How to build Superman v3.0 & Inv/SS+ Guide
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I am a newbie at this game. I have played a few days and then started looking online. I have really enjoyed this guide. Please, can someone explain these terms to me? I did a search but the results were many and seemingly incidental.
Mez?
Held, slept, immobilized, disoriented, etc
Respec?
respecification of powers, you rebuild your toon
Perma?
Permanent, the power recharges before its duration ends, usually by slotting for recharge (as in permahasten)
Mobs?
Bad guys
Aggro?
Aggro is when the bad guys see you and attack.
Thank you very much.
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Welcome to a great game!
I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson
Thanks. I found the guide to guides and terms defined there. I will make this the last post on terms so this thread can focus on on 'Superman'. Thanks again.
I was in awe when I read about grouping and the numbers of mobs involved. Would anyone like to relate some of the successes and failures they have had with their Superman tankers?
Thanks for answering for me Snakebit.
And thanks to all who appreciate the guide. It's good to see it go to use
Havoc,
I respec'd a lvl 10 tanker with your template last night. I was impressed with the playability. At my level the only downside is the endurance gets sucked down to zilch when facing four mobs white to orange (like the council street guys in steel).
At level 11 I put in some end redux in punch and invince to see if it gives me more staying power.
-G
How is Knockout Blow?
would I be gimped if I waited to take it later on? (lvl 35)
im playing around with a build in hero planner.. (sorry not sure how to export it) and this is what I have so far...
I really like both super speed and fly, so i opted to take fly earlier and super speed later on. I kind of melded Havok's build and Hero14's build into one that i might enjoy.
1: Jab
1: Temp. Invul.
2: Punch
4: Dull Pain (5 slots? since i will have haste later)
6: Resist Elements
8: Unyeilding
10: Haymaker
12: Air Superiority
14: Fly
16: Swift
18: Invincibility
20: Health
22: Stamina
24: Hasten
26: Resist Energies
28: Rage
30: Taunt
32: Super Speed
35: Knockout Blow
38: Foot Stomp
41: Conserve Power
44: Resist Physical Damage
47: Unstoppable
49: Whirlwind (for kicks )
would that work? or could i switch hasten so i take it at level 6 and Resist Elements at 24?
Basically I am trying to find a way to fit in Hasten to where i will still be an effective tank for party play as well as solo. (since i enjoy both).
Anyone care to make any comments on this build?
A few things first. I have zero interest in PvP, I like and want taunt early, I have purposely left off hasten out of this build, all my other toons have it and I want to see if I can build a successful toon without it, plus I don't think hasten is all that important for actual tanking.
Here is the build:
Exported from version 1.4D 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(5) dam(36)
04 : Taunt recred(04)
06 : Dull Pain recred(06) recred(7) recred(7) recred(17) recred(19) recred(21)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(15)
10 : Haymaker dam(10) dam(11) dam(13) dam(19) dam(33) dam(34)
12 : Air Superiority dam(12) dam(37) dam(43) dam(40) dam(46) dam(48)
14 : Fly fltspd(14) fltspd(15) fltspd(17)
16 : Swift runspd(16)
18 : Invincibility thtbuf(18) thtbuf(45) thtbuf(46)
20 : Knockout Blow dam(20) dam(21) dam(23) dam(23) dam(25) dam(31)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(27) endrec(27) endrec(29) endrec(29)
26 : Resist Elements damres(26) damres(31) damres(33) damres(34) damres(36) damres(37)
28 : Resist Energies damres(28) damres(31) damres(33) damres(34) damres(36) damres(37)
30 : Rage recred(30) recred(50)
32 : Recall Friend recred(32)
35 : Resist Physical Damage damres(35)
38 : Foot Stomp dam(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 : Laser Beam Eyes dam(44) dam(45) dam(45) dam(46) dam(50) dam(50)
47 : Teleport rng(47) rng(48) endred(48)
49 : Hand Clap disdur(49)
Are there any glaring mistakes, am I over/under slotting anything? Did I take anything too late/early, Is it possible to skip getting RPD by putting a second slot in TI?
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How is Knockout Blow?
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Best attack in the set ... get it sooner you'll be glad you did.
I sent you a PM KH but I'll comment on this build here.
Without Hasten you might be able to go without the endo's in your attacks but watch out. It may turn out that you need them.
Also you may want to look at putting Recharge reducers in some attacks. You don't have the endo and you'll need to do the math yourself but on powers like KO Blow you usually get more bang for your buck by putting 1 Recharge in there to have the power cycle faster then all attacks. You'll have to run attack chain numbers to find out what gets you the best DPS in the long run
Hi Havok,
I've tried tanking a few times, in a few different flavours but recently I've re-visited my INV/SS and am loving it. I'm hooked. I finally feel like I can tank (I just dinged 25.)
I'm about to respec JawCracker at 25.5 and I've decided to move away from my current build to try this superman-ish idea. I like the idea of being an anti-superman type (not sure what that means.. yet (CoV tanker?))
Anyway I've never posted a 'could you please look at this' build but I'm stuck. Here's where I am:
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 endred(02) dam(3) dam(3) dam(5)
04 : Dull Pain recred(04) recred(5) recred(7) recred(11)
06 : Air Superiority dam(06) dam(7)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(13) damres(15)
10 : Haymaker endred(10) dam(11)
12 : Hasten recred(12) recred(15) recred(17) recred(17) recred(19) recred(19)
14 : Fly fltspd(14)
16 : Hurdle jmp(16)
18 : Invincibility defbuf(18) defbuf(21) defbuf(21) thtbuf(23) thtbuf(23)
20 : Knockout Blow endred(20) dam(29)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(27) endrec(27) endrec(29)
26 : Resist Energies damres(26)
28 : Rage recred(28)
30 : Resist Elements damres(30)
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01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
So. How does it look? My own thoughts so far are that I instantly noticed I slotted Invinc differently then you. Is this a waste?
Furthermore- I am mostly a team guy but find I'm fine with punchvoke. Therefore, you'll notice most of my attacks are low damage. I also find I am having a lot of trouble in invincible missions and endurance usage... I go through it like water and can only use K.O. blow about once a fight or else I'm buckled over, sucking wind.
I'm taking the resist specialties a little later because I want to have travel and End recovery.
What's new for me in this build is the idea of Perma Dull Pain (never had hasten or dull pain before, never needed it so far). But this build (yours) looks even more... invincible. I also had SJ, but flight is so fun. I plan on fighting on the ground though.
So I'd appreciate a critique or two. I just finished Terra Volta so I want to use the respec tonight after work. And the above is what I was planning up to 30-ish.
The only downfall I see in some of these (fantastic) guides is that they _rarely_ take the early game into account. I understand you've been a '50' for a long time. For my sake, pretend your huffing like a 4 pack a day smoker but you don't want to run from mobs either. (then again Dull pain might be my magic pill).
Again, thanks for posts like this. I remember reading one of your early ones (back in the 'Krunch' days I think). Posts like this keep the game interesting for vets who want to explore. Great read. (I'm even going to start reading the series again)
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
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The only downfall I see in some of these (fantastic) guides is that they _rarely_ take the early game into account. I understand you've been a '50' for a long time. For my sake, pretend your huffing like a 4 pack a day smoker but you don't want to run from mobs either. (then again Dull pain might be my magic pill).
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Well good news I've also been working on a level 22 Inv/EM that basically follows a similar path (there are a few differences from my Superman Build beyond the fact I took EM ... i.e. I'm doing SJ again).
Anyway the point is this. I do try and take into account going through the lower levels. Now I'll admit that the lower levels still play differently for me. The early levels are alot easier now then they used to. Mobile Mez resistance saved the tanker world
Anyway on to your question:
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Anyway I've never posted a 'could you please look at this' build but I'm stuck.
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As I look at your build and it looks rock solid. You'll find that endurance is always a fun pain in the rump up till SO's get slotted into Stamina. If you don't have one, get a level 30+ friend to purchase your 6 SO's from the level 30 vendor AS SOON AS YOU CAN SLOT THEM (i.e. 27)
That's huge absolute game transformer right there.
Now beyond that the another difference I would have done is grabbed Stamina before KO Blow. KO Blow is really hard to use without Stamina.
Finally you have to make a call on Invincibility. You are slotting it pretty strong early on. Something that I personally don't think you need early on. Invinc is a very strong power but is it critical at your level. You may actually get more bang from your buck sliding 2 of those DEFBUFF enhancers out and putting a DAM in an attack or two
The advantage of that is that you will kill foes a little quicker saving you some endurance.
My strongest suggestion is this: copy your character to test and try you respec and try one with a fewer slots in Invince and more in attacks then see which handles your endurance problem better. You'll probably get a feel real quickly which works better for you.
Good luck!
Thanks for the response.
I'm unsure about flight. I've had it with my controller a long time but right now, as of this writing, my tank has Combat Jumping and Super Jump for travel. I hardly use combat jumping for its end use, but I do use it in tight situations.
I've swapped Stamina and KO blow around and Stamina will be 6 slotted (as it is now in my current build).
I guess I'll put off slotting Invincibility until late 20's, early 30's. Damage is always nice.
I can't wait to try this. It should feel pretty diferent (especially if I do take flight).
My toon will go from a cigar chomping, leaping, massive bar thug type to a spandex wearing type who may even end up with... (gasp) a cape?!
Thanks again!
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Fly? Originally Superman was able to leap tall buildings in a single bound...e.g. Super Jump. I guess Fly came in later for marketing purposes, or something like that.
Yeah and he used to be able to destroy an entire solar system with a sneeze and give women *ahem* with a kiss (no I'm not kidding on either of those).
Heck at one point he could bring the dead back to life.
Good to see that this guide is still going strong. When I first started playing the game a month ago, _Havok_'s advice printed here was crucial in building a good INV/SS Tanker right out of the box.
Some of the new Tankers are complaining about END usage at low levels. The first thing to remember is that getting Stamina as early as possible is the best thing you can do to deal with this problem. The earlier you get it means the earlier you can 6 slot it. It makes all the difference in the world.
But you can't get it until lvl 20 & can't have it 6-slotted until lvl 25 so what do you do until then? The key is to 6-slot the attacks that you use as soon as you can. Fully slotted attacks are more END-efficient than low-slotted attacks. More slots means more EndRdx (less END per use) or more Accuracy (fewer misses means more damage to the mobs) or more Damage (more dmg per swing means fewer swings to knock out a mob) in the attack. How you actually slot your attacks is a matter of personal preference. I like 2/2/2 EndRdx/Acc/Dmg, but others prefer 1/1/4 or 1/0/5. Once I get Invincibility at lvl 18, I begin to replace the Acc enhancers with Dmg. Once I get Stamina 6-slotted with SOs, I replace one of the EndRx with another Damage, ending up with _Havok_'s suggested setup of 1/0/5. But it really is just a matter of preference. I hate to miss & I like to be able to keep swinging longer if necessary, so 2/2/2 works fine for me. Others might find my setup too slow & prefer something that gives more of an alpha strike capability. It's all good.
So my advice to young tankers is take Unyielding at 8 & 6-slot it immediately. And take Stamina at 20! But your next priority is to 6-slot your attacks ASAP. You'll enjoy your tanker a whole lot more.
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
i had a blaster and teamed w/ an invuln tank and want u tanks to try this if u never have.....get a couple AoE blasters preferably assault rifles (watch the bodies fly) and herd large groups, make sure u have all baddies taunted, may have to spam taunt a lil, and give a signal....the blasters can annihilate the enemies and get VERY few stragglers
this is a good teamwork plan and also very fun for the blasters.....and maybe even the tank....i also say assault rifle b/c of all the knockback AoE and cone blasts....this team had 2 assault blasters and the trolls were all over the place after 2 M30 grenades
Hi Havok,
I have a stone tanker, and I was wondering if you only need 1 slot in both Ti & Rpd, would the same thing apply to rock armor & stone skin?
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i had a blaster and teamed w/ an invuln tank and want u tanks to try this if u never have.....get a couple AoE blasters preferably assault rifles (watch the bodies fly) and herd large groups, make sure u have all baddies taunted, may have to spam taunt a lil, and give a signal....the blasters can annihilate the enemies and get VERY few stragglers
this is a good teamwork plan and also very fun for the blasters.....and maybe even the tank....i also say assault rifle b/c of all the knockback AoE and cone blasts....this team had 2 assault blasters and the trolls were all over the place after 2 M30 grenades
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Knockback is rarely a good thing. If you're talking AR blasters its much better/safer to use FlameThrower + Full Auto. Full Damage and you don't knock anything out of the aggro range of the tanker.
Of course, using that combo I can strip aggro off of a fire tank (a bit harder to do with an invul tank).
Another fun thing for /Dev blasters.
Figure out where the tank is going to herd, and lay down a mine field (5-6 mines) and then the dev blaster RUNS as far away in the mission as he can. The tanker pulls to that spot but the mines won't detonate until the /dev blaster comes back into range. Nothing quite like 5-6 mines going off with a full stack of mobs on them.
Proud member of the Cole-a-lition.
Fighting to make every reality, a better reality.
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Hi Havok,
I have a stone tanker, and I was wondering if you only need 1 slot in both Ti & Rpd, would the same thing apply to rock armor & stone skin?
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Stone Armor is a very very different creature. It works completely differently.
You have it rough till you get Granite Armor. I'm no expert on Stone so I don't want to give too much advice but remember to build arounde Granite Armor ... if you do you will be the most survivable tank in the game
What are the chances of you posting that Inv/En build? I love super jump and wanted to try an Inv/EM. Was trying to make it off of this guide, would be a few thousand times easier if the guide maker is aready doing the exact same thing haha.
I'll post something soon. I have an Im/Env built around SJ that I have up to 23 I just have set him aside for a bit.
The build is already spec'd out that I'm using though.
I'll post it when I get a chance
Awesome, very much appreciated. I do not mean to derail this topic or anything. If you feel it is more appropriate I can PM you and will delete this. For reference here is sorta what I am looking at so far.
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Energy Melee
01 : Barrage dam(01)
01 : Temp Invulnerability damres(01)
02 : Energy Punch dam(02) dam(3) dam(3) dam(5) dam(7)
04 : Dull Pain recred(04) recred(5) recred(7) recred(15)
06 : Combat Jumping defbuf(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Bone Smasher dam(10) dam(11) dam(15) dam(17) dam(19)
12 : Resist Elements damres(12) damres(17) damres(19) damres(21)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Invincibility defbuf(18) defbuf(21)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(27) endrec(29) endrec(31)
24 : Hasten recred(24) recred(25) recred(25) recred(27) recred(29) recred(31)
26 : Resist Energies damres(26)
28 : Taunt tntdur(28)
30 : Build Up recred(30)
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01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
Hello. Please, can someone confirm that Invicibility has taunting. I understood it had a constant, PBAoE taunting power. However, in some places, like the manual, it is not mentioned. Hero Planner does not show it.
If it does have it, then what would be the advantage of getting Taunt around the same time? Taunt is ranged, so pulling seems appropriate, but can't I just Super Speed to mobs, bop 'em or lev Inv taunt them?
Thank you very much.
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Hello. Please, can someone confirm that Invicibility has taunting. I understood it had a constant, PBAoE taunting power. However, in some places, like the manual, it is not mentioned. Hero Planner does not show it.
If it does have it, then what would be the advantage of getting Taunt around the same time? Taunt is ranged, so pulling seems appropriate, but can't I just Super Speed to mobs, bop 'em or lev Inv taunt them?
Thank you very much.
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Yes, Invincibility DOES have a Taunt affect in it.
Advantage of Taunt is in how Aggro works.
Aggro is similar to a mez affect. You have a magnitude and a duration. The Taunt affect in Invince is relatively low and not terribly strong (but very useful non-the-less). The Taunt in Taunt is both strong and long lasting. This means that in a situation where someone is spamming heals or nukes the order of most likely to hold aggro is:
1) Individual with Taunt + Invinc
2) Individual with just Taunt
3) Individual with just Invince
4) Individual with none of the above (not likely to hold any aggro really).
I am a newbie at this game. I have played a few days and then started looking online. I have really enjoyed this guide. Please, can someone explain these terms to me? I did a search but the results were many and seemingly incidental.
Mez?
Respec?
Perma?
Mobs?
Aggro?
Thank you very much.