How to build Superman v3.0 & Inv/SS+ Guide


Acemace

 

Posted

So this build is good?

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength

01 : Jab dam(01)
01 : Temp Invulnerability damres(01)
02 : Punch dam(02) dam(3) dam(3) dam(5) dam(7) dam(37)
04 : Dull Pain recred(04) recred(5) recred(19) recred(21)
06 : Hasten recred(06) recred(7) recred(15) recred(15) recred(17) recred(19)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(11) damres(13)
10 : Taunt tntdur(10)
12 : Resist Elements damres(12) damres(13) damres(17) damres(21) damres(23) damres(31)
14 : Super Speed runspd(14)
16 : Swift runspd(16)
18 : Invincibility thtbuf(18) thtbuf(48) defbuf(48) defbuf(50) defbuf(50)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(27) endrec(27) endrec(29) endrec(29)
24 : Haymaker dam(24) dam(25) dam(25) dam(31) dam(33) dam(34)
26 : Resist Energies damres(26) damres(31) damres(33) damres(34) damres(36) damres(37)
28 : Rage recred(28)
30 : Knockout Blow endred(30) dam(33) dam(34) dam(36) dam(36) dam(37)
32 : Air Superiority dam(32) dam(40) dam(43) dam(45) dam(45) dam(45)
35 : Hover fltspd(35) fltspd(46) fltspd(46) fltspd(46) fltspd(48) fltspd(50)
38 : Foot Stomp endred(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Resist Physical Damage damres(44)
47 : Whirlwind endred(47)
49 : Unstoppable recred(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)


 

Posted

You will LOVE Air Superiority! That's been my main attack since level 6! I have Haymaker set to auto now, but AS is my mainstay. Limited damage, same as Punch, but it ALWAYS knocks the foes off their feet and out of the air! If it hits, it knocks them off their feet!

I am just level 12, but my 4 attacks are nice, with my main limitation being endurance. What works for me might not for you, but once you get AS, you will love it!


 

Posted

Move KO blow to 28 (Rage to 30) and if you are doing fine with your Unyeildings Energy Resistance move KO Blow to 26 (REnD to 28). Rage is best when you have a full attack cycles to take advantage of the boost. With only a couple of attacks it's just not as helpful.


 

Posted

Hi Havok and others around the thread. Let me preface this by saying, I've been playing CoH all of 4 days, and I absolutely love it! I am still on my 14 day trial (though I fully intend to stay) so my experience level with the game is thusly quite short. In building my own "Supergirl" as it were I've made a few mistakes as I didn't find this guide until today, so the first 11 levels of damage has been done already, until I hit 24 and can respec, there's nothing I can do about this of course, however, does this seem like a valid course to take until I hit 24 and can respec? (I included 24 here just because I would of course have to take the level before I respec):

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength

01 : Jab dam(01) dam(3) acc(3) disdur(5)
01 : Resist Physical Damage damres(01) damres(5)
02 : Temp Invulnerability damres(02) damres(9) damres(11)
04 : Punch dam(04) dam(7) endred(7) kbkdis(9)
06 : Hover fltspd(06)
08 : Taunt tntdur(08)
10 : Dull Pain endred(10) endred(11) endred(17) endred(19)
12 : Unyielding damres(12) damres(13) damres(13) damres(15) damres(15) damres(17)
14 : Fly fltspd(14) fltspd(19)
16 : Hurdle jmp(16)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23)
22 : Invincibility defbuf(22)
24 : Resist Energies damres(24)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)

Let me know what you guys think.


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

heh ... I did worse with my first build so never fear!

My advice is as follows:

1) Don't put KnockBack enhancers in your attacks. They won't make you any more survivable. Mildly fun but I'ld stick with 1 Accuracy till you get Invincibility, 1 Endo till you get SO's in Stamina, and the rest Damage. When you get Invincibility yank your ACC enhancer and replace it with a Damage.

2) I'ld yank those 3 Recharge Enhancers from Dull Pain since it won't be perma without perma Hasten anyway and put them into Invincibility. You'll like the extra protection it gives you until you can respec.

3) When you can respec go back to one of the more standard builds in this guide

Hope that helps!


 

Posted

Havok,

I'm also contemplating just recreating, but I'm going to talk to those I usually team with first, see what they think and see if they'd be willing to "hold my hand" until I get back to where I was (which shouldn't be more than a few days, realistically). But I will take your advice assuming I don't, and wait on a respec. Note of course that I'm 11 at the moment, so if you have any reccomendations of changes or specifics from 12-24, do let me know as I can always do that. I should've taken Unyielding at 8...but I was under the mistaken belief that it rooted, as the game says (they really REALLY need to fix that), had I known I was mobile, I'd have taken it at 8 for sure...Also...Hover is cool for...5 minutes...but then it isn't (unless of course one goes with your guide and 6 slots Hover) which I don't really want to do...I also should've taken Air Superiority at 6 instead (that one's been haunting me since...well six). I also didn't realize of course that slotting up RDP and TI don't really help you. I also wish I had resist Energies/Elements right about now...since I'm getting owned (solo at least) by Outcasts in Steel Canyon. I can certainly see my mistakes... Hehe.


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

[ QUOTE ]
Havok,

I'm also contemplating just recreating, but I'm going to talk to those I usually team with first, see what they think and see if they'd be willing to "hold my hand" until I get back to where I was (which shouldn't be more than a few days, realistically). But I will take your advice assuming I don't, and wait on a respec. Note of course that I'm 11 at the moment, so if you have any reccomendations of changes or specifics from 12-24, do let me know as I can always do that. I should've taken Unyielding at 8...but I was under the mistaken belief that it rooted, as the game says (they really REALLY need to fix that), had I known I was mobile, I'd have taken it at 8 for sure...Also...Hover is cool for...5 minutes...but then it isn't (unless of course one goes with your guide and 6 slots Hover) which I don't really want to do...I also should've taken Air Superiority at 6 instead (that one's been haunting me since...well six). I also didn't realize of course that slotting up RDP and TI don't really help you. I also wish I had resist Energies/Elements right about now...since I'm getting owned (solo at least) by Outcasts in Steel Canyon. I can certainly see my mistakes... Hehe.

[/ QUOTE ]

Well if you have the patients rebuilding your character is the best bet. Should be extremely easy for you to get back to where you were (especially when you find that spot where you don't need to SK but still get XP for grouping with your friends ).

EDIT: Oh if you are on Justice let me know


 

Posted

I'm actually on Virtue Havok, but I'll keep Justice in mind if I want to make some alts, for sure. I'll talk with my team, and see what they think before I do so. I'm looking heavily at Hero14s "version" of the build (since I don't really think I want to go the Hasten route, as there's too many other powrs I want (many for pure RP goodness like Group Fly) I will of course be taking Stamina (I can see I will need it) I need to be sure I grab taunt as early as I can since I know I will need it for teams, and they've grown to expect that I can taunt. I would LIKE to get Dull Pain as early as I can, as well as Resist Elements/Energies (unless you think Invincibility helps make up for not having it until later) Should I put off Air Superiority or Haymaker? I figure I can put off ONE of them but not both clearly. I also want to make sure I obviously take fly at 14. since I know I need to take Hurdle and Health by 18 (since 18 will go to Invinc) I can either take Hurdle at 10 OR I can take Dull pain at 10 hurdle at 12 fly at 14, Health at 16, Invinc at 18, and Stam of course at 20. This of course leaves me no room for Resist Elements/Energies until later...do you think this will be ok? I figure I need Air Superiority to unlock fly at 6 or 8 (since 10-20 are basically locked in for me)...ideas? Sorry if I overwhelmed you with this deluge, but I'm messing with Hero Planner as we speak...err type...so it's all running in my head.


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

I'ld put off Air Superiority longer if it came between it and Haymaker


 

Posted

[ QUOTE ]
I'm actually on Virtue Havok, but I'll keep Justice in mind if I want to make some alts, for sure...

[/ QUOTE ]

I'm on Virtue . If you have any questions or needs feel free to look me up. My global handle and characters are in my SIG.


 

Posted

Havok, she should take Air Superiority at 6 if she wants Fly at 14. Just learned Fly, put a DO in Endurance Reduction, and find Air Superiority SO nice!

Prior to learning Fly, it has proven super handy because it almost always knocks the foe up (only had a very select few bricks withstand that). At the low levels, the brief break gained while the foe climbs to their feet is very helpful, and AS is a better opener for Fly than Hover as it grants a very useful attack.

Superlative, if you can afford it, put a DO Endurance Reduction enhancement in Fly as soon as you learn it. Makes a very nice difference!


 

Posted

Superlativegirl, from your last post it soulds like you have decided to reroll your toon & fix your character now rather than plod through until the lvl 24 respec. If so, it is a good call. You should be able to get back to 11 in just a few days of play, while trying to drag an underperforming toon through 13 levels & the respec trial is a real pain. trust me, I know.

Anyway, your comments make it sound like you could follow the design I am using for one of my flying tankers. It is extremely playable at low levels & works fine into the upper 20s at least. It is a no-Hasten build & provides all of the defense that a low level team tanker needs, while affording substantial offensive combat ability.

1 - Temp Inv (1)EndRx
1 - Jab (1)EndRx (3)Acc (3)Dmg (5)EndRx (5)Dmg
2 - Dull Pain (2)RchRx
4 - Taunt (4)TntDur
6 - Air Sup (6)EndRx (7)Acc (7)Dmg (9)EndRx (9)Dmg
8 - Unyielding (8)EndRx (15)ResDmg (15)ResDmg (17)ResDmg (17)ResDmg (19)ResDmg
10 - Haymaker (10)EndRx (11)Acc (11)Dmg (13)EndRx (13)Dmg
12 - Hurdle (12)Jmp
14 - Flight (14)Flt
16 - Health (16)Heal
18 - Invincibility (18)EndRx (19)DefBuf (31)DefBuf
20 - Stamina (20)EndRec (21)EndRec (21)EndRec (23)EndRec (23)EndRec (25)EndRec
22 - Res Energy (22)ResDmg
24 - KO Blow (24)EndRx (25)Acc (27)Dmg (27)EndRx (29)Dmg (29)Dmg
26 - Res Elements (26)ResDmg
28 - Rage (28)RchRx (31)RchRx (31)RchRx
30 - Res PD (30)ResDmg
32 - Hover (32)Flt (33)Flt (33)Flt (33)Flt

This gives you 3 5-slotted attacks by lvl 13 so you can contribute offensively. In the early game I slot them 2 EndRx, 1 Acc, 2 Dmg - but once you have Invincibility & Rage running, the Accs should be removed for more Dmg. And once you have Stamina working, 1 EndRx in your attacks is enough.

Defensively, I hold off slotting Unyielding for a few levels because Training Origin enhancements do so little for defensive powers. But if you expect to have the money to buy DOs in your early teens, then slotting up Unyielding makes sense. In this case, simply delay slotting up Haymaker until after you slot up Unyielding.


Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter

 

Posted

[ QUOTE ]
Superlativegirl, from your last post it soulds like you have decided to reroll your toon & fix your character now rather than plod through until the lvl 24 respec. If so, it is a good call. You should be able to get back to 11 in just a few days of play, while trying to drag an underperforming toon through 13 levels & the respec trial is a real pain. trust me, I know.

[/ QUOTE ]

Yeah.

[ QUOTE ]

30 - Res PD (30)ResDmg
32 - Hover (32)Flt (33)Flt (33)Flt (33)Flt


[/ QUOTE ]

Why taking ResPD and Hover at all? Just curious.
[ QUOTE ]

Defensively, I hold off slotting Unyielding for a few levels because Training Origin enhancements do so little for defensive powers. But if you expect to have the money to buy DOs in your early teens, then slotting up Unyielding makes sense.

[/ QUOTE ]

I've never actually BOUGHT a DO yet, how much ARE they?


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

I also just noticed you left Punch out of your build. I was tempted to do so, but it's such a cool-sounding attack when it lands...and it's good for comboing, the speed is just about right...not so sure I would leave it out, though I could see maybe putting it off till 8. I understand Haymaker is BETTER...(and probably has the cool sound effect also) but is it actually good to echew Punch in favor of it? Edit: Hmm...Jab is actually the attack with Disorient isn't it? I was thinking it was punch, but punch has knockback (which does look cool) but as has been stated before is somewhat questionable atm anyway...hmm I dunno...


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

I DON'T recommend taking Punch out of an attack.

Punch=Air Superiority damage wise.

You get two solid attacks right there with extremely quick animations.

When fighting bosses you can easily nullify some of the nastiest ones by stacking your Knockup/Back effects from Punch, Haymaker, KO Blow, AS, and Foot Stomp.

Just keep on knock 'em around and they can't do crap.


 

Posted

The problem now being, I can't figure out how to get Punch BACK into my build. I created one without it, and I'm pretty streached to take all the powers I want. The only thing I could do is not take Group Fly, but I did sort of want it for RPish type reasons, see what you all think about this build (note that it has DO +3 enhancements all loaded right now, that can of course easily be changed):

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength

Level 01 : Jab
Damage ( 01 )
Accuracy ( 3 )
Endurance Reduction ( 3 )

Level 01 : Temp Invulnerability
Damage Resistance ( 01 )

Level 02 : Dull Pain
Recharge Reduction ( 02 )
Recharge Reduction ( 5 )
Recharge Reduction ( 5 )
Recharge Reduction ( 7 )

Level 04 : Taunt
Taunt Duration ( 04 )

Level 06 : Air Superiority
Endurance Reduction ( 06 )
Accuracy ( 7 )
Damage ( 9 )
Endurance Reduction ( 9 )
Damage ( 43 )

Level 08 : Unyielding
Endurance Reduction ( 08 )
Damage Resistance ( 11 )
Damage Resistance ( 11 )
Damage Resistance ( 13 )
Damage Resistance ( 13 )
Damage Resistance ( 15 )

Level 10 : Haymaker
Endurance Reduction ( 10 )
Accuracy ( 17 )
Damage ( 17 )
Endurance Reduction ( 27 )
Damage ( 31 )

Level 12 : Hurdle
Jump ( 12 )

Level 14 : Fly
Endurance Reduction ( 14 )
Flight Speed ( 15 )
Flight Speed ( 48 )
Flight Speed ( 50 )

Level 16 : Health
Healing ( 16 )

Level 18 : Invincibility
Endurance Reduction ( 18 )
To Hit Buff ( 19 )
To Hit Buff ( 19 )

Level 20 : Stamina
Endurance Recovery ( 20 )
Endurance Recovery ( 21 )
Endurance Recovery ( 21 )
Endurance Recovery ( 23 )
Endurance Recovery ( 23 )
Endurance Recovery ( 25 )

Level 22 : Resist Energies
Damage Resistance ( 22 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Damage Resistance ( 37 )
Damage Resistance ( 46 )

Level 24 : Knockout Blow
Endurance Reduction ( 24 )
Accuracy ( 25 )
Damage ( 27 )
Endurance Reduction ( 29 )
Damage ( 29 )
Damage ( 31 )

Level 26 : Group Fly
Flight Speed ( 26 )
Endurance Reduction ( 40 )
Flight Speed ( 50 )

Level 28 : Rage
Recharge Reduction ( 28 )
Recharge Reduction ( 31 )
Recharge Reduction ( 33 )

Level 30 : Resist Elements
Damage Resistance ( 30 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 48 )
Damage Resistance ( 48 )

Level 32 : Unstoppable
Damage Resistance ( 32 )

Level 35 : Hasten
Recharge Reduction ( 35 )
Recharge Reduction ( 36 )
Recharge Reduction ( 36 )
Recharge Reduction ( 36 )
Recharge Reduction ( 37 )
Recharge Reduction ( 37 )

Level 38 : Foot Stomp
Recharge Reduction ( 38 )
Endurance Reduction ( 39 )
Damage ( 39 )
Damage ( 39 )
Damage ( 40 )
Damage ( 40 )

Level 41 : Conserve Power
Recharge Reduction ( 41 )
Recharge Reduction ( 42 )
Recharge Reduction ( 42 )
Recharge Reduction ( 42 )
Recharge Reduction ( 43 )
Recharge Reduction ( 43 )

Level 44 : Laser Beam Eyes
Damage ( 44 )
Range ( 45 )
Damage ( 45 )
Defense DeBuff ( 45 )
Damage ( 46 )
Damage ( 46 )

Level 47 : Super Speed
Run Speed ( 47 )

Level 49 : Whirlwind
Endurance Reduction ( 49 )
Recharge Reduction ( 50 )

-------------------------------------------

Level 01 : Brawl
Damage ( 01 )

Level 01 : Sprint
Run Speed ( 01 )

Level 02 : Rest
Recharge Reduction ( 02 )

It's sort of a blend of Hero14s build and Mister_Mass's build.


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

Well it depends on your playstyle. I have Unstoppable and almost never ever use it. That would probably be the first to go. Dull pain as you have it slotted isn't perma so it's effectiveness is greatly reduced. I would probably just yank the 3 slots out of it and put them over into Punch (since you can drop Unstoppable).

Then I'ld pull the defense debuff out of LBE and one other slot and throw them into punch (so LBE is 4 slotted total and Punch is 6 slotted).

Then you have a very very sweet Knockup/down series that will keep bosses on their backside.

Whirlwind btw is a great power and gets my thumbs up!

Doesn't fit my build but I give you kudos for grabbing it


 

Posted

[ QUOTE ]

30 - Res PD (30)ResDmg
32 - Hover (32)Flt (33)Flt (33)Flt (33)Flt

Why taking ResPD and Hover at all? Just curious.

[/ QUOTE ]
I just threw ResPD in here to get closer to the Bashing/Lethal RES cap. But you can skip this & add another slot to TI or take it later. You don't need to be capped this early, but it doesn't hurt. And on this build I found that slots were more precious than powers. YMMV.

As to Hover, it is a great battlefield power once well-slotted. You can basically be flying the whole time (+5%DEF melee/ranged) with decent speed at virtually no END cost. Flight on the other hand is a terrible battlefield power now with suppression. You end up moving at the speed of unslotted Hover at a much higher END burn & you have to deal with drift too. Yuck. If you see your toon flying around the fights laying down the smack, well-slotted Hover is the way to go.


[ QUOTE ]
I've never actually BOUGHT a DO yet, how much ARE they?

[/ QUOTE ]

Much more expensive than TOs, which makes sense since they are twice as effective. I don't usually invest in the lvl 15 DOs in the early teens, choosing instead to save my influence to buy lvl 20 DOs when they become available at lvl 17+. Again YMMV.


Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter

 

Posted

[ QUOTE ]
The problem now being, I can't figure out how to get Punch BACK into my build. I created one without it, and I'm pretty streached to take all the powers I want. The only thing I could do is not take Group Fly, but I did sort of want it for RPish type reasons, see what you all think about this build (note that it has DO +3 enhancements all loaded right now, that can of course easily be changed):

[/ QUOTE ]
Right, I switch out Punch for Air Superiority. They are functionally equivalent except AS gets the -Fly & knockup & unlocks Flight. By skipping Punch, I get 3 attacks I can 5-slot before lvl 20. Then I can take Dull Pain, Taunt, Flight, & still qualify for Stamina by 20, while 6-slotting Unyielding.

The only downside to this is that you are relying on Jab, which many posters (_Havok_ lead among them) despise. Actually Jab isn't that bad - it recharges quickly & its DPE (Damage per Endurance) is the same as Punch & Haymaker. But as _Havok_ is quick to point out, its Disorient effect doesn't have any synergy with the rest of the SS attack line, which do knockback. Hitting the baddies with a series of knockback attacks allows you to stack knockback - effectively allowing you to keep the baddie on his backside for long stretches of the fight. So replacing Jab with Punch is well worth doing as you get into end game considerations.

But my advice was meant to be usable for the lowbie tanker just starting out. At that point Jab is a good attack & well worth slotting, especially if you have other powers you want to get early like Dull Pain or Taunt. But then you can have it both ways. Use Jab early, then respec the slots into Punch later in your toon's career.

As to what powers to lose, start with Unstoppable. Most players find they never use it - or if they do, it just ends up getting them killed anyway. Of course most people say Group Fly is useless too, but if you want it for RP reasons, I say keep it!

BTW, I see that you added Hasten back into the build. Mr Mass intends to keep it out of his build, but that is because he is ornery. Mr-Wonderful has it in his build & swears by it. I woud suggest that you move it up to lvl 22, where it can help KO Blow recharge faster, along with everything else - especially Dull Pain.


Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter

 

Posted

It's more than just that it has to do with DPS. Do a damage chain.

Lets compare a cycle of KO Blow-> Haymaker->Punch->AS->Haymaker to the cycle of KO Blow-> Haymaker->AS->Jab->Haymaker (you can cycle Haymaker->Punch->AS or Haymaker->AS->Jab nearly endlessly.

KO Blow-> Haymaker->Punch->AS->Haymaker

Assuming these are all 6 slotted with perma-hasten the total attack cycle takes 9 seconds to run. Total damage is 74.87. That's 8.31 DPS in a 9 second cycle.

KO Blow-> Haymaker->AS->Jab->Haymaker

Again assuming 6 slotted attacks similar to my builds you get a total cycle of 9 seconds and a total damage of 72.03. That's a DPS of 8.0.

That's with just one attack cycle!

In a longer battle where you are firing more Jabs the difference grows further and further in Punch's favor due to the quick recharge rates of the Super Strength set!

Jab makes your character weaker. We've run these numbers over and over and over.

Anyway you look at it Jab is bad for your attack cycle.


 

Posted

_Havok_ I'm not disagreeing with you. But that comparison is only valid after all of the attacks are 6-slotted & with perma-Hasten. That doesn't usually happen until your toon is in the 30s. So for the first 30 levels of the game, Jab doesn't hurt your attack chain because you don't really have one. My advice here is aimed at lowbie tankers, not at maximizing the damage chains of high level tankers.

BTW, I'd like to take this chance to thank you for this guide. It has helped me immensely. Mr-Wonderful in particular owes his success in the game thus far to your advice in this guide.


Liberty
Mister Mass - 50 Inv/SS/NRG Mut Tank [1236]
Doc Willpower - 50 Grav/FF/Psi Mag Controller
Baron Wonder - 50 SS/Elec/Mu Mag Brute
Sound Bight - 50 Son/Son/Mu Tech Corrupter

 

Posted

For lower level tanks you are pretty much spot on. See for lower level tanks there are much better builds then this one actually. However they fall appart in the late game.

Ideally you could build a lower level strong build and then respec later. Personally though I don't always recommend that when you can avoid it. Reason being with nerfs the way they are and CoV coming down the road those respec's may be more valuable then you think

EDIT: And you are very welcome. I love to help my fellow players out when ever possible. I maybe a crusty mean bloke on the outside but I'm a teddy bear on the inside


 

Posted

Well, I've decided to continue leveling on up to 24, and just use a respec there. My SG convinced me that I'm actually a damn good tank as it is, and they've been happy with my performance. They enticed me to stay by giving me a crapload of cash and making me buy DOs Having even 2 DOs slotted in Unyielding (which I now have) is making my life a HELL of a lot easier. The only thing is, I still suffer from chronic Endurance loss and having to tone back my attacks in a long (more than 10 minutes) battle, but that's ok because I can usually continue to tank and stand there taking hits. If it's a boss or something critical, I just pop an Endurance recharge Inspiration and keep fighting for a while. I'm going to try to set up a build where I can still get punch early, AND Hasten (but it looks like it will put off Res Elements at the very least, and I will probably end up not taking Unstoppable, as Dull Pain should be enough of a "cushion" for me, since I tend to fight on teams with healers anyway. I'll be working up a new build. The Respec also gives me time to perfect my build.


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."

 

Posted

[ QUOTE ]
The only thing is, I still suffer from chronic Endurance loss and having to tone back my attacks in a long (more than 10 minutes) battle

[/ QUOTE ]
This is a problem I think most Inv/SS tankers suffer from. When I first re-spec'd, I made sure to take Stamina as early as possible and dump every spare enhancement slot into it. That wasn't quite enough, though, so on the advice of MisterMichael, I took the extra step and actually threw an endurance reduction enhancement into Haymaker and Knockout Blow. This really helps a lot! If you respec, consider the following:

Stamina with 6 slots endurance recovery
KO Blow with 5 slots damage, 1 slot endurance reduction
Haymaker with 5 slots damage, 1 slot endurance reduction

You lose a little bit of damage, and don't have the luxury of an accuracy enhancement, but I feel both of these are made up for by taking Rage and throwing a pair of recharge reduction enhancements in it. If you time it right, it's always up and you shouldn't have to worry about the "hangover" effect.

And although I know it's hotly debated, I will vote for the non-Hasten presidential candidate. Since you're already burning through endurance at an Olympic rate, I don't think it's necessary to fire off your attacks even more quickly. A good attack chain should keep you attacking--and hopefully knocking up--bad guys without any significant delays.

Otherwise, this guide is a great place to go for advice. The wealth of knowledge contained here can make a tank uber-powerful. Here's hoping it takes a long time for the developers to notice and make their dreaded nerf.


 

Posted

I put Hasten back in my build PURELY because I didn't think Energy Torrent and Focused Accuracy really fit my character concept, and I had to take some powers near the end. I likely won't move it up any further, I simply took it because it was there, and also so I could have Whirlwind (both Superman and Supergirl (at least movie-wise) made pretty good use of Whirlwind for various things) if they had an Ice Breath attack I probably would've taken that. (I see that there's an arctic mastery pool, but are any of those "breath style" attacks? Also, when you use group fly, if you cast it when no one is standing around you, does it just activate fly for you as per normal? (Only slower and with less End usage)? Or does it just not work if there are no other friendly targets nearby? If it still works, it might be a good alternative to fly, just use group fly and slot it up with say 4 fly speed boosters (to comp for the slower basic speed) and 2 End reducers. Does anyone know if this works?


"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."