Template:H2ueai/class

Generalist

 * Cleansing Empowered Iso-8, Almost everyone can benefit from debuff removal.
 * Inspiring Empowered Iso-8, This is useful, but only one per team, also it does not stack with certain character abilities (such as Captain America's version) that are either identical or nearly so.

Blaster

 * Explosive Empowered Iso-8, Good for most blasters.  Exceptions include: characters that have a reason to use  or other effects that are removed by burning; characters that use breakthrough or perfect shot(these get eaten by the splash); characters who use mostly AoE(it's single target only).
 * Persisting Empowered Iso-8,, nearly useless as it's a chance to add rad to single target attacks, but at the cost of ensuring none of your attacks crit ever. It'd require a build that had a serious need for Rads to be even worth considering.
 * Unavoidable Empowered Iso-8, The most general of the blaster isos since it has no downside and is useful on pretty much every blaster.

Tactician

 * Increasing Empowered Iso-8, This one has the most general utility now that the level 15 class bonus was added.  Now you can get Exhausted options that way and don't need to worry about whether you will be fighting any blasters.
 * Protective Empowered Iso-8, Probably the weakest since the shield is applied at the start of combat and never refreshes no matter what.  Stalwart Force is better for most purposes.
 * Quick Empowered Iso-8, Only useful on tacticians who have actions that are buffs but not quick actions.  This is not a large selection of tacticians unfortunately.

Infiltrator

 * Blurred Empowered Iso-8, This can go on anyone, but it's not that good since it's a temporary buff.
 * Lingering Empowered Iso-8, Adding a DoT that reduces attack can help any character.  But some characters benefit more than others.
 * Reflexive Empowered Iso-8, This is probably the best of this set.  It's a hefty damage reduction and it applies to all counter and followup attacks.

Scrapper

 * Aggresive Empowered Iso-8, Only works on melee, but it works on all melee.  So if you use melee it's a solid choice.
 * Bruised Empowered Iso-8, Awkward to use since it's only relevent if you use unarmed attacks and have a way to apply combo setup.  But to be useful there is another catch.  It also needs to be a character who cannot reapply combo setup with every attack.
 * Purging Empowered Iso-8, Any scrapper can use this, and it almost always comes in handy.  But it's chance to trigger is not good.

Bruiser

 * Hardened Empowered Iso-8, Defense buffs are useful, but this is only for when you use melee.
 * Vengeful Empowered Iso-8, Pretty much everyone likes free turns.  The only time it isn't useful is when you can reliably give yourself free turns without it.
 * Viscous Empowered Iso-8, Not that great unless you can exploit slowed.

PVP E-Iso
These are designed to be overpowered compared to ordinary E-Isos. Each has a specific immunity related to the class it goes with, along with extra abilities that are equally powerful, or more so. Any character of the associated class can make use of one in a build, but some work better than others.
 * Rampant Empowered Iso-8 immune to impaired and disoriented,
 * Energizing Empowered Iso-8 immune to exhausted and lockout, regains stamina when attacking.
 * Covert Empowered Iso-8 immune to off-balance, combat reflexes now makes counters ignore defense as well as being pre-counters.
 * Combatant Empowered Iso-8 immune to winded, gets stacking bonuses that increase attack and crit chance.
 * Elite Empowered Iso-8 probably the scariest one. Immune to Neutralized, gains an attack/defense buff each time hit(including subtle), also drains health and stamina when hit with non-psychic melee(including counters and followups).

Generalist:

 * Tactician's Battle Plans (30)
 * Blaster's Stratagem (20)
 * Bruiser's Rules(20)
 * Scrapper's Playbook(30)
 * Infiltrator's Briefing(10)
 * Pseudo class bonuses, with the potential for dual pseudo classes if you equip two different isos.

Tactician

 * Big Boss (20)
 * Attacking when Exhausted Options does extra damage
 * Buff actions that are not Quick Actions may be a Quick Action once per round


 * Solid Defense (30)
 * Starts Combat with a shield that absorbs damage
 * Attacks & Recharge reapplies the patchwork shield that regenerates Health and Stamina


 * Crowd Control (10)
 * Ranged Attacks have a higher chance to critically hit
 * All attacks have a small chance to stun


 * Bag of Tricks (20)
 * Buff abilities restore some health
 * Gains Grit when attacking or attacked


 * Non-Stop Action (30)
 * Starts Combat with Recuperation
 * Gains Recuperation when an enemy is knocked out
 * Single Target Attacks gain Measured Attack

Blaster

 * Master Blaster (10)
 * Range attacks increase Attack & Defense
 * Stacks to 10


 * Destructive Means (20)
 * Single Target attacks have a chance to do splash damage
 * Has a chance to make your next action unable to be interrupted


 * Plan B (20)
 * Recharge restores some Health and adds a shield that absorbs damage and greatly increases Attack (25%?)


 * Tough 'Nuff (30)
 * Taking reduced damage from enemy attacks
 * Prevents Extra Damage from Attacks that Exploit status effects


 * Mystic Defense (30)
 * Single Target Attacks now gain Power Draining Shield (Takes reduced damage while the shield is up)
 * Chance to summon Elite Eyebite when attacked applies Doom

Bruiser

 * Fleet Feet (30)
 * Chance to get an extra turn when attacked
 * Chance for a follow-up attack after a single target attack


 * Heavy Bulwark (30)
 * Applies Pressure Points to enemies who attack with a melee attack
 * Single Target Attacks gain Paragon Exploiter


 * Hard Headed (10)
 * Chance to resist Stun statuses
 * Melee Attacks have a higher chance to critically hit


 * Rapid Recovery (20)
 * Removes one debuff every turn
 * Recharge restores some Health and removes all debuffs


 * Mighty Warrior (20)
 * Begins Combat with Sacred
 * Single Target Attacks gain Determination Attack

Scrapper

 * Master Fighter (10)
 * Melee attacks increase Attack & Defense
 * Stacks to 10


 * Close-Quarter-Champion (30)
 * Gains Rising Up when attacked by an enemy melee attack
 * Single Target Attacks gain Finest Hour!


 * Flow Like Water (30)
 * Chance to gain Exalted when attacked
 * Uninterruptable


 * Insult to Injury (20)
 * Follow-Up Attacks apply Reduced Potential
 * Removes and Prevents Lock Out effects


 * Blood Sport (20)
 * Bleeding increases damage dealt
 * Takes reduced damage from Bleeding
 * Single Target Attacks apply Open Wound

Infiltrator

 * Dim Reflection (10)
 * Starts combat with Mirror Image
 * Take reduced damage from counter attacks and follow-up attacks
 * Ukemi+the mirror iso


 * Countermeasures (30)
 * Take reduced damage from single target and area attacks
 * Chance to interrupt and Pre-Emptive Counter Single Target and Area attacks
 * Ukemi+a killer new ability


 * Shadow Walker (30)
 * All attacks are now magical and apply Bane
 * Applies Dark Forces to enemies who attack with a melee attack
 * Mystical+new stuff


 * Deadly Desperation (20)
 * All Single Target Attacks gain Desperation Attack and All-Out Attack
 * Starts Combat with Back For More
 * 2 old abilities and a new one rolled together.


 * Lethal Comeback (10)
 * Counter-Attacks apply Near Fatal
 * new ability, not sure how useful really.