Hello everyone. Let me first say that this is my first attempt at a guide so please bare with me if you would. I should also point out that Ive never really thought about doing a guide before, but based on the recommendation of a few people who really like my build advice for their Inv Tanks I have decided to try my hand it. I also like to think of it as a thank you to all the wonderful people who have spent much of their precious time in building other guides that have been EXTREMELY helpful to me in the past.
With that said, let me first say what this guide is not:
First and foremost, this is not a guide that teaches the basics of tanking. There are so many good guides out there that can tell you anything you need to know on how to start being a tank and how to do it effectively. All you need to do is go to the Guide to Guides section above and check some of them out.
Similarly this isnt a guide to basic Invulnerability. The build advice Im giving is tailored more for the disenfranchised tank looking to try something new and enjoy their tank once again.
And lastly, this isnt really a guide to Energy Melee. Any of the Tank Secondaries can be inserted in place of EM, it just so happens that I really enjoy EM and what Im using on my primary tank.
The Guide:
As I said above the purpose of this guide is to try and help those tanks (who like me) have weathered all the changes to our AT and have tried MANY different builds to keep enjoying one of our favorite classes, and who are willing to try something that might be a little different than theyre used to.
It will also become very apparently quickly that this build is based on a Scranker design (which is to say a Tank who thinks she is a scrapper). I personally love soloing my tank and have no problem doing so set at higher level difficulties, and can adapt quickly to team settings when called to. However, dont let my Scranker tendencies scare you Tanky-Tanks away from this build. Ill include some advice on how to really Tank out this build at the end.
Well enough about that, on to the build:
Invulnerability
Resist Physical Damage (RPD): RPD is the first of the 3 Passive Resistance powers in the set, and gives a base resistance of 7.5% resistance to Smashing & Lethal damage only.
For this build RPD is not needed (though if you want to be as Resistant as possible you could drop an attack to pick it up). To me 7% resistance (roughly 10% 3 slotted with SOs) to basically one damage type just isnt worth it considering our options.
Temporary Invulnerability (TI): This is Invs first toggle power and gives a base Resistance of 30% to all Smashing/Lethal attacks.
TI is our bread and butter, and by far your best choice for your level one power. Take it and slot it for 3 Resistance Buff SOs (and at least one End Reducer
youre gonna need that endurance).
Dull Pain (DP): DP is Invs only healing power. However, it does more than just heal you, it also raises your Max Hit Points, allowing you to take more damage than you could without it on.
DP is a must have for this build (hell its a must have for any Inv build nowadays). DP is also one of the few powers in the Inv set that youll eventually want to 6-slot. Recommended slotting is 3 Recharges & 3 Heals. There are some great guides out there that can teach you the ins and outs of using DP. For me I usually use it when at about half HP. DP just about fills me all the way back up and gives me a good amount of extra HP.
Resist Elements (REL): This is the second Passive Resistance power in the set and grants 7.5% Resistance to Fire/Ice attacks.
REL is another power I skip for this build again due to its lack luster base resistance amount. But again, if youre looking to be a teams meat shield with only your first attack and Taunt its definitely an option.
Unyielding (UY): UY is the sets second toggle power, and on top of providing more resistance it also grants you much needed status protection (i.e. Sleeps, holds, knockback, etc
). In comparison to TI, UYs resists are a bit lackluster. It provides only 5% resistance to Smashing/Lethal and 10% to Fire/Cold/Energy/Negative Energy. It also comes with a Defense Debuff of 5% (which basically means running this power makes you easier to hit).
UY is a very controversial power because of its low resistance and defdebuff. However it is a power you HAVE to have, and one you need to slot. My recommendation is to 4 slot it 1 End Reducer & 3 Resistance Buffs. Some people will say not to slot it because of its low base amounts, but for the Non-Smashing/Lethal attacks every little bit counts (especially since this build doesnt use the Passive Powers).
Resist Energies (REN): This is the third Passive Resistance power in the set and grants 7.5% to Energy/Negative Energy attacks.
As Im sure you guessed by now, this power isnt recommended for this build (at least not the Scranker version), but again for those team minded tanks who dont mind actually talking with their mouths instead of their fists its definitely an option.
Invincibility (Invinc): Invinc is the last of the toggle powers in the Inv set, and arguable the most important. Invinc does more to earn its end cost than either of the other two toggles. Invinc provides 3 benefits. 1) It is the sets Taunt Aura, meaning just standing next to mobs while having it running will make them focus on you instead of your teammates. 2) It provides a bonus to ACC for EVERY mob near you (up to 14 I believe). 3) It provides a bonus to Defense for EVERY mob near you (again up to 14 I believe).
If you havent already guessed, Invinc is my favorite power in the set and the one that allows for the most variation in slotting. Im not sure about the numbers (and Im sure someone will come along and point out any mistakes I make in that department), but I believe the bass ACC bonus for the first mob near your is +5% with additional +1.5% for each additional up to 14. And the base of Defense Bonus is +6% for the first mob and +1.5% for each additional up to 14. No matter what the actual numbers are my recommendation is to at least slot it for 1 End Reducer and 3 Defense Buffs. If you have the extra slots you can also slot a couple To Hit Buffs in there (this is especially nice for those Veteran and Temp powers).
A lot of Inv tanks dont like to think of themselves as Defense Tanks (especially if they played them back when you just about CAP all of your resistances making you Nigh Unhurtable), but for this build the additional Defense helps to over come the holes in our Resistances.
Tough Hide (TH): The last of the Passive powers in the set. However TH doesnt provide Resistance of any kind. Instead it provides a 5% bonus to Defense to all attacks (except Toxic and Psi).
TH is the only passive power I recommend taking and slotting with 3 Defense Debuffs. The base amount negates the Defdebuff provided by UY, and the few extra percents will add up quickly with Invic, especially when in big groups.
Unstoppable (US): Unstoppable is your Oh $h!t! power. It provides 70% Resistance to all attacks (except Psionics), higher Status Protection than UY, and massive boost to End Recovery (on par with Empathys Recovery Aura). This power is a click so it doesnt cost much End to use, and can be used with all your other toggles, meaning youll be well past the S/L Resistance Cap, and damn near the Non-S/L caps. The downside of course is the crash that follows this powers 3-minute lifetime. Once the power wears off youll be reduced to roughly 10% health and most likely 0 End (though Ive seen it leave enough to leave some toggles running at times).
US is a great power especially for solo play. I often use it when fighting Purple bosses just for the +End Recovery. You just have to be mindful of that crash. Thankfully with the new power deactivation indicator youll know when the power is crashing and can get away before it does so. Recommended slotting is 3 Recharge SOs.
Necessary Pools For This Build:
Medicine:
Aid Other or Stimulant: You have to take one of these powers to get Aid Self, so the choice is yours. Aid Other is a heal you can use on a teammate from a slightly farther than melee range (though not much), and Stimulant will clear a status effect on a teammate (like a hold, sleep etc.). I personally went with Aid Other since some of your teammates may already have status protection, and just about everyone can use a heal from time to time.
Aid Self: Aid Self is just that, a nice self heal with a decent recharge, and the last link in this builds armor. The only drawback to this power is the fact that it is interruptible. However, with all that +Defense weve added to this build through Invinc & TH (and a couple Interrupt SOs I currently have 2 slotted) Aid Self can easily be used in the heat of combat and will rarely be interrupted. Currently I have it slotted 2 Interrupt, 1 Recharge, 1 Heal.
Fitness:
Swift/Hurdle/Health: The 2 necessary power choices to get you to Stamina are completely up to you. I went with Swift and Hurdle as I like the unsuppressed movement they provide, as well as the fact that I dont really need Health or the Sleep protection it provides. But ultimately these choices are based on taste. No matter what I dont recommend slotting any of these powers past their provided enhancement slot, as youll be needing those slots for much more important powers.
Stamina: If anyone says you dont need Stamina on a Tank build they are simply kidding themselves (unless they are literally just standing around hitting Taunt and no attacks at all). The point is take it and 3 slot it for End Modification.
Other Power Pools:
Any other power pool choices should be based completely on taste or concept for your character. I personally went with the
Leaping pool because 1) it fit my characters concept. And 2) the added 2.5% Defense Buff provided by
Combat Jumping cuts UYs Defdebuff in half, allowing the slots I invested in Tough Hide to do more work for me. If you do go the Leaping route I dont recommend taking Acrobatics. You dont need the Knockback or Hold resistance, and its End cost is just too high for a set that already gets all of these benefits.
The Build:
You will undoubtedly notice that the Fighting Pool is nowhere to be found in this guide. The simple reason for that is Im not a big fan of it, especially for a set that has soooo many better options.
Toughs 15% S/L Resistance is nice but not really THAT much more than I could get from taking and slotting RPD (and thats not even getting into the extra end usage). And dont get me started on
Weaves piddly 5% Defense, which doesnt even come close to being cost effective for its End Cost.
Admittedly, this build is nowhere near any of the Resist Caps that it could be
but thats really the point. I like to think of this build as a an Inv/SR/Regen Scrapper. This build sacrifices some resistance for nice Defense, and 2 good heals, while still leaving room to build a decent attack chain.
For you Meat Shield oriented Tanks it should be apparent where you can stack on the resists. If youre more into taking one for the team than dishing out damage, simply drop some of the attacks I have listed below and take your pick of any of the Resistance powers I skipped.
As I said above I love to solo my Tank (as well as team with her) and this build was the best balance I could find in making her good at both. Also, it should be noted that Ive had more fun playing her with this build than ANY other build shes had
even during the Pre-Ed and UY-Nerf eras.
For the following build dont mind the level additions of the enhancements. I threw this build together for this guide, and to be honest, Ive done so many respecs I cant remember when I slotted what. Also note that this version had Taunt in the 3rd spot and Bone Smasher in the 4th spot in the secondary listing. In my actual build, I took Bone Smasher at level 4 instead of Energy Punch (which I did take and slot as listed, but much later in the game).
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (
http://sherksilver.coldfront.net/index.php)
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Name: Tesa Ravencloud
Level: 35
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Temp Invulnerability==> EndRdx(1) DmgRes(3) DmgRes(3) DmgRes(5) EndRdx(33)
01) --> Barrage==> Acc(1)
02) --> Dull Pain==> Rechg(2) Rechg(7) Rechg(13) Heal(34) Heal(34)
04) --> Energy Punch==> Acc(4) Dmg(5) Dmg(7) Dmg(11) EndRdx(34)
06) --> Combat Jumping==> EndRdx(6)
08) --> Unyielding==> EndRdx(8) DmgRes(9) DmgRes(9) DmgRes(11)
10) --> Hurdle==> Jump(10)
12) --> Bone Smasher==> Acc(12) Dmg(13) Dmg(15) Dmg(15) EndRdx(17) Rechg(17)
14) --> Super Jump==> Jump(14)
16) --> Swift==> Run(16)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(23)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Whirling Hands==> Acc(22) Dmg(23) Dmg(25) Dmg(25) EndRdx(29) EndRdx(29)
24) --> Aid Other==> IntRdx(24)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Aid Self==> IntRdx(28) IntRdx(31) Rechg(31) Heal(31)
30) --> Build Up==> Rechg(30) Rechg(33) Rechg(33)
32) --> Unstoppable==> Rechg(32)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==>
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As you can see Ive slotted a few extra End reducers in TI and Whirling Hands because I was running into some Endurance issues even with Stamina 3-slotted. However, those 2 slots greatly conquered the problem and I can now charge through a higher level mission solo without having to stop, rest, or pop a blue.
For the future, Im been thinking of dropping Energy Punch altogether once I get Energy Transfer and Total Focus and picking up Hasten instead to have my more powerful attacks up more often when I need them, and once I get to those levels, Ill update this guide with that info.
Until then, I hope this guide is helpful to some people and please feel free to comment on it (especially if you give the build a try).
Thanks for taking the time to read through my rambling and please let me know if you have any questions.
Happy Hunting,
-Sister Andara