So You Think You Are Tough? (A guide to Invulnerability)
The tanker/scrapper set of Invulnerability is a staple of the comic book hero. Superman, Hulk, Wonder Woman
all easy examples of it, but also the typical battle suited hero like Iron Man would fit there if the Tank set had blaster-type secondaries. For scrappers, invul is a good choice for any hero who wears body armor. This was written with the tanker in mind, so please excuse any mistakes I make on how the scrapper version differs.
Now first off, I firmly believe if you are playing an invul tank, you should really make sure to take taunt early. Those who dont are cheating their team of that ability. Yes punchvoke and invincibility will draw agro too, but without taunt you cant aid that teammate who has someone bad on them who isnt right next to you. You want a tank to just solo with? Forget invul and go fire/fire. There is a reason its so popular.
Now the powers for invul are nice because practically each one is useful. Numbers provided are based off of a post by Buffy A. Summers on the official board or from the COH Planner.. For tanks, the damage resistance cap is 90% and 75% for scrappers. Scrapper numbers will be in parentheticals.
Resist Physical Damage (RPD): The first one out the gate will serve you well. Always on, it costs no endurance. 12.5% (9.375%) resistance to smashing/lethal damage, which is the basic types you will encounter most often in the early game. An SO will give only an additional 2.5% (1.875%), so I suggest not slotting it. Why? Because the next power is your friend.
Temp Invulnerability (TI): This is a toggle that while active will also give you resistance to smashing/lethal as well. It will cost you some endurance, but provides 32.5% (24.375%) resistance, with 6.5% (4.875%) per slot with an SO in it. Two or three slots should suffice you until the late game when you might have slots to spare. Slot with 2 damage resists, and maybe an end redux or two if you end up slotting it more than 2. A tank with 2 damage resist SOs here and a 6 slotted Unyielding will provide 89.5% damage resistance, which is just below the damage cap. It will be 78.375% for scrappers when combined with RPD, which is above the damage cap. Ill be posting some effective combos later on.
Dull Pain: Click Power. This gives you +40% to your max health, with a healing of that much. A nice emergency heal, you can make this permanent with 6 Recharge SOs, or 4 only with perma-hasten. All depends on how you use it.
Resist Elements: Always on. Fire and ice are common in the lower levels as much as the higher ones, and thus this power is a wonderful one while in the Hellows, I mean the Hollows. Unlike RPD, this one is worth slotting a full 6. 20% resistance base (15%), with 4% (3%) per SO.
Unyielding: The core power of this set and you get it at level 8 for tanks!!! Before Issue 3, it was called Unyielding Stance, because you were stuck standing where you were. But that is no longer the case, and it has become the backbone of the set. Not only does it give you exceptional resistance to all mez effects like hold, sleep, disorient, and knockback, but it also gives you 20% (15%) resistance to ALL damage except psionics, with 4% (3%) more from each SO. Get it fast, 6 slot it fast. A toggle power.
Resist Energies: Always on. Just like Resist Elements, but against Energy and Negative Energy. Same numbers folks, so 6 slot it too.
Invincibility: Another toggle, grab it when it comes, because this too is a great power you dont want to miss. With this power on, you generate an aura that garners you agro, so make sure to turn it off if you are traveling in areas that you dont want the extra attention. In addition, you gain a bonus to defense and accuracy for each foe in melee range. Numbers are all guess work here, but so far theory is 5% (3.5%) Defense bonus to all non-Psionic attacks and to accuracy. For each slot devoted to a DefBuff, each foe will give an additional 1% (.75%) up to a set number of foes. If slotting ToHit SOs, it is another 1.67% (1.25%) per foe in your chances to hit. These numbers are not for sure, but a good start to see why its so good. The bigger the mob, the better defense AND accuracy you will have. So herd away! 2 slots will do you fine, with an end redux and a ToHit Id suggest. For another slot, Id add a defense buff or another ToHit.
Tough Hide: An always on power that gives you 7.5% (5.625%) defense to all damage except psionics. Extra slots will only provide 1.5% (1.125%) more, so I dont recommend slotting it out.
Unstoppable: A click power that lasts 120 seconds, it used to be the mainstay before I3. Now with a longer recharge time, the days of unstoppable is gone. Providing an amazing 70% (52.5%) resistance to all damage except psionics, with an additional 14% (10.5%) per extra damage resist SO. Besides that, you get the same mez protection you would get from unyielding and an exceptionally high endurance recovery. But this comes with a price. When it wears off, you lose all your endurance and health. This is also known as a empaths aneurism, because when this happens the healers will go nuts to try to heal you before it gets you killed. If you take this power, grab Hero Stats, a free program that I highly recommend. You can set it for in-game display and see when it returns. I dont recommend taking Unstoppable until the 40s, as its mainly a panic button. Slot it with recharges and maybe damage resist SOs.
Thats the powers for Invulnerability. For pool powers, Fitness pool is a must as always, with Stamina at 20 or 22. Dont worry about hasten until after you get Stamina at 20, unless you want Super Speed as your first travel power. I highly recommend any teaming tank to take Hasten/SS by the 30+ range, simply because you can then move between foes faster, but that is just a personal preference. That and I like getting off my high end attacks more. Combat Jumping/Super Jump is the travel set Id most recommend for the early invul though, as CJs Defense bonus is nice in the early game (and late!). If you want to Fly, dont waste your time on Hover
take Air Superiority. Its only moderate damage, but knocks foes down. Plenty of ways to go on pool powers for Invulnerability in the end, so knock yourself out. Endurance will be an issue until you can get Stamina, but just focus on taunting and holding agro and let teammates do the real damage and you will be fine. In the late game, consider getting the Epic Power Pool of Energy Mastery (Body Mastery for Scrappers) if you have endurance problems again simply for Conserve Power. If you 6 slot it with Recharges and have Perma-hasten, you will find it to have little down time. And I must admit Laser Beams eyes is just plain cool.
As you can see, we have one critical Achilles Heel
Psionics. Fortunately, most psionic foes are not present until the late game in the 40s. So two options present themselves to you.
First off, you can take the Fighting Pool. With Tough you gain damage resistance of 20% (15%), with 4% (3%) per SO. This also costs slightly less than TI in endurance. With Weave, you gain 12.5% (9.375%) Defense, and that includes Psionics! Each SO provides 2.5% (1.875%). So a 6 slotted Weave will provide you with a total Defense bonus of 27.5 % with even con SOs. If you go this route, you can skip TI and just take RPD, but you will be using a lot of slots up to maximize this. Or dont slot up Tough and just focus on slotting Weave. You will also have to take Boxing or Kick, which can be good or bad depending on viewpoint. Note that both Tough and Weave are toggles that require endurance.
Second off, just dont worry about it. Psionic damage is only from certain enemies, so just use care against them. Plus, many useful pool powers provide defense bonuses of their own. Combat Jumping, Hasten, and Hover provide 5% Defense, with 1% per SO. Stealth and all invisibility powers provide 7.5%, with 1.5% per SO.
So here are a few combos Ill recommend for maxing out your damage resistances. More can be found at
here.
Tank Combo 1: (My 50 tank American Brutal uses this build)
Unyielding (6 SO DamRes), TI (2 SO DamRes) - Total 89.5% resistance to smashing and lethal (Adding RPD with 1 SO pushes this up to 98%)
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 88% resistance to elemental and energies
Unyielding Total 44% to Toxic
Tank Combo 2: (for a more end friendly build by putting an End Redux SO in Unyielding also)
Unyielding (5 SO DamRes), RPD (1 SO DamRes), TI (1 SO DamRes) - Total 94% resistance to smashing and lethal
Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 84% resistance to elemental and energies
Unyielding Total 40% to Toxic
Tank Combo 3: (for those wanting fighting pool and not taking temp invul)
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (3 SO DamRes) - Total 91% resistance to smashing and lethal
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 88% resistance to elemental and energies
Unyielding Total 44% to Toxic
Scrapper Combo 1:
Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (2 SO DamRes) - Total 78.375% resistance to smashing and lethal
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 66% resistance to elemental and energies
Unyielding Total 33% to Toxic
Scrapper Combo 2a: (With Fighting Pool instead of Temp Invul)
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (6 SO DamRes) - Total 77.25% resistance to smashing and lethal
Scrapper Combo 2b: (This takes 1 more slot, but with a slightly higher non-toggle smash/lethal resist)
Unyielding (6 SO DamRes), RPD (6 SO DamRes), Tough (2 SO DamRes) - Total 74.625% resistance to smashing and lethal
Well thats it. I hope this guide was helpful. If so, send me a million dollars!