How to build Superman v3.0 & Inv/SS+ Guide
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Wonderful post Havok. I enjoyed reading it.
I was wondering though, why 6-slot both resist energy and resist elements. I believe you mentioned that they offer 20% resistance to the respective damage type, but that seems like a lot of slots.
Know of any place one can find this out?
Thanks again for your input, it was invaluable when I came around to making my tanker.
Malakim
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1. Unyielding - a base of 20% resist to all but Psionics (Smash, Lethal, Ice, Fire, Energy, Neg Energy, Toxic)
2. Resist Energies - a base of 20% resist to Energy and Neg Energy
3. Resist Elements - a base of 20% resist to Fire and Ice
4. Each even level Resist SO has a buff of 20%.
Base resist * (1 + #SOs*Buff) = 20 * (1 + 6*0.20) = 44%
Therefore 6 Slotted Unyielding, Resist Elements and Resist Energies get you:
6 SO Unyielding - 44% resist to all but Psionics (Smash, Lethal, Ice, Fire, Energy, Neg Energy, Toxic)
6 SO Resist Energies - 44% resist to Energy and Neg Energy
6 SO Resist Elements - 44% resist to Fire and Ice
This Caps Fire, Ice, Energy, and Negative Energy resists. Thats why you 6 slot all 3 powers.
You have to use +2 SO's to actually hit the Cap of 90% but you get the idea
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<speaking about DP> As some may know in Beta I hated this power. Once we learned how to make it perma I loved it. It's an awsome power in it's perma state and NO build should be without it! It increases your max health by 40% and acts like a decent heal.
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I havent read all 8 pages of this thread, but I've searched the Tanker and Guide formums and havent found an answer.
How do you perma DP? Could someone please post specifics?
WITH hasten 4 recharge SOs Permas Dull pain
WITHOUT hasten 6 recharge SOs Permas Dull pain
To any who plan on NOT taking Hasten I strongly recommend grabbing Taunt where I grab Dull Pain and taking Dull Pain where I take Taunt (swap them or move things up to effectively swap them). That is to allow better Aggro control in group situations.
This may be a silly question but why do you 6 slot
hover using slots that could be used in an attack
like say laser beam eyes giving it better damage.
If you slot fly with one SO you can travel just
as fast.
I realize that hover has some definite def advantage
but is it really necessary for a Tanker that is already
very well equipped for damage resistance.
I can see if this was for a defender or some other build
that could not take damage but I just don't see the advantage for a Tanker. :
Hello Hows the Build for a Superman?
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
Level 01 : Jab
Accuracy ( 01 )
Damage ( 19 )
Damage ( 25 )
Damage ( 37 )
Damage ( 43 )
Level 01 : Resist Physical Damage
Damage Resistance ( 01 )
Damage Resistance ( 3 )
Damage Resistance ( 3 )
Damage Resistance ( 5 )
Damage Resistance ( 5 )
Damage Resistance ( 7 )
Level 02 : Punch
Accuracy ( 02 )
Damage ( 7 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
Level 04 : Temp Invulnerability
Damage Resistance ( 04 )
Damage Resistance ( 25 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 46 )
Level 06 : Hasten
Defense Buff ( 06 )
Level 08 : Resist Elements
Damage Resistance ( 08 )
Damage Resistance ( 9 )
Damage Resistance ( 9 )
Damage Resistance ( 11 )
Damage Resistance ( 11 )
Damage Resistance ( 42 )
Level 10 : Haymaker
Accuracy ( 10 )
Damage ( 13 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
Level 12 : Resist Energies
Damage Resistance ( 12 )
Damage Resistance ( 13 )
Damage Resistance ( 15 )
Damage Resistance ( 15 )
Damage Resistance ( 29 )
Damage Resistance ( 42 )
Level 14 : Super Speed
Run Speed ( 14 )
Level 16 : Unyielding
Damage Resistance ( 16 )
Damage Resistance ( 17 )
Damage Resistance ( 17 )
Damage Resistance ( 19 )
Damage Resistance ( 31 )
Damage Resistance ( 42 )
Level 18 : Invincibility
Defense Buff ( 18 )
Defense Buff ( 50 )
Defense Buff ( 50 )
Level 20 : Knockout Blow
Accuracy ( 20 )
Damage ( 23 )
Damage ( 23 )
Damage ( 40 )
Damage ( 45 )
Level 22 : Combat Jumping
Defense Buff ( 22 )
Level 24 : Super Jump
Jump ( 24 )
Level 26 : Tough Hide
Defense Buff ( 26 )
Defense Buff ( 27 )
Defense Buff ( 27 )
Defense Buff ( 31 )
Defense Buff ( 31 )
Defense Buff ( 29 )
Level 28 : Acrobatics
Recharge Reduction ( 28 )
Level 30 : Taunt
Taunt Duration ( 30 )
Level 32 : Unstoppable
Damage Resistance ( 32 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Recharge Reduction ( 45 )
Recharge Reduction ( 46 )
Level 35 : Hurl
Accuracy ( 35 )
Damage ( 36 )
Damage ( 36 )
Damage ( 36 )
Damage ( 40 )
Level 38 : Foot Stomp
Accuracy ( 38 )
Damage ( 39 )
Damage ( 39 )
Damage ( 39 )
Damage ( 40 )
Level 41 : Hover
Defense Buff ( 41 )
Level 44 : Focused Accuracy
To Hit Buff ( 44 )
To Hit Buff ( 45 )
To Hit Buff ( 46 )
Level 47 : Laser Beam Eyes
Accuracy ( 47 )
Damage ( 48 )
Damage ( 48 )
Damage ( 48 )
Level 49 : Fly
Endurance Reduction ( 49 )
Endurance Reduction ( 50 )
-------------------------------------------
Level 01 : Brawl
Accuracy ( 01 )
Level 01 : Sprint
Run Speed ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )
Thanks for the great guide Havok. I'm going to try this build out and see how I like it. Although, I'm going to take Hurdle at 16 instead of swift even though I'll eventually have Hover just because I like to jump around a lot.
One question though and that is how soloable is this build early on? I actually hate to solo but I am often forced to due to work/wife/kids so I like to do missions where I can step away suddenly if need be and not worry too much. I'm sure defensively it's solid for solo but is the damage output decent enough to keep things moving steady?
By the way, my main is a scrapper and I will always have a damage mentality but I understand that's not necassarily a tank's role so I know I'll have some adjusting to do.
Thanks!
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Chosen_Rifter: Hello Hows the Build for a Superman?
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Chosen... not to be rude... but go back and read the 1st page of the guide. Your build is good for Issue 2 but not Issue 3.
YOU DIDN'T GET STAMINA!!!! You won't be that super if you're always out of end. Second, you way over slotted TI and RPD (at most you need one slot in each to hit the cap with a 6 slotted unyielding). Unyielding is a MUST at lvl 8. Resist energies and elements can likely wait till lvl 24-28 somewhere. There is no reason to waste slots on US since it can't be perma. TH is not that useful compared to the defense you get with Invinc. Hasten needs 6 Recharge SOs to be perma. You dont need acrobatics... Unyielding has KB protection and is Mobile as of Issue 3. Get AS instead of Punch... and don't bother with hover... unless you going to slot hover up and not get fly. Lastly get Rage... it total rocks when soloing.
superman heh
Lots of people asking for comments on their build, so I suppose I'm joinin the bandwagon, heh. Your spec is really great Havok, and I used it as a template for the build I did. I changed when I'm getting some powers, replaced a few powers with others, and reworked when I'm enhancing my powers.
So how does this look? Does this build seem OK, or am I going to be hurting myself? Thanks in advance to any/all suggestions!
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)
04 : Dull Pain recred(04) recred(5) recred(19) recred(21)
06 : Hasten recred(06) recred(7) recred(15) recred(17) recred(19) recred(21)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Haymaker endred(10) dam(11) dam(15) dam(17) dam(23) dam(31)
12 : Swift runspd(12)
14 : Super Speed runspd(14)
16 : Taunt tntdur(16)
18 : Invincibility thtbuf(18) thtbuf(48) thtbuf(50)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(25) endrec(27) endrec(27) endrec(29)
24 : Knockout Blow endred(24) dam(25) dam(29) dam(31) dam(31) dam(33)
26 : Resist Elements damres(26) damres(34) damres(34) damres(36) damres(37) damres(46)
28 : Hover fltspd(28) fltspd(33) fltspd(33) fltspd(45) fltspd(46) fltspd(48)
30 : Resist Energies damres(30) damres(34) damres(36) damres(36) damres(37) damres(46)
32 : Rage recred(32)
35 : Hurl endred(35) dam(37) dam(40) dam(43) dam(45) dam(45)
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 : Whirlwind endred(44)
47 : Laser Beam Eyes dam(47) dam(48) dam(50) dam(50)
49 : Resist Physical Damage damres(49)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
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Lots of people asking for comments on their build, so I suppose I'm joinin the bandwagon, heh. Your spec is really great Havok, and I used it as a template for the build I did. I changed when I'm getting some powers, replaced a few powers with others, and reworked when I'm enhancing my powers.
So how does this look? Does this build seem OK, or am I going to be hurting myself? Thanks in advance to any/all suggestions!
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Looks pretty good, except that you won't have Smash/Lethal resists capped until 49 (you will have 83% till 49). You may want to put 2 slots in TI so you can have S/L capped. You can respec later to get one slot in TI and RPD at 49 or just 2 slot TI till you get RPD at 49 and make the 2 slots in TI end reductions.
Also I suggest dropping punch and getting Air superiority if you can. Its does the same damage as Punch but is a much better attack cause of the high knock up and -fly.
Get Resist Energies before you get Resist elements. In the 20s you will likely fight council and freaks, which have energy ranged attacks. So I feel it would be better to get that one 1st and get Resist elements as the 2nd one.
Get hurdle instead of swift. Hurdle works better with SS so you can jump over most objects. Otherwise you are going to have some trouble getting around in some areas till you get hover.
You may want to fit unstoppable in there. Even with one slot its a great panic button... especially when fighting carnies and malta.... CURSE END DRAINS!!!!
Thanks ImmortalNite! All good ideas there. Honestly, I can't believe I didn't catch the Swift/Hurdle issue considering I'm picking up SuperSpeed - I just wasn't thinking there, heh.
Perhaps I can switch Whirlwind and RPD so I would have that by level 44 instead. Whirlwind is more of a concept-character power for my hero anyways.
As far as Unstoppable, I'm at the point where I've gotta lose something if I want to pick it up. I realize it's totally different from MOG, but my spines/regen scrapper definitely knows about a great panic button. That's one I'll have to think a bit on.
Thanks again!
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Also I suggest dropping punch and getting Air superiority if you can. Its does the same damage as Punch but is a much better attack cause of the high knock up and -fly.
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I agree, AS is a great attack but with his build and not taking RPD, he has to take punch at either level 2 or 4 since the only other options would be RPD or Taunt since TI and Dull Pain (and Jab) have been selected.
Personally, I wish I could drop Jab for AS and keep Punch.
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Also I suggest dropping punch and getting Air superiority if you can. Its does the same damage as Punch but is a much better attack cause of the high knock up and -fly.
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I agree, AS is a great attack but with his build and not taking RPD, he has to take punch at either level 2 or 4 since the only other options would be RPD or Taunt since TI and Dull Pain (and Jab) have been selected.
Personally, I wish I could drop Jab for AS and keep Punch.
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I was thinking he could shuffle things around a bit like...
01 : Jab
01 : Temp Invulnerability
02 : Dull Pain
04 : Taunt
06 : Air Superiority
08 : Unyielding
10 : Haymaker
12 : Hasten
14 : Super Speed
16 : Hurdle
***The rest the same as he had it.***
He would be a little gimped with only one attack till lvl 6... but at low lvls you usually team anyway.
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This may be a silly question but why do you 6 slot
hover using slots that could be used in an attack
like say laser beam eyes giving it better damage.
If you slot fly with one SO you can travel just
as fast.
I realize that hover has some definite def advantage
but is it really necessary for a Tanker that is already
very well equipped for damage resistance.
I can see if this was for a defender or some other build
that could not take damage but I just don't see the advantage for a Tanker. :
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It's a rounding tool. The attack cycle is already full with Hasten. It is very rare that I throw out an extra LBE attack (it's a fun tool to pull mobs back when I lose aggro but that's it).
Give it a shot it's fun
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Level 01 : Jab
Accuracy ( 01 )
Damage ( 19 )
Damage ( 25 )
Damage ( 37 )
Damage ( 43 )
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Really bad choice. Jab is the worst attack of any Tanker set. It's affect on damage strings is worse then Brawls.
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Level 01 : Resist Physical Damage
Damage Resistance ( 01 )
Damage Resistance ( 3 )
Damage Resistance ( 3 )
Damage Resistance ( 5 )
Damage Resistance ( 5 )
Damage Resistance ( 7 )
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Overslotted see the math.
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Level 02 : Punch
Accuracy ( 02 )
Damage ( 7 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
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Underslotted.
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Level 04 : Temp Invulnerability
Damage Resistance ( 04 )
Damage Resistance ( 25 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 46 )
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Overslotted.
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Level 10 : Haymaker
Accuracy ( 10 )
Damage ( 13 )
Damage ( 21 )
Damage ( 37 )
Damage ( 43 )
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Underslotted.
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Level 16 : Unyielding
Damage Resistance ( 16 )
Damage Resistance ( 17 )
Damage Resistance ( 17 )
Damage Resistance ( 19 )
Damage Resistance ( 31 )
Damage Resistance ( 42 )
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Taken way to late. This is your bread and butter power.
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Level 18 : Invincibility
Defense Buff ( 18 )
Defense Buff ( 50 )
Defense Buff ( 50 )
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Add another slot and use 2 ACC Buffs. You'll do much better and won't need ACC enhancers in your power.
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Level 22 : Combat Jumping
Defense Buff ( 22 )
Level 24 : Super Jump
Jump ( 24 )
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Waste
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Level 26 : Tough Hide
Defense Buff ( 26 )
Defense Buff ( 27 )
Defense Buff ( 27 )
Defense Buff ( 31 )
Defense Buff ( 31 )
Defense Buff ( 29 )
Level 28 : Acrobatics
Recharge Reduction ( 28 )
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Extreme Waste.
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Level 32 : Unstoppable
Damage Resistance ( 32 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Recharge Reduction ( 45 )
Recharge Reduction ( 46 )
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Way overslotted.
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Level 35 : Hurl
Accuracy ( 35 )
Damage ( 36 )
Damage ( 36 )
Damage ( 36 )
Damage ( 40 )
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Overslotted.
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Level 38 : Foot Stomp
Accuracy ( 38 )
Damage ( 39 )
Damage ( 39 )
Damage ( 39 )
Damage ( 40 )
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Underslotted.
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Level 44 : Focused Accuracy
To Hit Buff ( 44 )
To Hit Buff ( 45 )
To Hit Buff ( 46 )
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What are you trying to hit? You have overkilled on your ACC big time and your endurance is going to kill you. There is no Stamina in this build!!
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Level 49 : Fly
Endurance Reduction ( 49 )
Endurance Reduction ( 50 )
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Again waste.
I don't mean to be cruel but this is possibly the worst Superman Build I've ever seen. It's extremely sub-par.
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One question though and that is how soloable is this build early on? I actually hate to solo but I am often forced to due to work/wife/kids so I like to do missions where I can step away suddenly if need be and not worry too much. I'm sure defensively it's solid for solo but is the damage output decent enough to keep things moving steady?
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-Very soloable. BUT if you solo alot put off Haste till the 20's and get Stamina earlier. It'll help out since you can't get SO's till 22 anyway.
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Lots of people asking for comments on their build, so I suppose I'm joinin the bandwagon, heh. Your spec is really great Havok, and I used it as a template for the build I did. I changed when I'm getting some powers, replaced a few powers with others, and reworked when I'm enhancing my powers.
So how does this look? Does this build seem OK, or am I going to be hurting myself? Thanks in advance to any/all suggestions!
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I don't see any glaring errors. I'ld probably move some things around here and there to get those Resists (ImmortalNite says it well) earlier but if it fits your playstyle it's a solid build
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I agree, AS is a great attack but with his build and not taking RPD, he has to take punch at either level 2 or 4 since the only other options would be RPD or Taunt since TI and Dull Pain (and Jab) have been selected.
Personally, I wish I could drop Jab for AS and keep Punch.
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I try to work both into my builds. There is a great Synergy between Punch and Air Superiority
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-Very soloable. BUT if you solo alot put off Haste till the 20's and get Stamina earlier. It'll help out since you can't get SO's till 22 anyway.
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I would put off Hasten until later but I need it to open SS. Which, while not extremely necassary, is handy to have.
How effective would it be to comprimise a little and put off Resist Elements until later and pick up Hasten at 12 and for the level 6 slot put AS? I know the Resist Elements is helpfull against Outcasts and such at that level range but on the flipside I'll get another attack earlier which to me sounds like a decent exchange for the loss of REle early. Keeping Stamina at 22 is fine with me, since by then I'll be used to keeping some blues handy.
I want to try and stay defensively oriented for TF's and such early on yet still be able to gain exp at a decent rate if I have to solo.
Realistically I'ld slide Hasten to 22 and slot the piss out of it. That way you get Stamina at 20.
Resist Elements is very handy vs. the Outcasts in the teens. I'ld be leary of dumping it.
Remember though that it's your build ... play what you like
If you feel you need Hasten then you can stick to exact format that I listed and solo relatively easily. I did a lot of soloing with a lot worse build then that when I was an up and coming tanker
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I was thinking he could shuffle things around a bit like...
01 : Jab
01 : Temp Invulnerability
02 : Dull Pain
04 : Taunt
06 : Air Superiority
08 : Unyielding
10 : Haymaker
12 : Hasten
14 : Super Speed
16 : Hurdle
***The rest the same as he had it.***
He would be a little gimped with only one attack till lvl 6... but at low lvls you usually team anyway.
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That's exactly what I was toying with earlier. So I got to thinking - what if I went the way you've posted, after respec?
Thanks again for the suggestions!
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Remember though that it's your build ... play what you like
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Right, of course, but I do like making sure I'm not totally out to lunch with my thinking.
Wanted to give a thanks to ImmortalNite for all the posting he has done when I'm not around. He pretty much thinks like I do
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Wanted to give a thanks to ImmortalNite for all the posting he has done when I'm not around. He pretty much thinks like I do
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What? There are two of them now! Somebody has to start spraying or something before this Inv/SS Tanker thing catches on and puts Fire Tankers out of a job!
Seriously, thanks for all the advice. You have helped me take my almost-abortion of a Tanker and turn him into a Hero! For those of you who don't know, here's what he used to look like:
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 acc(01)
01 : Resist Physical Damage damres(01) damres(3) damres(5) damres(13)
02 : Temp Invulnerability endred(02) damres(3) damres(7) damres(15)
04 : Dull Pain recred(04) recred(5) recred(9)
06 : Resist Elements damres(06) damres(7) damres(11)
08 : Unyielding endred(08) damres(9) damres(11)
10 : Hasten recred(10)
12 : Resist Energies damres(12) damres(13) damres(15)
14 : Boxing acc(14)
16 : Super Speed runspd(16)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
The little brother that got into my sccount has since been counceled (military for beaten into something resembling a red jello mold). I just did the Respec TF last night and now look like I said in my previous builds!
So, thanks for all the help!
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Wanted to give a thanks to ImmortalNite for all the posting he has done when I'm not around. He pretty much thinks like I do
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I actually don't have an Invuln/SS tanker...hehe. I have a Fire/SS and an Invuln/EM. So I understand both SS and Invuln. Also I usually read most tanker guides... so I tend to know what works and what doesn't. Lastly I have helped at least 4-5 friends bring there sub-par Invul/SS into a more playable and fun build... cause I know my stuff. I'm just happy I can help people understand how Invuln/SS tankers work and what seems to work best. After that its up to them.
PS: Havok you are very welcome... but I could never live up to your legend. I just help were I can.
How many slots does it take to perma Rage without having Hasten?
... Except for Hasten, my build looks exactly like this. Instead of Hasten, I took Recall Friend, mostly due to utility and team usage, and I'm not really interested in being careful of end crashes due to Hasten.
Dawnslayer on Virtue.
Wonderful post Havok. I enjoyed reading it.
I was wondering though, why 6-slot both resist energy and resist elements. I believe you mentioned that they offer 20% resistance to the respective damage type, but that seems like a lot of slots.
Know of any place one can find this out?
Thanks again for your input, it was invaluable when I came around to making my tanker.
Malakim
Malakim
-Playing since COH beta and still love the game!