How to build Superman v3.0 & Inv/SS+ Guide
I didn't get tough hide because I'm about dodging hits, the name is a little misleading. I want to get hit, I want the little 1 to float over my head signifying to everyone that even if it is +7 and purple, it can't hurt me. And then, I want the mob to keep trying I want to be the only line of defense my team needs. If it added some resistance, I might have considered it, only reason I really have invinc is for the acc buff.
Prof
Don't forget the aggro that Invincibility adds
And the aggro. Good save Havok
Prof
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Ah, hadn't considered using hasten for mobs with slow effects, good call. I think, 6 slotted flight with unstoppable and not picking up Superspeed is the way I will go, may drop a slot in sprint, maybe 2 to help with ground speed should I need it. In an ideal world, I could just drop sprint and get Ss.
Prof
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6-slotting flight is a waste. If you've got SO's, flight caps out at 3 slots. Any more doesn't give you any more speed. If you want Flight at it's max, 3-slot it.
I see I typed 6-slotted flight, please read that as 6-slotted hover
Prof
As I suffer from MMORPG multiple personalties (tons of toons and alts), I never got my own Superman attempt past level 30. With that in mind, I can't criticize this build too much...except to point out that if trying to make Supes in CoH is an exercise in compromise, then maybe some other compromises should be considered.
If one were REALLY going for a Superman, you'd need three power pools just to cover his traveling abilities (leap, flight, speed) and you'd probably want to buy into the Leadership pool (as impractical as it would be for a tanker) to reflect that his mere presence inspires lesser heroes to greater deeds. You'd probably also want put maximum slots in RPD (and any other passive non-toggled resistances) as Superman is always invulnerable...he has no need to brace himself against most ordinary foes.
That's all pretty impractical in CoH. Since Superman is all about soaring the skies, I picked flight and stuck with it. I figure that if I worked SS into the build, then I probably would use that instead of flight 95% of the time and that just doesn't seem like Superman to me. Slow as it is, flight screams superhero...for a Superman tribute, it must be the main travel power. My plan is to eventually stick a couple slots in it.
I still have that free respec on my version of Supes but I'm going to wait until Issue #4 is released to get a heads up on any changes I might need to make to my plans. One thing I've fooled around with on Test is something I pulled from the Cuddles Build ...dropping Punch and picking up Air Superiority instead at level 6. AS has worked well as a replacement for Punch on Test (though I miss the earth shaking sound of the super strength punch) and seems to be a good buy into Flight for a tanker. Even in my moderately gimped build-of-the-moment, I can usually hit with AS against even mobs in full flight mode (I don't have hover), then follow them to the ground to finish them off. I can't speak for the end game but at level 30 with three toggles running, full air combat seems to be impractical at best. Your best bet is to get them on the ground and go toe-to-toe.
I do have to say that it is a great feeling to drop your toon down from the sky into the middle of a pack of +3's and pretty much wail on them with impunity, even if you do have to stop and let your end build up a little from time to time. At least you're still hard to hurt while you're gasping for breath....just don't get so tuckered out that your toggles drop....because that's when you stop being Superman and become Clark Kent in a Kyrptonite necktie.
D.
Attache @ deviantART
Attache's Anti-401k Art Collection
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Not the current Flash, unless he let him.
Seriously, go to the Comicbook section of these forums and take a look at one of several Flash topics. Flash is faster than Superman.
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It was in the same issue that Superman lost to Muhammed Ali in a boxing match.
Deadeye ... there is no way to truly build Supeman in this game. It can't be done. You'ld have to have a massive variety of powers that cross over to the controller group (ice breath) and defender groups (gale).
But since you can't the goal is to max out the possibility of the build and get them as close to 'Superman' as possible. This is it.
Maxing out RPD is pointless and counter productive. You must cut some other facit that you don't want to cut.
Playing this built at 50 I highly recommend it
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Deadeye ... there is no way to truly build Supeman in this game...
...Maxing out RPD is pointless and counter productive...
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Heh...that was kind of my point in writing the post. And I wasn't recommending six-slotting RPD...I was only pointing out that max-slotted RPD is closer in concept to Superman's powers rather than the toggle-heavy powerset CoH has for the Invulnerability Tanker.
Again, I wasn't knocking your build...just highlighting that it is impossible to build Superman in CoH and since it is impossible, you're probably better off dropping some of the other Superman notions and going for a more practical Tanker that just happens to fly.
D.
Attache @ deviantART
Attache's Anti-401k Art Collection
lol ... nah the build is actually amazingly functional. There are a few things that are 'extra' like Laser Beam Eyes but to be honest I like them.
You could with a couple of Hami O's drop RPD completely from the build ... but I choose not too
Yeah there are some really minor tweaks but you'll find the build is insanely effective. You'ld probably have to go with a completely different build (like Inv/Fire or Inv/EM) to get any appreciable difference in performance.
That said ... I think we agree. A true superman is just not buildable
:BOW:
I have an Invuln/stone mele tank, hit 32 and took unnstopable...hit 34 and did a respec to get rid of it lol. Gonna take it later.
A friend in my SG pointed me here, and WOW.
I have all my defs except for resist energies 6 slotted. After seeing your numbers, and said friend trying it on the test server. Ditching unstop till later...you have roughy freed up 15+ slots for me to play with.
AWESOME build.
Glad to hear it Mekanic
That's the goal of this guide. To help folks who simply didn't know the best way to slot defenses
I am probably resisting close to 200% damage, and thats just pointless, as your guide showed me, after I respec, my attacks will finally have slots, and I'll gain some AOE attacks.
Short: I havn't been this happy since I was a little girl
Dangit...now you have my Alt-itis itching...just when I was making headway with my controller...
First off, this looks like a sweet build and thanks for sharing it
Modelling after it, I personally am taking AS at lvl 6 to get Flight at lvl 14 and have it 3 slotted by 15. I definitely see the appeal of 6 slotted hover but I just love the flight thing.
A couple of questions I am curious about...
Did you find having Taunt late in the build an issue on teams in the early lvls (15-30)? The reason I ask is that I am finding that Punch-voke to be unreliable...though this might be due to current lvl
I have noticed that I will have many attacks that I can cycle in a non-stop chain...will Hasten really be that necessay? I ask since I will be slotting slightly different (non-Hasten, non-Hover = 10 extra slots) and will have the necessary slots for perma-DP and perma-Rage (+2 slots each).
I understand this is a "superman concept" and I am not looking for a min/max...but I was curious.
thanks
Thanks darkness_awaits.
This character has gone through a huge number of changes. He's been around since 2nd wave of beta in one incarnation or another. He made level 40 before I1 came out. So did I make it fine through the 30's before Taunt fine ... oh yeah lol ... why because taunt back then was single target and crappy. I didn't even have the old provoke at that time
Tanking has changed so much.
Well, just finished your build, modifing for stone mele, and super jump.
Havn't tried it too mich yet, as all my enhancements are yellow, and I'm waiting on 37 so I get my 40 SOs.
BUT! How do you set 2 powers to auto-click, I.E: Perma hasten, and perma dull pain?
If you are speaking in regards to the little green circle around the power (ie, CTRL+click the power), then you can't do this to more than one power
Usually when speaking of perma-powers, one you do this to and the other you just keep an eye out for and click when its ready.
I hope they fix that.
They won't it's to prevent making powercombo's too powerful and there by making botting even easier then it is now.
Superman might have cheated in the race by "Run-Flying" a little.
Isn't the "new" Superman toned down a little?
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Superman might have cheated in the race by "Run-Flying" a little.
Isn't the "new" Superman toned down a little?
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A lot.
The pre-Crisis on Infinite Earths Superman from Earth 1 was a god.
He was more powerful then anyone could ever comprehend. With a single sneeze he took out an entire solar system (no I'm not kiding).
Superman from Earth-1 could beat anyone at virtually anything and had powers far beyond what the current Superman can do (he could bring the recently dead back to life, read minds, and even cause women to *ahem* from a single kiss).
Why take taunt and unstoppable so late in this build? I'm playing this build, but I am finding that I am running out of stamina really quickly, so I am definately opting for taking stamina at 20th.
Could you critique my version of the build? I'd take Unstoppable at 38 if it is a better choice, but Foot Stomp and Conserve Power seem to be very good as well.
Any suggestions?
Build is as below;
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(23)
06 : Hasten recred(06) recred(7) recred(15) recred(17) recred(19) recred(23)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Haymaker dam(10) dam(11) dam(15) dam(17) dam(29) dam(36)
12 : Resist Elements damres(12) damres(31) damres(33) damres(34) damres(36) damres(37)
14 : Super Speed runspd(14)
16 : Swift runspd(16)
18 : Hurdle jmp(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(27) endrec(27) endrec(29)
22 : Invincibility thtbuf(22) thtbuf(50) thtbuf(50)
24 : Knockout Blow endred(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 : Taunt tntdur(30)
32 : Air Superiority dam(32) dam(40) dam(43) dam(45) dam(46) dam(46)
35 : Hover fltspd(35) fltspd(46) fltspd(48) fltspd(48) 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 : Unstoppable recred(44) recred(45) recred(45)
47 : Resist Physical Damage damres(47)
49 : Laser Beam Eyes dam(49)
Thanks!
Aussie Battler (12th level and rising)
Couple of quick comments:
1) Dont' get Sprint and Hurdle. Get Health because it's a good increase to your heal rate and you'll be amazed at how much that helps. Plus if they do increase Health's boost in I4 it may be worth slotting
2) Get invince earlier. You can run Invince + Unyeilding and leave TI off until you get to level Stamina at 22 (the earliest point you get DO endurance rec's).
3) Taunt you can get earlier. I survived without it for along long time using just Invince (back in the day when all you could get was Provoke) so I build it without till later in the build. There is no problem getting it sooner
Nope with the boost to ACC that everyone is taking they will have ACC's around the area of 124%+
If you take Tough Hide and slot it with an 3 SO's you end up around 18% DEF ... when your toggles drop you still end up having them hitting you around 95% of the time.
With 6 Hami O's you might actually get them down to a 80-90% chance of hitting you but I haven't run the math to verify that.
So what the heck does slotting Tough Hide buy you in PvP?