. Slow Down, Fella! :slight_smile: v. It’s Raining Death! :D]

Recommendation: (PvP) Any; (PvE) Shields Up or It’s Raining Death

I only recommend SDF for PvP because slows just aren’t that useful in PvE, especially with Omega Strike: stuff tends to just die too quickly to make slowing things down worth the bother. In PvP, players are much sturdier than NPCs and have a habit of being hard to hit; SDF will allow you to lock someone down and increase chance of a kill (if they’re far away, you’ll prevent them from closing the gap and, potentially, ending your ult with a silence or stun).

SU and IRD are extremely powerful (SE especially if you took BIO at level 7 to double the strength of your alt-fire shield) and focus on making you either harder to kill or more lethal. If you’re having problems surviving in turret mode, SU is your best bet; if you’re not, IRD can up your lethality factor to a whole new level (the “cannon shot” mentioned is the main fire head cannon that consumes your Overcharge).[/details]

Gear Stats:

ISIC is a low TTK tank that spends most of his time doing marginal damage with his basic attack (and a little bit extra with skills) but can enter turret mode to do an utterly insane amount of skill damage (all damage in turret mode is skill damage). His primary problems are mobility and reliance upon his skills. I’ll go over all stats here, based on how I personally categorize them, and provide a priority list for each category.

[details=Offensive]
(Attack Speed>Skill Damage>Critical Damage>Attack Damage=Cooldown>Shield Penetration=Recoil>Reload)

Attack Speed increases ISIC’s basic attack speed, increasing the speed that he becoming Overcharged and also doing more damage since he’s throwing out more orbs, as well as his attack speed while in turret mode. Since it improves his DPS both in and out of turret mode, it is the best option.

ISIC’s damage in turret mode is obscene while his damage outside of it is rather pathetic. His turret mode is so powerful, in fact, that, even though he barely uses skill damage outside of turret mode, Skill Damage is still one of his best damage stats.

ISIC’s basic attack and the small alt-fire guns in his turret mode can crit. It’s not amazing, but it’s not terrible.

Attack Damage only improves his anemic basic attack outside of turret mode, where ISIC’s damage just isn’t worth augmenting, honestly. Cooldown means more turret mode uptime, which is awesome.
Shield Pen gets the standard disclaimer: it’s only useful in PvP because most enemies in PvE don’t have shields (and no bosses have them; Rendain’s shield doesn’t care about shield pen). Technically ISIC’s basic attack has a bit of recoil at the beginning, while he’s charging up, and his head cannon in turret mode has a lot of recoil (it’s extremely noticeable, in fact) but it’s not going to make him more dangerous to reduce it because the rapid fire shots don’t really suffer for it and he always gets back in place when the next head shot fires.

ISIC’s doesn’t ever reload so it does absolutely nothing for him.[/details]

[details=Defensive]
(Max Health=Damage Reduction<Max Shield<Health Regen=Cooldown<Healing Received=Shield Recharge=Shield Regen<CC duration)

Depending upon how much you use ISIC’s alt-fire shield, either Max Health or Damage Reduction can be his best survivability stat. If you don’t use his alt-fire shield much, he doesn’t get anywhere near enough hp+shield to make DR worth it (it requires 3333; at level 10, ISIC will have 2525; even with helices, he’ll be a bit short). If you do use his alt-fire shield, it will push his effective shield+hp over the top and make it very good.

Max shield is of lower priority because it’s lower value than max health increases.

Health Regen is the only way for ISIC to get some self healing, so it’s got its place. Cooldown means more escaping with Plasma Dash, more wards with Rotating Wards, and, if you take SU at level 10, more time with his alt-fire shield up.

Healing Received is low priority because ISIC isn’t a meat shield tank: he doesn’t have a lot of hp that requires healing in order to come back from the fight.

Shield Recharge and Regen are low priority because the values on gear just aren’t enough to make a dint compared to what he can manage with helices. If you want Shield Recharge and Regen, take the helices, not the gear.

CC duration is functionally worthless. CCs don’t last that long so the minute values of CC duration on gear basically mean nothing. It won’t even help you stay in turret form because, no matter how much CC duration you stack, you can’t become immune to it and it only takes being subjected to the effect to end turret form.[/details]

[details=Mobility]
(Move speed=Cooldown>Sprint speed>CC duration)

Move speed is useful in combat and out of combat and is increased by sprint speed. ISIC’s combat speed is pretty pathetic outside of some specific helic choices and Plasma Dash is incredibly powerful so Cooldown is excellent. Sprint speed is only really useful outside of combat. CC duration reduces the duration of slows and stuns but is still absolutely terrible.[/details]

[details=Economy]
(Shards>Buildable)

Getting shards helps you buy gear as well as construct buildables. Buildable reduction makes them way cheaper, however. Something to consider is that I only find these stats remotely useful in PvP. PvE gives you shards like candy; unless you’ve got someone who bogarts all of the shards, every mission should provide a surplus of shards even if you have a triple legendary loadout (like I do for pretty much everyone). In PvP, however, these are absolutely amazing and can actually be the foundation of an effective strategy.[/details]

Legendaries of Note:

[details=Gloves (attack damage)]
Pacifier (algorithm)

The only attack damage item I would consider for ISIC because, even though attack damage is crap, max shield can be good, and the proc is excellent for a tank minded ISIC.[/details]

[details=Swords (attack speed)]
Vow of Zealous Fury (heliophage), Stolen Edge of Arcvynorr (sentinel), Orbital Tracking Spike (llc)

VoZF is the gold standard of attack speed legendaries: the stacks last an extremely long time and are easy to acquire, and it provides an excellent stat in addition to the attack speed. It’s kind of a :heart::heart::heart::heart::heart: to get, though, because Rendain drops it. And Rendain sucks (longest mission in the game and he’s the very last boss). SEoA is much easier to get and is almost as good: the stack can be gained incredibly easily with ISIC’s rate of fire; but move speed is, in my book, worse than crit damage, though, but that’s personal preference. Orbital Tracking Spike gets special referencing here because ISIC is not a mobile individual while he is attacking; as such, having to stand still for a doubling of the attack speed bonus isn’t that big of a deal. Also, it gives him a bit of shield to help him survive everything being thrown at him, which can help a bit.[/details]

[details=Watches (cooldown)]
Aria’s Encore (thrall ops), Borrowed Timer (upr)

It’s important to remember that AE is only useful for ops runs and only if you are going for a high number of ops points. Without either of those, the legendary effect is basically a waste. However, if you are farming ops for commander packs, this can be absolutely devastating because it’s a crapton of skill damage for ISIC’s ult to capitalize on. BT can be extremely powerful, since, if you time your critical hp occasions to guarantee near 100% turret mode uptime, but it is extremely risky. Even if you use your other skills to gtfo as soon as they refresh, you’re putting yourself at a lot of risk.

I caution against any of the other legendary cooldown items though. Chrono Key has a useless secondary stat and the legendary effect is of no use to Omega Strike because it doesn’t begin cooling down (and begin to benefit from the legendary effect) until it ends and your damage returns to non-turret levels again; your other skills don’t benefit either because you should be in turret mode long enough to recharge those anyways (and you can’t use them while in turret mode) so it’s a complete waste. Firmware Update has similar problems: low value secondary stat and ISIC’s abilities have CDs that are too high to really make much use out of the legendary effect (for Firmware Update, you want at least 1 skill with a low CD that you will spam as much as you can). Time Killer has a decent secondary stat and, while you should be using Rotating Wards and Omega Strike on CD, Plasma Dash is best reserved for when it will actually be useful (and you don’t really need more Shield Recharge on top of the existing options ISIC gets).[/details]

[details=Crit Damage (goggles)]
Vigilant Power Scouter (sentinel), Poor “M-Pulse” Controller (algorithm)

VPS gives you a lot of hp in addition to that crit damage and gives you a big bonus to your next attack’s damage when you do crit (it won’t benefit turret mode, which is bad). If you chain crits, it’s a truly impressive increase to damage. PMC gives you move speed (nice but not stellar) and turns crit kills into explosions. It’s amusing but not that effective since the critsplosion is pretty mediocre. Does make him a bit more AoE viable with his basic attack.[/details]

[details=Pauldrons (damage reduction)]
Blissbeast Skull Plate (void’s edge), Burning Sunset (rogue), “Alamo-7” Armor (algorithm)

Blissbeast Skull Plate provides damage reduction and a nice chunk of regeneration. Gotta love it. ISIC doesn’t have the truly obscene amount of hp that the tankiest characters get but he’s stil got a good chunk, so he’s not liable to get the legendary effect super often, but it’s still useful. Burning Sunset makes it a lot harder to screw with you when you’re on a rampage because it allows you to ignore the damage from one skill every 30 seconds (only useful in PvP; this does nothing in PvE). The CC duration fits with the theme of ignoring opponent’s trying to screw with you, though neither element will protect you from losing turret mode to a silence or stun (since the legendary effect only prevents damage). “Alamo-7” Armor should probably also be mentioned here because it’s a reasonable option to consider. A7A provides a low value secondary stat and, while 2 seconds of immunity is nice, all ISIC can really do with those 2 seconds are using Plasma Dash and Rotating Wards to save his butt (unless he can kill his target, which is possible in turret mode).[/details]

[details=Amulets (healing received)]
Leechsteel Brooch (renegade)

ISIC does a lot of skill damage in turret mode. While the healing received is largely worthless, ISIC’s skill damage is high enough that you will definitely notice the life steal (especially since the Brooch also brings Skill Damage, which is great).[/details]

[details=Armor (max hp)]
Vigilance Link (sentinel), Vampiric Vestments (jennerit), Pain-2-Gain Re-Knitter (upr)

Vigilance Link gives you your best survivability stat coupled with a marginal one and makes your team more durable as well. Excellent for team players and more support minded people (even better if you have a pocket healer). Vampiric vestments will give you hp, more hp when you kill things, and more attack damage so that it’s easier to kill things (though the attack damage is marginal). However, because you lose them when you die, I wouldn’t recommend VV for PvP since dying is relatively common (and melee characters tend to be easy to kill in PvP). Pain-2-Gain Re-Knitter is excellent because ISIC is such a large target that he’s going to get hit often and it also comes with his other best defensive stat; of course, ISIC isn’t really built to take hp damage so only go with this if you’ve got a healer and a mind to not use your shield or alt-fire shield until you’ve gained the stacks.[/details]

[details=Max shield (battery)]
Modernista (saboteur), Voxis Core (jennerit), Defensive Reasoner (lore), Executive Insurance Policy (llc)

Modernista is a good anti-ranged shield with a good secondary stat. An excellent way to discourage snipers in PvP since you can avoid the first crit and hurt them in the process; it get even more punishing with You Dropped These (Rotating Wards reflects). Voxis Core is amazing for dealing skill damage since it effectively makes AoEs deal 15% more damage (which is awesome for ISIC’s head cannon), and skill damage is a secondary stat. I mentioned Defensive Reasoner because it’s ISIC’s lore legendary but I don’t recommend it: the stats are sub-max and the secondary stat is marginalized by helix options that do the job better; the legendary effect is extremely nice for a tank ISIC, though. EIP is only really legit in PvP where you need the extra shards, but, if you build around ISIC recharging his shields (with the helix choices), you can have an overshield extremely often.[/details]

[details=Boots (move speed)]
RDC Ground Pounders (upr)

The only boots I would recommend for ISIC: the movement speed will be useful for a high mobility build, the recoil will help with head cannon shots in turret mode, and you get a nice bit of conditional DR if he takes damage from the side (which can happen with players a lot since most people will try to take out the death turret from the side, especially if they’re trying to get around some Rotating Wards or your alt-fire shield).[/details]

[details=Capacitors (shield recharge)]
Doomsday Key (heliophage)

The only shield recharge item I’d recommend because of the incredibly powerful legendary effect that’s liable to happen pretty often with a shield focused build. Skill Damage plus the huge attack speed increase makes this a devastating option.[/details]

[details=Pins (skill damage)]
Bola’s Target Finder (experiment), Codex Fragment (archive)

Bola’s Target Finder is awesome, since it combines an awesome primary stat with an awesome secondary stat and a ridiculously powerful legendary efffect. If you want more survivability, however, Codex Fragment will be superior. The hp will keep you alive while in turret mode and, unlike most characters, ISIC will be fine taking damage (since it simply requires taking damage, not health damage; so damage to your shield counts) to build up the skill damage from Codex Fragment (the stacks fade after 5-6 seconds if you don’t keep taking damage). It’ll provide only slightly less damage in turret mode than Bola’s will (since you’re getting significantly more skill damage but no attack speed or 5% multiplier) but it will give you a nice chunk of extra hp, which can make a big difference.[/details]

Loadouts:

[details=General PvE]
Bola’s Target Finder, Vow of Zealous Fury, Voxis Core

Crank up your attack speed and skill damage to make turret mode utterly disgusting. This is the most damage focused PvE build too, but it also gets shield from Voxis Core (and ISIC doesn’t really need a lot more survivability anyways). You could also replace the Voxis Core with either Aria’s Encore (if doing ops), a Doomsday Key (Voxis will help more against groups, though DK will be better against bosses), or Leechsteel Brooch (if you’re having problems surviving and want the life steal).[/details]

[details=Pure Tank PvE]
Pacifier, Blissbeast Skull Plate, Pain-2-Gain Re-Knitter

Pacifier gives you shield and a damage debuff for enemies; Blissbeast gives you regen and DR; P2G gives you a buttload of hp and more damage reduction. Combined with the tanky helix options and active use of his alt-shield, you’ll be extremely hard to kill.[/details]

[details=Max-Turret Time PvE]
Borrowed Timer, Leechsteel Brooch, Bola’s Target Finder

The point with this loadout is to always be in turret mode. Borrowed Timer allows you to instantly end your cooldowns by dropping below 10% hp, Leechsteel Brooch allows you to heal back up when in turret mode, and Bola’s Target Finder is all about maximizing your damage in turret mode. Vow of Zealous Fury is also a viable option instead of Bola’s.[/details]

[details=PvP Tank]
Sketchy “Easy Money” (-heal power), Pacifier, Blissbeast Skull Plate

ISIC is a ranged tank; as such, Pacifier is extremely good at reducing the damage your enemies deal and Blissbeast is the best option you’ve got (if you expect to take a lot of health damage and heal back from it, go with Pain-2-Gain). The free shard gen is there to allow you to afford the other 2 legs.[/details]

[details=PvP Omega Striker]
Sketchy “Easy Money” (-heal power), Bola’s Target Finder, Vow of Zealous Fury

The free shard gen is there to allow you to afford the other 2 legs. Bola’s and VoZF are the best items to make your ultimate truly devastating.[/details]

[details=PvP Perma-turret]
Sketchy “Easy Money” (-heal power), Borrowed Timer, Leechsteel Brooch

The free shard gen is there to allow you to afford the other 2 legs. It’s even riskier in PvP than in PvE, since you’re at the mercy of silences and stuns that can knock you out of your turret mode early, not to mention that 10% hp is really cutting it close. Thankfully, you probably have a healer that can top you off (or a heal station to camp out at).[/details]

[details=Fast Leveling PvP]
Sketchy “Easy Money” (-heal power), Erratic Tempestian Cred Stick (-reload speed), any 1 legendary

Build as much as possible to get easy xp and level up as quickly as possible. Make sure you stick around the fights as well so that you’re not sacrificing minion xp for build xp. The legendary is there for when you hit level 5 (or 10, whatever your goal level is) and no longer need to spend shards on build xp. I don’t mention any specific legendaries because there are a crapton that can fit in depending upon what you want and how you want to do it.[/details]

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I’m 97% sure it doesn’t work that way. You get up to -1.5 second shield recharge delay total. Not 1.5 per ward. So you only get -0.3 seconds per ward.

Again I haven’t played him in a while, but this isn’t how ‘Line Up, Fellas’ works. The damage isn’t only applied to Plasma Dash, I’m pretty sure it’s applied to every damage source that comes from ISIC. So his primary, YDT, Ult, quick melee, ect… And even if it might additive boost within itself, it is a multiplicative damage amp to all his damage. Just dashing a minion wave will give you a 25% damage amp indefinitely until you use PD again.

EDIT: Unless they stealth changed it, it doesn’t work this way.


Disclaimer: I’m using like 6 month old memories, and I’m currently too lazy to test it. So I may very well also be wrong.

Are you sure about that? If that’s true, it’s obscenely powerful.

Again it’s been like six months, but I’ll try to test it later… maybe.

Under your description of Charge Cannon you fail to mention that he fires a high damage blast damage projectile if you stop firing after he has become Overcharged.

Wasn’t even aware of that, actually. I’ll check it out in game and see if I can see how much damage it does.

Also, I’m curious to see how the math comes out on the Lorrian Skill Spike when ISIC is using his Ultimate vs. the other skill legendaries. Given that every single shot, primary or secondary, should have the 7% proc for the 50% damage bonus.

It doesn’t turn out well. The 50% increase in damage only applies to that specific source of damage so it’s just a 3.5% increase in damage dealt on average. It’s not that noticeable, honestly.

I would only use Lorrian Skill Spike on character with extremely large and bursty skills (like Marquis with Bindleblast or Thorn with Wrath of the Wild) and only in PvP, where burst DPS is actually really useful. For DoTs or other multi-hit skills, I would just go with Bola’s since it’s guaranteed 5.6% additional damage for everything after the first tick.

I just happened to be playing ISIC and after reading this I was able to look at the recording of the match I had taken. When the wards activate, your shield does not begin recharging immediately. It might appear to be the case because if you’re waiting to overcharge before activating and haven’t taken any additional damage since the initial damage, the 1.5 second total reduction is likely enough to get it to start charging.

Regarding Line Up, Fellas! :D, I would also be quite interested in finding out if that adds to all of his damage. The description, albeit not as descriptive as it could be, does seem to imply that the damage boost would in fact be for all sources and until the next use of the skill.

For anyone reading thru this thread this, since it was skipped in the OP I’m gonna highlight this once again; this attack is Isics bread and butter. That’s where his damage comes from. Use. It. Whenever possible.
(It also used to have an AoE blast which was great but Grant hates ISIC so… ¯\_ (ツ) _/¯)

I’ve seen a lot of Isics never stop shooting and it never even crossed my mind that this attack might not be that obvious. But trust me. It’s amazing :ok_hand:

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The thing that I’m struggling with ISIC still is the getting down the feel for when to transition between sustained fire and the overcharged blast.

Because his spread is so incredibly bad until right before and after he has charged up that you might as well ignore what little damage it does when trying to figure out his DPS. However once he’s charged it’s great, and if you can consistently crit it’s a nice bit of damage, and like the rest of his cannon damage has no falloff.

Meanwhile, the overcharged shot doesn’t do great AOE so you’re usually only hitting one target with it anyway, and while it quadruples the damage for that shot (and is a lot easier to land due to the size of the projectile), against high health targets I can’t shake the impression that I would have more consistent damage aiming for critshots on the rapid fire instead. Plus firing overcharged means you’re left needing to charge again in case your wards need to go up on short notice.

So I often find myself floundering on when I should be firing what, because it definitely doesn’t feel like I should only ever be firing overcharged shots as soon as I can.

Well, that really depends on how well you’re aiming your shots I guess.
On squishies it is invaluable as a few overcharged shots will melt them, without even needing to hit the shots in between.
I haven’t done any DPS testing on it though, but honestly I just prefer going with what I feel is most effective for me so I never felt that necessary.

I’d recommend people use the charged shots as much as possible but if you miss them a lot or smthn then it might not be worth it.

The overcharge shots are effected by both attack and skill gear🙂

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…I’m curious on what @lolattheseforums opinion is, as an ISIC main.

Also, @Vicks_Toire, what is your feeling on putting the Voxis Core on ISIC? I also use a purple shield recharge delay gear with skill damage secondary, and a zero-cost shard generator. Am i ISIC-ing right? Also, i thought you said only skill damage affects the charge shots?

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I did
I realized my error when testing attack and skill damage for his Ult.
I wanted to see if Atk gear had any impact on his Ult
It does not but during the test I saw the increase to his charge shot at 5
I did a couple more tests after that
The charge shot is infact effected by both.
I pulled a zero cost skill/attack/shard build into Capture and got many an angry message
Oh and yes Sheild delay/Skill is amazing on him
Kudos

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Thanks! So… Voxis Core or Symbiotic Gaultlet for my legendary? Charge-shot decimation or Omega Strike decimation?

Bola’s
But VC is a decent alternative
I would prefer a flawed epic Shield/Skill

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Thank you, kind sir; and good to see you back! I’ve yet to get any worthwhile purples for ISIC, other than the aforementioned one, so i’ll stick with VC until then. What it does to Omega Strike is just…

Sniff… It’s just beautiful!

Good point, I forgot this! It’s really quite an effective attack, and overall ISIC is an excellent character, just completely underutilized in pug games.

Well… ISIC secondary main. Anyways, @Master_Oddjob ALWAYS fire overcharged shots. I’m not sure what the exact dps is on his rapid fire but I’m positive it doesn’t reach anywhere near the dps numbers of overcharged shots even against big targets. Crits or no crits. Although I think that overcharged shots can crit but are very hard to land and don’t have a very large modifier. Or it could just be me seeing things.

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