GECCo

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  1. GECCo

    City of Steam

    Thanks for bringing this to our attention. Nice to see a CoS dev has weighed in too. I'm intrigued. Already bought the Toiler pack to support the effort. I like to see good gaming like this being done and want to support when I can.

    My first impression is that CoS is going to be much better (even in the browser) than CoH was at launch, just because of the benefit of a decade of advance in technology. I'm looking forward to the beta in November. Hope to see you there!
  2. Seriously!? I know it's controversial, but IMO, ED saved the game. The unfortunate part about ED is that the full culmination of it did not arrive until Issue 9 when Inventions and the market came to be. THAT is when the game really took off.

    If the game had continued without ED people would have become tired of it because heroes were already overpowered. Six slotted Hasten, etc. ED made people plan and balance and work for a great character. I know that turned some people off, but I think it made for a vastly better game.

    When did it jump the shark? Just a couple of weeks ago with the Captain Mako event.
  3. CoH was my first MMO. I've tried many since then but have always had an active CoH account and it has always been my favorite.

    I'm playing TSW lately. Maybe I'll try to like CO again. It never took with CoH around, but maybe if it is gone it will be different.

    I'm gonna miss you guys.
  4. Well it looks like I was not the only one with an item listed below 30M! You bought one but it wasn't mine.

    Mine still out there. Thanks, though, Fulmens for the gesture. Clearly someone had at least one out there for only 20M.

    Now the only question is will the next person buy mine or Fulmens'? Or someone else's!?
  5. I have a lvl 15 Steadfast Protection Resistance/Defense unique for sale relatively cheap on the blue market. Going price is 40M+. You can pick it up for less than 30M.

    Use it, flip it, whatever. Looking for a quick sale.

    GECCo
  6. Not a bad idea but I'm hoping that the market will be back up today and all of this would be OBE. Yes, I am the eternal optimist.
  7. I've been out of the loop so long that I dare only predict that I might pick the game up again and that I won't get any remarkable drops.
  8. Hi guys. Sticking my head in to say "hi". Life's busy and not much time to spend in Paragon lately.

    Sorry I missed the Posi, my character could still use that TF if there is a contingent of stragglers.

    Hope to see you guys on soon. Later.

    GECCo
  9. Are HO's purchasable with Merits or is the only way to get Hami's to actually visit the Hive/Abyss again?

    I'm guessing the devs want to revive the all-but-dead Hami raids.

    Edit: Ah, I see JoJo answered above between my refreshes. If he is correct then LRSF and STF still offer SHOs. Thanks Smurphy.
  10. QR

    I wrote a guide several months ago and the changes to Invulnerability are going to make it quite obsolete come I13. I have plans to update it but it will take some work.

    This is also why the Prima 3-Ring Binder Guide thing never worked out. Way too many changes to keep up with.

    Personally I think the forums are a terrible place to store guides. A Wiki would be much better suited. I would like to see Paragon Wiki house these guides. It has guides to some things but it's mostly game mechanics and systems, not guides to powersets and archetypes.
  11. Just to let everyone know, I plan to update the guide to incorporate the changes to Invulnerability once they are released in Issue 13.

    If any other I13 features warrant updates I'll do that too.

    Happy Tanking!

    GECCo
  12. It's not Stone/Stone but I posted an Invul/Stone guide about 13 posts above. The /Stone stuff is up to date for I12 and I don't know of any other recent /Stone guides out there. Hope that helps.

    GECCo
  13. Happy Birthday, Philotic.

    I think there may be a bit of a disconnect here. The phrase, "The Market is UNPOSSIBLE" (which LJHalfbreed coined for us) is one of those phrases that really means the opposite. The broken link was to a post that used that quote but sarcastically showed that the market is not broken and that, given time, it works for everyone.

    So while I agree with what you are saying here, Phil, you need to realize that saying "The Market is not UNPOSSIBLE!" means to most of the market folks that you are siding with the "I want it now"s.
  14. There is some good information on Paragon Wiki about the safeguard missions k3k3k3.

    Look here.
  15. Thanks to all of you for the feedback.

    I'll quickly address some things you brought up...

    INVINCIBILITY
    This really is a great power. As I stated, I would not make an Invul Tank without it. I also agree that you should take it as early as you can. The guide says take no later than level 30. Earlier is better but I have always had trouble squeezing it in earlier. Tanker builds are tight. I believe in getting Stamina ASAP. I also personally always like my travel power at 14. So that's 5 power choices taken from the first 12 just for pool powers. Tanker attacks usually lack until after 20 for this reason too. Prioritizing available powers like attacks that have been put off, IV and Fault is a challenge.

    While it is, again, a core power, I have to put it behind TI and UY. Those two are critical. IV is right behind but I think there still needs to be a distinction, however small.

    FAULT
    Fault is another great power. I do recommend it for any build but I can't say it is a "must have". Why not? Because I went all the way to 50 without it. I recently traded Taunt for it and put it in my build. I like it and I think it can really improve a build's mitigation. But I can't see my way clear to classifying it as "critical" like SS. Thanks for the suggestion.
  16. Sample Builds (Continued)

    [u]Post-Level 50 Build[u]

    I-SM Tank: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Speed, Fitness
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(7), ImpArm-ResPsi:40(9), Aegis-Psi/Status:40(29)
    Level 1: Stone Fist -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(5), Hectmb-Acc/Dmg/Rchg:50(11), Hectmb-Acc/Rchg:50(25), Hectmb-Dmg/EndRdx:50(31), Hectmb-Dam%:50(43)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal/EndRdx/Rchg:50(21), Dct'dW-Rchg:50(48)
    Level 6: Resist Elements -- ResDam-I:50(A), ImpArm-ResPsi:30(15), S'fstPrt-ResDam/Def+:30(45)
    Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(9), HO:Ribo(13), ImpArm-ResPsi:40(33)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(40)
    Level 12: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rchg/Rng:50(37)
    Level 14: Super Speed -- HO:Micro(A), HO:Micro(15)
    Level 16: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 18: Hurdle -- Jump-I:50(A)
    Level 20: Health -- Heal-I:50(A), Numna-Heal:50(36), Numna-Regen/Rcvry+:50(37), Mrcl-Rcvry+:40(45), Mrcl-Heal:40(46)
    Level 22: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(23), P'Shift-End%:50(23)
    Level 24: Invincibility -- HO:Cyto(A), HO:Cyto(25), AdjTgt-ToHit/EndRdx:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(37)
    Level 26: Fault -- Amaze-ToHitDeb%:50(A), Amaze-Stun/Rchg:50(27), Amaze-Acc/Stun/Rchg:50(27), Amaze-Acc/Rchg:50(34), Amaze-EndRdx/Stun:50(36), Mocking-Taunt/Rng:50(40)
    Level 28: Resist Energies -- ResDam-I:50(A), ResDam-I:50(29)
    Level 30: Resist Physical Damage -- ResDam-I:50(A), ImpArm-ResPsi:40(50)
    Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(33), RechRdx-I:50(33)
    Level 35: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(36), Ksmt-ToHit+:30(46)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), EoCur-Acc/Hold/Rchg:50(39), G'Wdw-Acc/Hold/Rchg:50(40), C'ngImp-Dmg/EndRdx:50(43)
    Level 41: Tremor -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(43)
    Level 44: Stone Prison -- Apoc-Acc/Dmg/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(45), GravAnch-Acc/Rchg:50(46)
    Level 47: Fossilize -- UbrkCons-Acc/Hold/Rchg:50(A), UbrkCons-Hold/Rchg:50(48), UbrkCons-Acc/Rchg:50(48)
    Level 49: Stalagmites -- Ragnrk-Acc/Dmg/Rchg:50(A), Ragnrk-Acc/Rchg:50(50), Ragnrk-Dmg/EndRdx:50(50)


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    The Meatshield Build

    This build maximizes defensive capability. Not my cup of tea but I’m including it for those who might like that sort of thing.

    I-SM Meatshield: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Fighting, Leaping, Fitness

    Hero Profile:
    Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(3), ImpArm-ResPsi:40(13), S'fstPrt-ResDam/Def+:30(43)
    Level 1: Stone Fist -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(37)
    Level 4: Stone Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 6: Boxing -- HO:Nucle(A), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(34)
    Level 8: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(15)
    Level 10: Unyielding -- HO:Ribo(A), HO:Ribo(11), HO:Ribo(11), ImpArm-ResPsi:40(19), Aegis-Psi/Status:50(40)
    Level 12: Swift -- Run-I:50(A)
    Level 14: Super Jump -- HO:Micro(A), HO:Micro(15)
    Level 16: Resist Elements -- ImpArm-ResDam/Rchg:40(A), ImpArm-ResDam:40(17), ImpArm-ResDam/EndRdx:40(36)
    Level 18: Health -- RgnTis-Heal/EndRdx:30(A), RgnTis-Regen+:30(19), Mrcl-Heal:40(34), Mrcl-Rcvry+:40(37), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(42)
    Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
    Level 22: Invincibility -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(23), LkGmblr-Rchg+:50(34)
    Level 24: Taunt -- Zinger-Dam%:50(A), Zinger-Taunt/Rchg/Rng:50(45), Zinger-Taunt/Rchg:50(46)
    Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Rchg+:50(27)
    Level 28: Tough -- HO:Ribo(A), HO:Ribo(29), HO:Ribo(29)
    Level 30: Fault -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Acc/Rchg:50(31), Stpfy-Acc/EndRdx:50(31), Stpfy-Stun/Rng:50(31)
    Level 32: Unstoppable -- RechRdx-I:40(A), ImpArm-ResDam/EndRdx/Rchg:40(33), ImpArm-EndRdx/Rchg:40(33), ImpArm-ResPsi:40(33)
    Level 35: Weave -- HO:Cyto(A), HO:Cyto(36), LkGmblr-Def/EndRdx:50(36), LkGmblr-Rchg+:50(43)
    Level 38: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40)
    Level 41: Resist Energies -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(42), ImpArm-ResDam:40(42)
    Level 44: Resist Physical Damage -- ImpArm-ResDam/Rchg:40(A), ImpArm-ResDam:40(45), ImpArm-ResPsi:40(45)
    Level 47: Tremor -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(48), Sciroc-Acc/Rchg:50(48), Sciroc-Acc/Dmg/EndRdx:50(48), Sciroc-Dam%:50(50)
    Level 49: Hurl Boulder -- HO:Nucle(A), Thundr-Acc/Dmg/Rchg:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)

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    Current ElectroCroc Build

    This is ElectroCroc’s current build. This is the current build for my main character and it has served me well. I just thought I would include it as an example of a real build that works.

    ElectroCroc: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Flight, Speed, Fitness
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(3), HO:Ribo(5), ImpArm-ResPsi:21(17)
    Level 1: Stone Fist -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(3), Amaze-Acc/Rchg:50(7), Amaze-EndRdx/Stun:50(11), Amaze-Stun:50(19), Hectmb-Dmg:50(36)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(31)
    Level 4: Resist Physical Damage -- S'fstPrt-ResDam/Def+:25(A), ImpArm-ResPsi:40(7)
    Level 6: Dull Pain -- Mrcl-Heal/Rchg:38(A), Mrcl-Heal:40(9), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:49(17), RechRdx-I:50(21)
    Level 8: Unyielding -- HO:Ribo(A), HO:Ribo(11), HO:Ribo(13)
    Level 10: Air Superiority -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Dmg/EndRdx/Rchg:50(36)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(37)
    Level 14: Super Speed -- HO:Micro(A), HO:Micro(29)
    Level 16: Hover -- HO:Micro(A), Flight-I:50(21)
    Level 18: Hurdle -- Jump-I:50(A), Jump-I:50(27)
    Level 20: Health -- RgnTis-Regen+:20(A), Numna-Heal:46(33), Numna-Regen/Rcvry+:50(46), Mrcl-Rcvry+:34(46), Mrcl-Heal:40(46)
    Level 22: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(23), P'Shift-End%:50(23)
    Level 24: Fault -- Zinger-Taunt/Rchg/Rng:49(A), Zinger-Taunt/Rng:49(25), Zinger-Dam%:43(25)
    Level 26: Resist Energies -- Aegis-Psi/Status:34(A), ImpArm-ResPsi:35(27)
    Level 28: Heavy Mallet -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(29), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40)
    Level 30: Invincibility -- LkGmblr-Def/EndRdx:49(A), LkGmblr-Rchg+:48(31), HO:Cyto(33), HO:Cyto(37), GSFC-Build%:40(39)
    Level 32: Tough Hide -- LkGmblr-Def:49(A), LkGmblr-Rchg+:49(37), Ksmt-ToHit+:29(40)
    Level 35: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), TtmC'tng-EndRdx/Rchg:49(42), RechRdx-I:50(43)
    Level 38: Seismic Smash -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(43), Hectmb-Dam%:50(48), UbrkCons-Dam%:50(48)
    Level 41: Tremor -- Armgdn-Dam%:50(A), Armgdn-Dmg/Rchg:50(42), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(45)
    Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Laser Beam Eyes -- Apoc-Acc/Dmg/Rchg:50(A), Apoc-Dmg/Rchg:50(48)
    Level 49: Energy Torrent -- HO:Centri(A), HO:Nucle(50), Ragnrk-Acc/Dmg/Rchg:50(50), Ragnrk-Acc/Rchg:50(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 1: Gauntlet



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1400;721;964;|
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    |\*6@A"O`#NS*I2YE&lt;Y[FGZ!3F80%3IW7+IJ5E"6E92EJ6EEYEI7-9:=E/G&amp;_&amp;,'@#,Q|
    |$^IEFJ&lt;!F2ZW(4&amp;&lt;W%CS[:PB],F--;F(MQ0F:,D?V#Q@3\#E(U$C!?Y";DESB@((=0M|
    |.@-D4(7LKSMQ9P@SR@4&amp;,M%05F,F)73+UGN!IORUP37)6"#L; 3)&gt;.&lt;'*.HJBK+NTA6\|
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    |=_Q?U7\^G\.7ZP7OT3U`E.2`Y(GE`\I#D$4F-Y(2D3M+]W,L.O2)#($1#DC#)(,D0R3|
    |!)A"1*,DXR1?*6I/L7X9CIH```|
    |-------------------------------------------------------------------|</pre><hr />
  17. Sample Builds

    The Base Progressive Build

    Most builds posted on the boards are level 50 builds. That is the standard but it can be of limited use to someone starting a new character. The powers taken and slot allocations may change radically several times as a character advances. For this reason I am presenting what I call the Base Progressive Build for a well-rounded Invulnerability/Stone Melee Tanker.

    I present the build at levels 10, 20, 30, 40 and 50. This is an attempt to show how the build grows and changes as the character progresses through the levels. I have used IO enhancements in these builds. At level 40+ I present a reasonable IO set build. If you load the build into Mid’s Hero Designer you can use the Alternate Build feature to see how I would slot using only common IOs.

    I also present a post-50 dream build that takes advantage of all that the Invention System has to offer and has no regard for cost.

    [u]Level 10 Build[u]

    I-SM Tank: Level 10 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pool: Speed

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I:10(A), EndRdx-I:10(3), ResDam-I:10(7), EndRdx-I:10(9)
    Level 1: Stone Fist -- Acc-I:10(A), Dmg-I:10(5)
    Level 2: Stone Mallet -- Acc-I:10(A), RechRdx-I:10(3), EndRdx-I:10(7)
    Level 4: Dull Pain -- RechRdx-I:10(A), RechRdx-I:10(5)
    Level 6: Resist Elements -- ResDam-I:10(A)
    Level 8: Unyielding -- EndRdx-I:10(A), EndRdx-I:10(9)
    Level 10: Hasten -- RechRdx-I:10(A)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;731;347;464;|
    |&gt;-JUD%U*PT`0QR=MR;^D%!2E&amp;QZDM1&lt;P41JU`P4FSQ2 2UI'-M@V)1D*_;-`W@%#R(|
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    |@D7!&amp;N"3&lt;$ES`D&gt;(3D+&gt;^N/)-@5"@D6(0J88FP3%@AU`AKA`;AA9!\`QG&gt;^\,`|
    |-------------------------------------------------------------------|</pre><hr />


    [u]Level 20 Build[u]

    I-SM Tank: Level 20 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Speed, Fitness

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I:20(A), EndRdx-I:20(3), ResDam-I:20(7), EndRdx-I:20(9)
    Level 1: Stone Fist -- Acc-I:20(A), Dmg-I:20(5), EndRdx-I:20(11)
    Level 2: Stone Mallet -- Acc-I:20(A), RechRdx-I:20(3), EndRdx-I:20(7), Dmg-I:20(13)
    Level 4: Dull Pain -- RechRdx-I:20(A), RechRdx-I:20(5), Heal-I:20(11)
    Level 6: Resist Elements -- ResDam-I:20(A), ResDam-I:20(15)
    Level 8: Unyielding -- EndRdx-I:20(A), EndRdx-I:20(9), ResDam-I:20(13)
    Level 10: Hasten -- RechRdx-I:20(A), RechRdx-I:20(19)
    Level 12: Taunt -- RechRdx-I:20(A)
    Level 14: Super Speed -- Run-I:20(A), Run-I:20(15)
    Level 16: Heavy Mallet -- Acc-I:20(A), RechRdx-I:20(17), EndRdx-I:20(17), Dmg-I:20(19)
    Level 18: Hurdle -- Jump-I:20(A)
    Level 20: Health -- Heal-I:20(A)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;870;413;552;|
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    |,)(9N8'+3I'64AM3OL&lt;&gt;8S&amp;KA#S_?XO)*D'&gt; I3:O?XA%&amp;&lt;ESIL3`/*N+V8Z-W)Q+=[4|
    |TIOS7AZZG%&amp;P_#/PL"%[]V/N74R]4;V43#BWFC@N"&amp;GP;PB6FJ*[T,3D,1'H@PY$,$B|
    |&lt;BT.*[A:Q55=)\F(9%*-)64C#CH:&amp;GI21Q22T"#O8R$TF&amp;C_%!MFDD(9-"@8]$8&lt;OH0|
    |ABQU)6&gt;PAC^%;9%3,R&amp;KM=W&lt;F&amp;K;%16M86]*P:!G#KNC.P`PQ4*H+&lt;RXQYUJX#X8=82|
    |XD1RG@48KX3Q&amp;W*^-15D2%$O9#2GNQI`K)2B0+SQ,M,=:5]-9)7(B&lt;_5.Z2GKQ1(J5I|
    |I*^Z5+CS5SLI5W`\_&lt;!7&lt;`EX`IP#;@!N(`A8`2(WM._ C1&lt;05+A_`V`"&lt;H`\H``H`BS`|
    |&amp;J`*&gt;`5$/ZY_[4``|
    |-------------------------------------------------------------------|</pre><hr />


    [u]Level 30 Build[u]

    I-SM Tank: Level 30 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Speed, Fitness

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam-I:20(A), EndRdx-I:20(3), ResDam-I:20(7), EndRdx-I:20(9), ResDam-I:20(29)
    Level 1: Stone Fist -- Acc-I:20(A), Dmg-I:20(5), EndRdx-I:20(11), Dmg-I:20(25)
    Level 2: Stone Mallet -- Acc-I:20(A), RechRdx-I:20(3), EndRdx-I:20(7), Dmg-I:20(13), Dmg-I:20(21)
    Level 4: Dull Pain -- RechRdx-I:20(A), RechRdx-I:20(5), Heal-I:20(11), Heal-I:20(21)
    Level 6: Resist Elements -- ResDam-I:20(A), ResDam-I:20(15)
    Level 8: Unyielding -- EndRdx-I:20(A), EndRdx-I:20(9), ResDam-I:20(13)
    Level 10: Hasten -- RechRdx-I:20(A), RechRdx-I:20(19)
    Level 12: Taunt -- RechRdx-I:20(A)
    Level 14: Super Speed -- Run-I:20(A), Run-I:20(15)
    Level 16: Heavy Mallet -- Acc-I:20(A), RechRdx-I:20(17), EndRdx-I:20(17), Dmg-I:20(19)
    Level 18: Hurdle -- Jump-I:20(A)
    Level 20: Health -- Heal-I:20(A)
    Level 22: Stamina -- EndMod-I:20(A), EndMod-I:20(23), EndMod-I:20(23)
    Level 24: Invincibility -- EndRdx-I:20(A), DefBuff-I:20(25)
    Level 26: Fault -- Acc-I:20(A), RechRdx-I:20(27), Range-I:20(27)
    Level 28: Resist Energies -- ResDam-I:20(A), ResDam-I:20(29)
    Level 30: Resist Physical Damage -- ResDam-I:20(A)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1010;485;648;|
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    |'%V]4'[Q[C^E:XZN71A*V3!'_]&gt;SGN_&gt;_5[V!_X'#QBZ#(&lt;,1PP?&amp;3XQA`S'#`.&amp;XL=|
    |HM7O#@L7W[3)X#!6&amp;288J0XW!9YAE:#)\8RCN`."4X6,`|
    |-------------------------------------------------------------------|</pre><hr />


    [u]Level 40 Build[u]

    I-SM Tank: Level 40 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Speed, Fitness

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam/EndRdx-S:40(A), ResDam/EndRdx/Rchg-S:40(3), ResDam-S:40(7), EndRdx-S:40(9), ResDam/EndRdx/Rchg-S:40(29)
    Level 1: Stone Fist -- Acc/Dmg/Rchg-S:40(A), Acc/Dmg/EndRdx-S:40(5), Dmg/EndRdx/Rchg-S:40(11), Acc/Dmg-S:40(25), Dmg/EndRdx-S:40(31)
    Level 2: Stone Mallet -- Acc/Dmg-S:40(A), Dmg/EndRdx-S:40(3), Dmg/Rchg-S:40(7), Acc/Dmg/Rchg-S:40(13), Acc/Dmg/EndRdx-S:40(21), Dmg/EndRdx/Rchg-S:40(34)
    Level 4: Dull Pain -- Heal/Rchg-S:40(A), Heal/EndRdx/Rchg-S:40(5), Heal/Rchg-S:40(11), Heal/EndRdx/Rchg-S:40(21)
    Level 6: Resist Elements -- ResDam-I:40(A), ResDam-I:40(15)
    Level 8: Unyielding -- ResDam/EndRdx-S:40(A), ResDam/EndRdx/Rchg-S:40(9), ResDam/EndRdx/Rchg-S:40(13), ResDam/EndRdx-S:40(33)
    Level 10: Hasten -- RechRdx-I:40(A), RechRdx-I:40(19), RechRdx-I:40(40)
    Level 12: Taunt -- Taunt/Rchg/Rng-S:40(A), Taunt/Rchg/Rng-S:40(37)
    Level 14: Super Speed -- RunSpd-S:40(A), EndRdx/RunSpd-S:40(15)
    Level 16: Heavy Mallet -- Acc/Dmg-S:40(A), Dmg/EndRdx-S:40(17), Dmg/Rchg-S:40(17), Acc/Dmg/Rchg-S:40(19), Acc/Dmg/EndRdx-S:40(31), Dmg/EndRdx/Rchg-S:40(34)
    Level 18: Hurdle -- Jump-I:40(A)
    Level 20: Health -- Heal-I:40(A), Heal-I:40(36), Heal-I:40(37)
    Level 22: Stamina -- EndMod-I:40(A), EndMod-I:40(23), EndMod-I:40(23)
    Level 24: Invincibility -- Def/EndRdx-S:40(A), Def/EndRdx/Rchg-S:40(25), ToHit/EndRdx-S:40(31), ToHit/EndRdx/Rchg-S:40(37)
    Level 26: Fault -- Acc/EndRdx-S:40(A), Acc/Rchg-S:40(27), Acc/Stun/Rchg-S:40(27), Acc/Rchg-S:40(34), Taunt/Rchg/Rng-S:40(36), Taunt/Rchg/Rng-S:40(40)
    Level 28: Resist Energies -- ResDam-I:40(A), ResDam-I:40(29)
    Level 30: Resist Physical Damage -- ResDam-I:40(A)
    Level 32: Unstoppable -- ResDam/Rchg-S:40(A), ResDam/EndRdx/Rchg-S:40(33), RechRdx-I:40(33)
    Level 35: Tough Hide -- DefBuff-I:40(A), DefBuff-I:40(36)
    Level 38: Seismic Smash -- Dmg/EndRdx/Rchg-S:40(A), Acc/Dmg/EndRdx-S:40(39), Dmg/Rchg-S:40(39), Acc/Hold/Rchg-S:40(39), Acc/Hold/Rchg-S:40(40)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1199;588;784;|
    |&gt;-JED^MN$D$4QV=A80LLM](+;&gt;F6.ZW8?053K28DTA!I_*3B0L&lt;6NUG([M9(_&amp;+B5U_|
    |!Q/@6QK?PKB^#YS+%D/C-3?;_&amp;\Z&lt;.3/_LT/WY;$IQ.M;0C/ON$X0#$X=[U+ZQHD37O|
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    |_NK:`$&lt;5]?7'P5Z&gt;F+RRHTBAS\S?FOYZ-YO7OB`?Z!3E%Z*`]1'J$\1GF"XJ`,448H\|
    |T^+U:FW&amp;##P0J903)0T2@8EBY)#*:!LH&amp;RCO$.9_P $/=&gt;\.|
    |-------------------------------------------------------------------|</pre><hr />


    [u]Level 50 Build[u]

    I-SM Tank: Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Stone Melee
    Power Pools: Speed, Fitness
    Ancillary Pool: Earth Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- ResDam/EndRdx-S:50(A), ResDam/EndRdx/Rchg-S:50(3), ResDam-S:50(7), EndRdx-S:40(9), ResDam/EndRdx/Rchg-S:40(29)
    Level 1: Stone Fist -- Acc/Dmg/Rchg-S:50(A), Acc/Dmg/EndRdx-S:50(5), Dmg/EndRdx/Rchg-S:50(11), Acc/Dmg-S:50(25), Dmg/EndRdx-S:50(31), Dmg/Rchg-S:50(43)
    Level 2: Stone Mallet -- Acc/Dmg-S:50(A), Dmg/EndRdx-S:50(3), Dmg/Rchg-S:50(7), Acc/Dmg/Rchg-S:50(13), Acc/Dmg/EndRdx-S:50(21), Dmg/EndRdx/Rchg-S:50(34)
    Level 4: Dull Pain -- EndRdx/Rchg-S:50(A), Heal-S:50(5), Heal/Rchg-S:50(11), Heal/EndRdx/Rchg-S:50(21), Rchg-S:50(48)
    Level 6: Resist Elements -- ResDam-I:50(A), ResDam-I:50(15), ResDam/Def+-S:30(45)
    Level 8: Unyielding -- ResDam/EndRdx-S:40(A), ResDam/EndRdx/Rchg-S:40(9), ResDam/EndRdx/Rchg-S:50(13), ResDam/EndRdx-S:50(33)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(40)
    Level 12: Taunt -- Taunt/Rchg/Rng-S:50(A), Taunt/Rchg/Rng-S:50(37)
    Level 14: Super Speed -- RunSpd-S:50(A), EndRdx/RunSpd-S:50(15)
    Level 16: Heavy Mallet -- Acc/Dmg-S:50(A), Dmg/EndRdx-S:50(17), Dmg/Rchg-S:50(17), Acc/Dmg/Rchg-S:50(19), Acc/Dmg/EndRdx-S:50(31), Dmg/EndRdx/Rchg-S:50(34)
    Level 18: Hurdle -- Jump-I:50(A)
    Level 20: Health -- Heal-I:50(A), Heal-S:50(36), Regen/Rcvry+-S:50(37), Rcvry+-S:40(45), Heal-S:40(46)
    Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23), EndMod-I:50(23)
    Level 24: Invincibility -- Def/EndRdx-S:50(A), Def/EndRdx/Rchg-S:50(25), ToHit/EndRdx-S:50(31), ToHit/EndRdx/Rchg-S:50(37)
    Level 26: Fault -- Acc/EndRdx-S:50(A), Acc/Rchg-S:50(27), Acc/Stun/Rchg-S:50(27), Acc/Rchg-S:50(34), Taunt/Rchg/Rng-S:50(36), Taunt/Rchg/Rng-S:50(40)
    Level 28: Resist Energies -- ResDam-I:50(A), ResDam-I:50(29)
    Level 30: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(50)
    Level 32: Unstoppable -- ResDam/Rchg-S:50(A), ResDam/EndRdx/Rchg-S:50(33), RechRdx-I:50(33)
    Level 35: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36), ToHit+-S:30(46)
    Level 38: Seismic Smash -- Dmg/EndRdx/Rchg-S:50(A), Acc/Dmg/EndRdx-S:50(39), Dmg/Rchg-S:50(39), Acc/Hold/Rchg-S:50(39), Acc/Hold/Rchg-S:50(40), Dmg/EndRdx-S:50(43)
    Level 41: Tremor -- Dmg/EndRdx/Rchg-S:50(A), Acc/Dmg/EndRdx-S:50(42), Acc/Dmg/EndRdx-S:50(42), Acc/Dmg-S:50(42), Acc/Rchg-S:50(43)
    Level 44: Stone Prison -- Acc/Dmg/Rchg-S:50(A), Acc/Rchg-S:50(45), Immob/Rng-S:50(46)
    Level 47: Fossilize -- Acc/Hold/Rchg-S:50(A), Acc/Hold/Rchg-S:50(48), Acc/Rchg-S:50(48)
    Level 49: Stalagmites -- Acc/Stun/Rchg-S:50(A), Acc/Stun/Rchg-S:50(50), Dmg/Rng-S:50(50)

    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1380;687;916;|
    |&gt;-JE4UU/$T$4G2W;EK9;RG?+1\M'H2V4;NDO\$$PJ:'8"/*DXA9&amp;J&amp;P6TB[$Q,?/7|
    |!A.B;"?$7^&amp;K\%W[K?S'USCU#"&lt;]NVG-V[YRY&lt;^^9F=K3-4N(ES&gt;$8=UTG79[=]OQCF|
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  18. Inventions for the Invulnerability/Stone Melee Tanker

    The Invention System (introduced in Issue 9 and updated in Issue 11) can help make big improvements to your I/SM Tank. Here are my recommendations.

    Use Inventions Early and Often

    Inventions do take some time to understand but they do not have to be the realm of the power gamer or the ultra-rich vet. A little know-how will go a long way. Check out the many good guides that exist on the Invention System and using the market.

    I recommend getting all of the following IO enhancements:

    [u]Steadfast Protection: Resistance/+3% Defense[u] – This enhancement adds resistance to the power in which it is slotted and gives a bonus 3% defense to all damage types. This will fit nicely in any of the passive resistance powers.

    [u]Aegis: Psionic/Status Resistance[u] – This enhancement boosts both resistance to Psionic damage (by 3%) and resistance to status effects (by 20%). This begins to mitigate the complete lack of Psionic resistance/defense in Invulnerability. The 20% status resistance is not of much value while UY is on because it grants effective immunity to status effects. But if UY ever drops and you do get mezzed, it will reduce the duration by 1/5.

    [u]Imperivum Armor: Psionic Resistance[u] – This gives you a 3% resistance to Psionic damage. The nice thing is that you can slot more than one of these in your build. Get as many as you can but no more than 5 (4 if you have the Aegis Unique) because of the way that IO set bonuses work.

    [u]Kismet: +6% ToHit[u] – This enhancement boosts your ToHit bonus for all of your attacks. It’s a small boost but useful. It will fit in powers that take defense sets like IV and TH.

    [u]Luck of the Gambler: Defense/+7.5% Increased Recharge[u] – This enhancement boosts the defense of the power in which it is slotted and provides a 7.5% recharge bonus to ALL powers. This is a rare enhancement that is very popular. It is one of the most expensive items in the game. I highly recommend looking at your build and seeing if this enhancement fits in anywhere. You can slot more than one as it is not unique. Run task forces if you want to find your own instead of paying big influence at the market.

    [u]Miracle: +Recovery[u] – This enhancement gives a 15% recovery bonus. It can be slotted in any power that accepts Healing IO sets. The best place to slot it is in Health since that is an auto power and the benefit will be always on. This is another very expensive item.

    [u]Numina’s Convalescence: +Regeneration/+Recovery[u] – This enhancement gives a 20% regeneration bonus and a 10% recovery bonus. It can be slotted in any power that accepts Healing IO sets. Like the Miracle unique it is best placed in Health. Having both the Numina and Miracle uniques will grant you 25% recovery which is the same as unslotted Stamina. This is another very expensive item.


    Recommended Set Bonuses:

    There are many ways to use IO set bonuses to complement your build. Some are better than others and you need to decide whether getting the set bonuses are worth the trade offs in slotting and enhancement.
    Following are my recommendations for the best ways to get certain bonuses for your I/SM Tank. I do not mention all possibilities.

    [u]Psionic Defense: [u]<ul type="square">[*] Impervium Armor – 3 slots (1.875%) (slot in RPD, TI, UY, REl, REn, US)[*] Rope A Dope – 6 slots (1.875%) (slot in Fault)[*] Scirocco’s Dervish – 6 slots (3.125%) (slot in Tremor)[*] Devastation – 6 slots (3.75%) (slot in HB)[*] Apocalypse – 6 slots (5%) (slot in HB) (must be level 50)[/list][u]Psionic Resistance: [u]<ul type="square">[*] Crushing Impact – 6 slots (2.5%) (slot in SF, SM, HM, SS)[*] Impervium Armor – 6 slots (3.125%) (slot in RPD, TI, UY, REl, REn, US)[/list][u]Recharge: [u]<ul type="square">[*] Kismet – 5 slots (3.75%) (slot in IV, TH)[*] Crushing Impact – 5 slots (5%) (slot in SF, SM, HM, SS)[*] Red Fortune – 5 slots (5%) (slot in IV, TH)[*] Doctored Wounds – 5 slots (5%) (slot in DP)[*] Perfect Zinger – 4 slots (5%) (slot in Taunt, Fault)[*] Adjusted Targeting – 5 slots (5%) (slot in IV)[*] Decimation – 5 slots (6.25%) (slot in HB)[*] Stupefy – 5 slots (6.25%) (slot in SF, Fault)[*] Mocking Beratement – 6 slots (7.5%) (slot in Taunt, Fault)[*] Hecatomb – 5 slots (10%) (slot in SF, SM, HM, SS) (must be level 50)[*] Armageddon – 5 slots (10%) (slot in Tremor) (must be level 50)[*] Apocalypse – 5 slots (10%) (slot in HB) (must be level 50)[*] Absolute Amazement – 5 slots (10%) (slot in SF, Fault) (must be level 50)[/list][u]Recovery: [u]
    There are too many sets that provide recovery bonuses to mention all of them that will fit into in I/SM Tank build. I recommend using Mid’s Hero Designer’s Set Bonus Finder feature to find the best sets to provide additional recovery. The ParagonWiki Invention Set page also has good information regarding bonuses.


    Resist Elements for Free Using Set Bonuses

    There are enough sets that provide resistance to Fire and Cold damage as a bonus that it is possible to effectively get the Resist Elements power for free once you are level 50.

    All of the following sets provide this bonus (in varying amounts) for 3 slots:<ul type="square">[*] Multi Strike (0.945%)[*] Rope A Dope (0.945%)[*] Red Fortune (1.26%)[*] Doctored Wounds (1.26%)[*] Hecatomb (2.52%)[*] Armageddon (2.52%)[*] Unbreakable Constraint (2.52%)[*] Absolute Amazement (2.52%)[/list]
  19. Pool Powers for the Invulnerability/Stone Melee Tanker

    The power pools allow for a lot of flexibility in complementing a character’s primary and secondary power sets. All of them are useful to greater or lesser degrees depending upon character weaknesses and strengths, general utility and personal preference. I will not comment on each power pool but will mention those that I think require consideration or comment for Invul/Stone Tanks.


    Fitness

    I may as well start here. You probably know that nearly all Tankers require Stamina to make endurance management bearable. Invul/Stone is no exception, in fact the Stone Secondary is heavy on endurance use. You will need to slot for endurance reduction AND get Stamina. Don’t shoot the messenger.

    You will want to get Stamina ASAP. Get it when it becomes available (level 20) or as soon after that as possible. You will also appreciate having it at as low a level as possible if you ever exemplar down. The trade-off is that you will have to put off other powers you want to make this happen. You will be lucky if you have 3 attacks before you have Stamina. After Stamina, begin to fill in the things you have put off. Tanker builds can be very tight.

    The first priority will be to 3-slot Stamina with endurance modification enhancements. Later you will probably want to go back and put more slots in Health to bolster your regeneration and to make room for Healing IO set special enhancements that can get you even more endurance recovery. These are expensive but worth it. Plan to have these eventually, even if it is post-50.


    Fighting

    I’ve never taken anything from this pool on any character of any AT. Maybe I’m biased. Running Tough and Weave can be expensive endurance-wise. For Tanks you are just complementing resistance and defense you already have. For squishies one mez will knock off your toggles and nullify the benefit. But I’ll address it since it seems to be very popular to get Tough and Weave for Tanks.

    Neither of the attacks are particularly attractive. Kick has knockback which is not desired. Boxing has a mag 2 stun but we already have a better stun in SF. If you are going for Tough and/or Weave I would say choose Boxing.

    For anything that could be classified as “normal PvE” I would not get Tough and Weave. The three situations I can see where one or both might be useful are:
    1) Meatshield Build – Getting as much resistance/defense as possible at the expense of everything else
    2) PvP – These are probably useful here. I only PvP casually so I won’t comment beyond that.
    3) In place of an Ancillary Power Pool – If you don’t want powers from an APP then it will be much easier to fit in Boxing/Tough/Weave.

    Tough gives a base 15% resistance to Smashing and Lethal damage. It is enhanceable to about 23.8%. It is a toggle that has a base cost of 0.32 end/s. OK, sure… it would be nice to have more resistance. But Invul already gives us a good bit of S/L resistance. At level 50 with TI and RPD you should have around 66% S/L resistance. Tough can get you to the resistance cap (90%). But do you need that all the time? And only for S/L? I find that US meets the need when I really need resistance capped and it caps ALL of my resistances (excepting, of course, Psionic), not just S/L.

    Weave gives a base 5% defense to ALL (including Psionics!) and you can enhance that up to about 7.9% There is some real value here, but the cost is high: 3 power choices, at least 2 slots and the endurance cost (0.32 end/s base).


    Speed

    I want to make special mention of the Speed pool over the other travel pools because of Hasten. Most builds benefit greatly from increased recharge and the I/SM Tank is no exception.

    Probably the greatest benefit to having increased recharge is having DP up more often. If you get enough recharge (and it is very possible) you can have the HP boost effects of DP all the time.

    Hasten also helps to minimize the down time of US and will allow you to cycle your attacks more quickly. Of course you have to be careful with your attacks because you will drain your endurance if you cycle your attack chain too quickly.

    I highly recommend getting Hasten.


    Travel Powers

    Any travel power will work with I/SM. Fly is probably the least synergistic as some of the SM attacks require you to be on the ground and you want to be surrounded by foes in melee range to benefit IV. Being in the air does not work with these goals.

    Super Speed is a good choice if you are taking Hasten since you will already have the prerequisite out of the way. It is fast and will help you mitigate any slow attacks. At level 50 ElectroCroc keeps Super Speed on all of the time and has it slotted for both speed and endurance reduction for this reason. The drawback is that it has no vertical movement. If you take Super Speed you may want to take Hurdle instead of Swift on the way to Stamina. This gives you a little extra vertical. Safeguard temp travel powers and the GvE Jump Pack can also help here. Personally I took Hover. Super Speed also gives you PvE stealth. If you combine this with Stealth from the Concealment pool or a +Stealth IO enhancement in either Super Speed or Sprint you get PvE invisibility.

    Combat Jumping/Super Jump would work well. This gives you a little more defense and a superb travel power. SJ is probably the most versatile travel power in the game. It’s fast, has both good vertical and horizontal movement and it’s fun. You can’t have both CJ and SJ on at the same time (so no defense bonus with travel) and SJ is susceptible to -Jump. I’m still partial to Super Speed but SJ is a great choice.

    I like Teleport as a travel power, but it takes a lot of attention and is bad for slow computers or laggy networks. The prerequisite powers are not of any real value either. Recall Friend can be useful in teams for sure. Teleport Foe can also be useful but it is better for a Tank to be in the midst of foes then to pull them one at a time. Teleport would certainly be useful for instantly inserting you into a group of foes or getting you out of an AoE slow effect (like caltrops).

    Bottom line: I recommend Super Speed or Super Jump


    Medicine

    In my opinion, if you need Aid Self as an I/SM Tank you’re doing it wrong. Some consider having Aid Self instead of the passive resist powers. Trying to pull of an interruptible heal in battle can be challenging. The ONLY time I can see this being a good choice is for PvP.


    Presence

    If you want to add fear effects to your bag of tricks, this is the place to turn. Fear can be useful because many enemies, including players in PvP, do not have resistance or defense to it. If you go for Intimidate and Invoke Panic, take Provoke as the prerequisite and don’t take Taunt. Provoke is roughly equivalent to the Tanker Taunt power but requires an accuracy check. If you do this you might want to slot some accuracy in there.


    Ancillary Power Pools

    I will just make some general comments here and not address each pool specifically.

    The point of the APPs is to fill in the gaps in your primary and secondary powersets. For the I/SM Tank these are lack of hard control, ranged attacks and non-Smashing damage attacks.

    If you want immobilize or hold powers, avoid Energy Mastery.

    Earth Mastery obviously complements Stone Melee well thematically. Energy Mastery is probably the best thematic complement to Invulnerability.

    If you are still struggling with endurance management, consider Energy Mastery for Conserve Power. This power will reduce the endurance cost of all other powers by more than half. It is very effective but has a long recharge.
  20. Stone Melee Tanker Secondary Powerset

    While Stone Melee goes best thematically with Stone Armor, it is a viable offensive complement for any of the Tanker primary powersets.

    If you took every power in the Stone Melee powerset, here are the strengths and weaknesses (without other mitigation) your character would have:

    [u]Strengths:[u]<ul type="square">[*] 5 single target attacks[*] 2 ranged attacks[*] 2 AoE attacks[*] Good mitigation[*] Relatively short activation times[*] Disorient, Hold and Knockdown secondary effects[/list][u]Weaknesses:[u]<ul type="square">[*] Smashing damage (commonly resisted)[*] Knockback[*] Aesthetics (some consider stone mallets ugly )[/list]
    First I'm going to present the powers individually in the order in which they become available. After that I'll discuss powers in relation to each other and the set as a whole.

    (Note: All Stone Melee powers are click powers)

    Stone Fist (SF)
    Target: Single Melee
    Available: Level 1
    Importance: Mandatory (-)
    Take By: Level 1
    Base Damage at 50: 44.5 Smashing
    Secondary Effect: Mag 2 Stun (10% chance), Taunt
    Comments::
    Like the first power in all secondary powersets, this power is mandatory. Thankfully it is a good power and you will rely on it heavily. It is a fast-casting, fast-recharging power that does moderate damage with a chance to stun. It is great that the damage is moderate instead of minor. Axe and Mace are the only other sets to get this benefit.
    Slotting Recommendations:
    Min/Max Slots: 4/6
    Min SO Slotting: Acc + Dam + EndRed + Rech (100% Acc, 59.3 Dam, 3.9 End, 3s Recharge)
    Max SO Slotting: Acc + Dam(3) + EndRed + Rech (100% Acc, 86.7 Dam, 3.9 End, 3s Recharge)
    HO Slotting: Nuc(2) + Perox + EndRed + Rech (125% Acc, 86.7 Dam, 3.9 End, 3s Recharge, +33% Stun Duration)
    Option 1: Full set of Crushing Impact (132% Acc, 89.6 Dam, 3.1 End, 2.3s Recharge, Set bonuses)
    Option 2: Full set of CI except Dam/Rech + ToD PROC (132% Acc, 87.9 Dam, 3.1 End, 2.7s Recharge, Chance for Neg Energy Damage, Set bonuses)
    (Note: CI = Crushing Impact, ToD = Touch of Death)

    Stone Mallet (SM)
    Target: Single Melee
    Available: Level 2
    Importance: Recommended (3)
    Take By: Level 24
    Base Damage at 50: 73 Smashing
    Secondary Effect: Knockback/Knockdown, Taunt
    Comments::
    A good solid attack. Take this and/or Heavy Mallet. “Both or either, but not neither.” As long as you are attacking even-level or higher foes the attack will cause knockdown which is very nice when it happens. Knockback on lower-level foes can be annoying.
    Slotting Recommendations:
    Min/Max Slots: 4/6
    Min SO Slotting: Acc + Dam + EndRed + Rech (100% Acc, 97.3 Dam, 6.4 End, 6s Recharge)
    Max SO Slotting: Acc + Dam(3) + EndRed + Rech (100% Acc, 142.2 Dam, 6.4 End, 6s Recharge)
    HO Slotting: Nuc(3) + Rech(2) + EndRed (146% Acc, 142.2 Dam, 6.4 End, 4.8s Recharge)
    Option 1: Full set of Crushing Impact (132% Acc, 147 Dam, 5.1 End, 4.6s Recharge, Set bonuses)
    Option 2: Full set of CI except Dam/End + PZ PROC (132% Acc, 144 Dam, 6 End, 4.6s Recharge, Chance for Psi Damage, Set bonuses)
    (Note: CI = Crushing Impact, PZ = Perfect Zinger)

    Heavy Mallet (HM)
    Target: Single Melee
    Available: Level 4
    Importance: Recommended (3)
    Take By: Level 30
    Base Damage at 50: 101.4 Smashing
    Secondary Effect: Knockback, Taunt, -Fly
    Comments::
    Another solid attack. As stated above in regards to Stone Mallet, “Both or either, but not neither.” This is really a clone of SM with a bigger mallet, more damage, higher endurance cost and longer recharge.
    Slotting Recommendations:
    Min/Max Slots: 4/6
    Min SO Slotting: Acc + Dam + EndRed + Rech (100% Acc, 135.2 Dam, 8.9 End, 9s Recharge)
    Max SO Slotting: Acc + Dam(2) + EndRed(2) + Rech (100% Acc, 169 Dam, 7.1 End, 9s Recharge)
    HO Slotting: Nuc(3) + Rech + EndRed(2) (146% Acc, 197.7 Dam, 7.1 End, 9s Recharge)
    Option 1: Full set of Crushing Impact (132% Acc, 204.3 Dam, 7 End, 6.9s Recharge, Set bonuses)

    Taunt
    Target: Ranged AoE
    Available: Level 10
    Importance: Situational (4)
    Take By: Level 26
    Base Effect at Level 50: Mag 4 Taunt for 41s
    Secondary Effect: None
    Comments::
    What can I say? It’s Taunt. You’ll never need this power playing solo but it can be very useful in teams. Tankers need to be able to hold aggro in teams. If you can do that well without this power then you just gained another power choice. If you need this power to do that, here it is.
    Slotting Recommendations:
    Min/Max Slots: 1/3
    Min SO Slotting: Rech (41s Taunt, 70ft Range, 7.5s Recharge)
    Max SO Slotting: Range + Rech + Taunt (54.7s Taunt, 84ft Range, 7.5s Recharge)
    Option 1: Play with Taunt IO sets to maximize your desired effects
    PvP Note: Slot Accuracy and more Taunt

    Build Up (BU)
    Target: Self
    Available: Level 16
    Importance: Optional (5)
    Take By: Level 41
    Base Effect at Level 50: +80% Damage for 10s
    Secondary Effect: +20% ToHit for 10s
    Comments::
    I’ve never been a fan of Build Up for Tankers. I believe a Tank should be able to dish out the damage and do more than just absorb punishment. But with Tanker builds being usually tight I see BU being highly optional. It might be necessary for PvP. If you can find room in your build and you want it, take it. I have it on Blasters, Scrappers and my Peacebringer but I’ve never missed it on my Tank.
    Slotting Recommendations:
    Min/Max Slotting: 1/3
    Min SO Slotting: Rech (+20% ToHit, 67.5s Recharge)
    Max SO Slotting: Rech(3) (+20% ToHit, 46.2s Recharge)
    HO Slotting: Membrane(3) (+31.2% ToHit, 46.2s Recharge)
    Option 1: Membrane + AT ToHit/Rech + AT Rech (+27.2% ToHit, 46.1s Recharge)
    (Note: AT = Adjusted Targeting)

    Fault
    Target: Ranged AoE
    Available: Level 20
    Importance: Important(2)
    Take By: Level 35
    Base Effect at Level 50: Mag 0.67 Knockback, Mag 2 Stun (50% chance for Mag +1 Stun) for 9.536s
    Secondary Effect: Mag 4 Taunt
    Comments::
    The only thing keeping this from being the best power in the set is that it does not do damage. This power is great for mitigation as it flops enemies on the ground and stuns minions and sometimes lieutenants. It also has a short (but enhanceable) range and a cool graphics effect. This power is great a lead off to an attack or as a follow-up to your alpha-strike. I like using it as often as I can when fighting more than one enemy. It can also be used to try to grab aggro back from teammates if they draw the attention of enemies not too far from you.
    This power is great for slotting in that it is effective right out of the box. You can just keep the base slot or 6-slot it with all kinds of possibilities. This power takes enhancements from the Stun, Knockback and Taunt IO sets.
    Slotting Recommendations:
    Min/Max Slotting: 1/6
    Min SO Slotting: Acc (80% Acc, 20ft Range, 10.2 End, 20s Recharge, 9.54s Stun, 13.5s Taunt)
    Max SO Slotting: Acc(2) + EndRed + Rech + Range + Taunt (100% Acc, 24ft Range, 7.64 End, 15s Recharge, 9.54s Stun, 18s Taunt)
    HO Slotting: Endo(2) + EndRed + Rech + Range + Taunt (100% Acc, 24ft Range, 7.64 End, 15s Recharge, 15.9s Stun, 18s Taunt)
    Option 1: Stupefy Acc/Stun/Rech + Stupefy Stun/Range + RaD Acc/Stun/Rech + RaD Acc/EndRed + PZ Taunt/Rech/Range + PZ PROC (101.3% Acc, 25.7ft Range, 8.06 End, 12.2s Recharge, 16.1s Stun, 16.36s Taunt, Chance for Psi Damage, +2.5% Recovery, +6% Regeneration)
    Option 2: There are tons of possibilities between 1 and 6 slots, find one you like
    (Note: RaD = Rope A Dope, PZ = Perfect Zinger)

    Hurl Boulder (HB)
    Target: Single Ranged
    Available: Level 28
    Importance: Situational (4)
    Take By: Level 49
    Base Damage at 50: 73 Smashing
    Secondary Effect: Knockback/Knockdown, Taunt
    Comments::
    This is the only ranged damage attack in the set. It has a medium-long animation time bit it was recently shortened so it is much better than it used to be. If you’re sick of not having a ranged attack, you may want to pick this up. If you have the Nemesis Staff or Black Wand vet powers you may not feel the need. I originally picked up Hurl Boulder as a damaging alternative to Taunt. I later decided it was not worth it and swapped it for Taunt. Later I got rid of Taunt and replaced it with Fault.
    This power has strong knockback and is good at knocking flying enemies out of the sky.
    Slotting Recommendations:
    Min/Max Slots: 3/6
    Min SO Slotting: Acc + Dam + Range (100% Acc, 92.3 Dam, 9.36 End, 8s Recharge, 96ft Range, 13.5s Taunt)
    Max SO Slotting: Acc + Dam + Range + EndRed + Rech + Taunt (100% Acc, 92.3 Dam, 7 End, 6s Recharge, 96ft Range, 18s Taunt)
    HO Slotting: Nuc(2) + Cent + EndRed + Rech + Taunt (125% Acc, 142.2 Dam, 7 End, 6s Recharge, 96ft Range, 18s Taunt)
    Option 1: Thunderstrike (Dam/End + Acc/Dam/Rech + Acc/Dam/End + Dam/End/Rech) (112% Acc, 137.2 Dam, 5.54 End, 5.62s Recharge, 80ft Range, 13.5s Taunt, Set bonuses)
    Option 2: Devastation (Acc/Dam + Dam/End + Acc/Dam/Rech + Acc/Dam/End/Rech) + MB(Taunt/Rech/Range + Taunt/Range) (124.7% Acc, 140.8 Dam, 6.45 End, 4.97s Recharge, 103ft Range, 19.9s Taunt, Set bonuses)
    (Note: MB = Mocking Beratement)

    Tremor
    Target: Point Blank AoE
    Available: Level 35
    Importance: Important (2)
    Take By: Level 44
    Base Damage at 50: 44.5 Smashing
    Secondary Effect: Knockback/Knockdown, Taunt
    Comments::
    This is the set’s PBAoE power. You jump up, slam down and create a small localized earthquake. The animation is long but that is about the only drawback to this power. I personally like this better than Fault because it does damage though it does not stun. This is great for keeping the crowd around you taunted, on their backs and steadily losing health. Work on the bosses and lieutenants and hit Tremor whenever you can. By the time you get to the minions they will have little health left, if they are around at all.
    Slotting Recommendations:
    Min/Max Slotting: 4/6
    Min SO Slotting: Acc + Dam + End + Rech (100% Acc, 59.3 Dam, 10.1 End, 10.5s Recharge)
    Max SO Slotting: Acc + Dam(2) + End + Rech(2) (100% Acc, 74.1 Dam, 10.1 End, 8.4s Recharge)
    HO Slotting: Nuc(2) + End(2) + Rech(2) (125% Acc, 74.1 Dam, 8.12 End, 8.4s Recharge)
    Option 1: MS(Dam/Rech + Acc/Dam/End + Dam/End/Rech) + SD Acc/Dam/End (106.8% Acc, 83.7 Dam, 8.26 End, 9.48s Recharge)
    Option 2: Nuc(2) + SD(Dam/End + Acc/Dam/End) + MB(Acc/Rech + Rech) (147.9% Acc, 87.7 Dam, 9.15 End, 8.29s Recharge)
    Note: MS = Multi-Strike, SD = Scirocco’s Dervish, MB = Mocking Beratement)

    Seismic Smash (SS)
    Target: Single Melee
    Available: Level 38
    Importance: Critical (1)
    Take By: Level 38
    Base Damage at 50: 158.4 Smashing
    Secondary Effect: Hold, Taunt
    Comments::
    This is it. The power you have been waiting 38 levels for. Take it right away… it will feel good. I promise. You will need to slot it up for it to be really useful, but it can hit hard right out of the box. This is your alpha-strike and if you did not listen to me and took Build Up anyway you are going to love it that much more.
    Can you tell I like this power? It has no knockback and has a mag 4 hold. Max Acc/Dam/End/Rech and have fun. The only drawback to SS is that it is too easy to “waste” on an enemy that does not have much health left.
    Slotting Recommendations:
    Min/Max Slotting: You can do what you want but I’m not going to recommend anything but 6 slots.
    SO Slotting: Acc + Dam(2) + End + Rech(2) (120% Acc, 263.9 Dam, 13.9 End, 12s Recharge, 9.5s Hold)
    HO Slotting: Nuc + Perox + End(2) + Rech(2) (120% Acc, 263.9 Dam, 11.1 End, 12s Recharge, 12.7s Hold)
    Option 1: Complete Crushing Impact Set (158.3% Acc, 319.1 Dam, 11 End, 11.5s Recharge, 9.5s Hold, Set bonuses)
    Option 2: CI(All but Acc/Dam) + GWE PROC (134.5% Acc, 312.8 Dam, 11 End, 11.5s Recharge, 9.5s Hold, Chance for Psi Damage, Set bonuses)


    Stone Melee Summary:

    [u]Mandatory:[u]<ul type="square">[*] Stone Fist[/list][u]Always take:[u]<ul type="square">[*] Stone Mallet and/or Heavy Mallet[*] Seismic Smash[/list][u]Seriously Consider:[u]<ul type="square">[*] Both Mallets[*] Taunt[*] Fault[*] Tremor[/list][u]Optional:[u]<ul type="square">[*] Build Up[*] Hurl Boulder[/list]
    Stone Melee In Practice

    Any damage-based set requires a well developed attack chain, utility powers and a contingency plan.

    Attacks usually start with the most damaging attack available. After this a sustainable series of attacks that puts foes down, keeps you and your teammates alive, and efficiently uses endurance is important.

    The obvious alpha-strike power in SM is Seismic Smash. Rush in, hit the biggest threat with SS and then hit Tremor or Fault. Then start cycling your attack chain.
    My alpha-strike is usually: SS-&gt;Fault
    Followed by my attack chain: Air Superority(AS)-&gt;SF-&gt;HM-&gt;AS-&gt;SF-&gt;SM-&gt;SS (repeat)
    Fault and Tremor are used as needed when ready.

    Four of your attacks (SM, HM, Fault and Tremor) can cause knockdown in melee. Use this to your advantage. Keep enemies on their backs as much as possible and keep them within your taunt aura. You might want to pound on an enemy until you knock him down and then turn to another until he goes down, etc. Cycling the single target attacks around like this spreads the damage around and keeps the enemies attention on you.

    If you choose BU, use it before the alpha strike and whenever else it seems advantageous. Try not to use Fault within the BU period because that attack has no damage and the BU time is wasted.

    Use Taunt to pull enemies around corners or off of teammates.

    Use Hurl Boulder to hit fliers or running enemies.

    There’s not much else to say about combat that is specific to Stone Melee. Check other guides for more general advice on Tanker combat.


    Invulnerability and Stone Melee Together

    I don’t see that Invul and SM have any great synergy but neither are they at odds. Invul is a good defensive powerset and SM is a good offensive powerset.

    The one thing I will say is that SM’s knockdown can be useful in keeping foes around the Tank which benefits the character’s defense and toHit through the use of Invincibility.

  21. Invulnerability Tanker Primary Powerset

    Invulnerability is one of the most popular Tanker primary powersets. I believe a large amount of its appeal is simply in its name. Anyone playing a Tank wants to be "Invulnerable". Of course the truth is that Invulnerability Tanks are anything but. The choice of the word for the label of the set is quite misleading (maybe less so before I5 and the GDN, but I'm not getting into that).

    If you took every power in the Invulnerability powerset, here are the strengths and weaknesses (without other mitigation) your character would have:

    [u]Strengths:[u]<ul type="square">[*] Good Smashing &amp; Lethal damage resistance[*] Moderate Fire, Cold, Energy, Negative Energy and Toxic resistance[*] Basic defense to all damage types but Psionics[*] A strong heal and hit point boost[*] Defense that scales up when you are surrounded with more enemies[*] Effective immunity to status effects (knockback, sleep, stun, etc.)[*] A 3 minute "God Mode" with few weaknesses[/list]
    [u]Weaknesses:[u]<ul type="square">[*] No resistance or defense to Psionic damage[*] A power that actually reduces your defense[*] No resistance to Slow effects[*] A serious health and endurance crash when your "God Mode" power wears off[/list]
    First I'm going to present the powers individually in the order in which they become available. After that I'll discuss powers in relation to each other and the set as a whole.

    Resist Physical Damage (RPD)
    Power Type: Auto
    Available: Level 1
    Importance: Optional (5)
    Take By: Level 30
    Comments:
    RPD is a solid power with a minor to moderate benefit. Being an Auto power it is always on and does not cost any endurance. It is one of the 4 "passive powers" in the Invulnerability set. Like its two siblings (Resist Elements and Resist Energies) it is considered somewhat underpowered. It only provides base resistance of 7.5%. Fully slotted the resistance is about 11.7%. It is a good power to have but it is skippable if you are looking to squeeze other powers in your build or if you are content with what Temporary Invulnerability provides.
    Some in the Tanker community say always take RPD, REl and REn. Others say never take them. I fall in between and say it really depends upon what you are aiming for in your build. If the goal is maximum resistance, then take them.
    Slotting Recommendations: Lots of possibilities
    Min/Max Slots: 1/3
    Min SO Slotting: DamRes (9% DamRes)
    Max SO Slotting: DamRes(3) (11.7% DamRes)
    Option 1: Default Slot - Invention Origin special enhancement (Psi Resistance or Defense bonus) (7.5% resistance); benefits from base resistance and helps plug "psi-hole" or bolsers defense
    Option 2: Mix-and-Match - Combine resistance enhancements and IO specials for max benefit in 2 or 3 slots

    Temporary Invulnerability (TI)
    Power Type: Toggle
    Available: Level 1
    Importance: Critical (1)
    Take By: Level 4
    Comments::
    This is your bread and butter power for the set. Take this power. Always. This gives you 30% base resistance to Smashing and Lethal damage and can be enhanced up to 46.8%. Keep this power on always. Max the resistance benefit and do as much as you can to minimize the moderate endurance cost.
    Slotting Recommendations:
    Min/Max Slots: 3/6
    Min SO Slotting: DamRes(2)+EndRed(2) (42% DamRes, 0.16 End/s)
    Max SO Slotting: DamRes(3)+EndRed(3) (46.8% DamRes, 0.13 End/s)
    HO Slotting: Ribo(3) (46.8% DamRes, 0.13 End/s)
    Option 1: 3-5 slots - Use IO set enhancements to max resistance and reduce endurance cost

    Dull Pain (DP)
    Power Type: Click
    Available: Level 2
    Importance: Critical (1)
    Take By: Level 6
    Comments::
    This is your self-healing power. You will use is many times and wish you could use it many more. It raises your hit points and heals you. There are two ways to use this power. 1) Use before jumping into battle. Use this when you need the extra hit points to absorb a bad alpha strike. 2) Use after you take damage. This gives maximum benefit. If you use it at the proper time you will raise your hit points and be fully healed to continue the fight. Experience will tell you where that point is.
    Slotting Recommendations: Maximize both healing and recharge.
    Min/Max Slots: 4/6
    Min SO Slotting: Rech(2)+Heal(2) (216.1s recharge, 1248 HP heal, +999 HP)
    Max SO Slotting: Rech(3)+Heal(3) (184.7s recharge, 1461 HP heal, +1105 HP)
    Option 1: 5 slots: Use Doctored Wounds IO set (all but End/Rech) (186.5s recharge, 1480 HP heal, +1115 HP)

    Resist Elements (REl)
    Power Type: Auto
    Available: Level 6
    Importance: Situational (4)
    Take By: Level 30
    Comments::
    REl is a solid power with a minor to moderate benefit. Being an Auto power it is always on and does not cost any endurance. It is one of the 4 "passive powers" in the Invulnerability set. Like its two siblings (Resist Physical Damage and Resist Energies) it is considered somewhat underpowered. It only provides base resistance of 7.5%. Fully slotted the resistance is about 11.7%. Unlike RPD, it gives the most resistance for its damage types (Fire, Cold and Toxic). It is skippable but much less so than RPD. If you are going to fighting a lot of foes that use Fire/Cold/Toxic attacks then you should probably have it.
    Slotting Recommendations: See Slotting Recommendations for Resist Physical Damage

    Unyielding (UY)
    Power Type: Toggle
    Available: Level 8
    Importance: Critical (1)
    Take By: Level 12
    Comments::
    UY is another must have power. This is your status protection. I highly recommend taking it as soon as it is available and use is as much as possible (eventually always). It grants minor resistance (5% base) to everything except Psionics and gives near immunity to status effects (knockback, sleep, disorient, hold, immobilize). The one drawback is that it reduces your defense to everything by 5%. This is an unfortunate hold-over effect from the "old days" when this power rooted the character in place (it was then called Unyielding Stance) and the powerset as a whole was much more robust (pre-GDN). It is a mistake to not take or use this power because of this defense penalty. The value of the status effect mitigation is so great that it makes no sense to worry about that defense reduction. We'll take care of that when you pick up Tough Hide anyway.
    Slotting Recommendations:
    Min/Max Slots: 3/6
    Min SO Slotting: DamRes(2)+EndRed(2) (7% DamRes, 0.16 End/s)
    Max SO Slotting: DamRes(3)+EndRed(3) (7.8% DamRes, 0.13 End/s)
    HO Slotting: Ribo(3) (7.8% DamRes, 0.13 End/s)
    Option 1: 3-5 slots - Use IO set enhancements to max resistance and reduce endurance cost

    Resist Energies (REn)
    Power Type: Auto
    Available: Level 12
    Importance: Recommended (3)
    Take By: Level 30
    Comments::
    REn is a solid power with a minor to moderate benefit. Being an Auto power it is always on and does not cost any endurance. It is one of the 4 "passive powers" in the Invulnerability set. Like its two siblings (Resist Physical Damage and Resist Elements) it is considered somewhat underpowered. It only provides base resistance of 7.5%. Fully slotted the resistance is about 11.7%. Unlike RPD, it gives the most resistance for its damage types (Energy and Negative Energy). It is skippable but much less so than RPD. If you are going to fighting a lot of foes that use Energy and Negative Energy attacks then you should probably have it. Energy-based attacks are more prevalent as you progress through the second half of the game. This power is probably the most valuable of the resistance passives in this powerset.
    Slotting Recommendations: See Slotting Recommendations for Resist Physical Damage

    Invincibility (IV)
    Power Type: Toggle
    Available: Level 18
    Importance: Important (2)
    Take By: Level 30
    Comments::
    IV is a very useful power. I personally would not build an Invulnerability Tanker without it but I would not rank it as highly important as TI or UY. This power bolsters your defense and to-hit ability for each foe within melee range, up to 10. The per-foe value is small but adds up with slotting and fighting large crowds.
    Each foe gives a base 1.5% defense and 2% to-hit bonus. Fully slotted for defense and to-hit buffs, with 3 foes surrounding you gives 7% defense and 9.4% to-hit. Not bad. At those times when you are actually surrounded by 10+ foes you will feel almost god-like.... provided they are not pelting you with Psionic damage!
    This power is also your taunt aura. It helps you keep aggro along with the Tanker inherent power (Gauntlet) and the taunt effects of your attacks. This can really help keep the aggro off of squishies when they unload damaging AoE attacks on the foes surrounding you.
    Get this power and use it always.
    Slotting Recommendations: Slotting this is tricky because you would really like to max 4 of the aspects
    Min/Max Slots: 3/6
    Min SO Slotting: Def+EndRed+ToHit (for 3 foes: 5.4% Def, 0.16 End/s, 7.2% ToHit, 16.875s Taunt)
    Max SO Slotting: Def(2)+EndRed(2)+ToHit+Taunt (for 3 foes: 6.3% Def, 0.13 End/s, 7.5% ToHit, 22.494s Taunt)
    HO Slotting: Cyto(3) + Taunt (for 3 foes: 7.02% Def, 0.11 End/s, 9.36% ToHit, 22.494s Taunt)
    Option 1: Cyto(3) + LotG Def/End/Rech + LotG Def/+7.5% Rech + GSFC ToHit/End/Rech + GSFC Build Up Proc (for 3 foes: 7.08% Def, 0.11 End/s, 9.06% ToHit, Bonus: chance for BU, +10% Regen, +5% movement speed) (Note: LotG = Luck of the Gambler; GSFC = Gaussian’s Synchronized Fire-Control)

    Tough Hide (TH)
    Power Type: Auto
    Available: Level 26
    Importance: Important (2)
    Take By: Level 40
    Comments::
    This is Invulnerability’s passive defense power. It provides a base 5% defense to everything except, you guess it, Psionic damage. As mentioned in the discussion about Unyielding, the base enhancement of TH negates the defense penalty of UY. I recommend getting this power for this reason and because it costs no endurance. You can enhance the defense up to 7.8%. Nothing great but every little bit helps. This power is also a great place to stick Defense IO set special enhancements like the Luck of the Gambler +Recharge and the Kismet +ToHit.
    Slotting Recommendations:
    Min/Max Slots: 1/3
    Min SO Slotting: Def (6% Def)
    Max SO Slotting: Def(3) (7.8% Def)
    Option 1: LotG Def + LotG Def/+7.5% Rech + Kismet +ToHit (7.06% Def, +7.5% Global Rech, +6% Global ToHit, +10% Regen) (Note: LotG = Luck of the Gambler)

    Unstoppable (US)
    Power Type: Click
    Available: Level 32
    Importance: Situational (4)
    Take By: Level 49
    Comments::
    Unstoppable is the most controversial power in the Invulnerability set. It is your “god mode” power and gives you very high resistance (70% base) to everying (except Psionic damage… didn’t think you were going to get away with that, did you?) while boosting your endurance recovery rate. All this for 3 glorious minutes. The price to be paid, however, is a very hard crash in health and endurance at the end of that period. This is a very effective power but the cost is high and it still does nothing to protect from Psionic damage. Some people love it, others hate it. I like it and would probably put it in any Invulnerability Tanker I created. That said, you can do without it if you like. The crash can be fairly easily mitigated through careful monitoring and a combination of inspirations, temporary powers and/or accolades (Archmage/Eye of the Magus is particularly useful here). But you will still fall sometimes.
    This is another place where you can put Resistance IO set special enhancements.
    Slotting Recommendations:
    Min/Max Slots: 1/4
    Min SO Slotting: Rech (750s recharge)
    Max SO Slotting: DamRes(2)/Rech(2) (Resistance capped, 600s recharge)
    Option 1: DamRes/Rech IO(2) + Rech IO (Resistance capped, 521s recharge)


    Invulnerability Summary:

    [u]Always take:[u]<ul type="square">[*] Temporary Invulnerability[*] Dull Pain[*] Unyielding[*] Invincibility[*] Tough Hide[/list]
    [u]Seriously Consider:[u]<ul type="square">[*] Resist Energies[*] Unstoppable[/list]
    [u]Optional:[u]<ul type="square">[*] Resist Physical Damage[*] Resist Elements[/list]
    Invulnerability In Practice

    As an Invulnerability Tanker I like to always run TI, UY and IV. This means you are using between 0.37 and 0.73 end/s on top of any attacks. Your attack chain will use much more endurance than these do but getting some endurance reduction into your toggles will pay off. At times where you are fighting small spawns (such as soloing on Heroic) you can probably turn off IV to help with endurance. Of course you probably already know that you are going to need Stamina; most Tankers do.

    Your toggles are your life. If you lose them you can fall very quickly. At that point it is only your passive resistances/defenses and hit points standing between you and debt. Get them back on as quickly as possible, especially UY since it will help prevent further detoggling. Running out of endurance is a BAD thing. Manage your endurance usage however you need to but try to keep TI and UY running at a minimum.

    As mentioned above, using Dull Pain to its full advantage takes a bit of “know how”. DP both boosts hit points and heals. The HP boost is applied first and the heal is a percentage of your HP. It is advantageous to use DP only when you have already taken some damage. If you use DP when your health is full or when you have not taken much damage, then the heal portion of the power is wasted. If I am being hit hard by a group and I think they might take me down then I shoot for using DP between 1/3 and 1/2 health. This puts me at, or close to, full health with the benefit of the additional HP. Keep in mind, this is at level 50. At lower levels and/or with less enhancement you will need to use DP earlier to get back to full health.

    The only time I use DP before I jump into battle is when I think I will need the extra HP right away to survive the alpha-strike and keep going. This is most often when fighting foes with Psionic damage since my resistance to it is low.

    Using Unstoppable effectively also takes some practice. It really is a panic button or preparation for a fight with an Arch-Villain or Giant Monster. When you use US I recommend turning TI and UY off. TI is useless as long as you have capped your damage resistance with US. UY just makes it easier to hit you as you already have all of the status protection you need from US. You also want these powers ready to turn back on ASAP once US crashes. You might leave IV on if you are fighting a large crowd, but if you are just fighting one or two then turn that off too.

    Make sure your power icons are set to blink when powers are expiring. Once the US icon begins blinking you have 10 seconds to mitigate the crash. If you are solo or your team has things in hand, that might mean leaving the heat of battle briefly. I highly recommend getting the Archmage accolade which awards you the Eye of the Magus power. This power gives you 30% resistance and 50% defense to all but Psionic damage. Click it about 5 seconds before US crashes and you have a very good chance of coming out on top. After the crash, pop a blue inspiration for some endurance, click DP to get your HP back up then get your toggles set up again. With some practice you can do this very quickly. There are other ways to handle the US crash so look in other guides, check the Tanker forums and experiment.

    Apart from Psionic damage, the other thing that can be a real pain to Invulnerability Tankers is slow effects. The powerset offers no mitigation to slows and this can be problematic. In PvE this will mostly be noticed against the Knives of Artemis and their caltrops. In PvP slows will be your death or will render you completely ineffective. Be aware of this weakness and have a plan for overcoming it. Teleport can move you around if you are slowed, teammates can give you slow resistance and you can also get slow resistance buffs from empowerment stations.