How to build Superman v3.0 & Inv/SS+ Guide
man and i just deleted my AR blaster....but i mean the tank i had on my team was awesome.....he kept aggro like guys watching porn...out of a group of 3 like 2 guys would come off....ofcourse like i said u probably have to spam taunt for that effect......but once it's done u can AoE all u want and still not draw much aggro from tank....but i'll build another AR....and try that tip out....thanks
Havok,
Below is my planned build for your critiquing. I am new to this great game as I have only been playing for close to 2 months, so go easy on me. As you'll notice I took Res Phy Dam where you took Temp Inv (as I posted in an earlier post). Unfortunately I had already taken Res Phy Dam instead of Temp Invul before reading this thread. Should I do a respec to take Temp Invul instead, keep things the same, or try to work Temp Invul into my build earlier?
Also, you'll notice that I have Acc enhancements in a few of my attacks. Should these be changed to damage instead?
I know it's probably not the best use of attacks, but I really wanted Flurry (concept character as you mentioned), so I know that you'll probably disagree with that one. I would like to know if there is a better way to incorporate that power into the build.
I took Hurl instead of Foot Stomp. Is this a huge mistake?
Lastly I really wanted Fly so I only 1 slotted Hover.
Once again, thanks for such a great guide and like I said earlier for helping to increase my enjoyment for such an awesome game. Most importantly thanks for taking the time to help all of us newbies by reviewing our builds and giving us advice.
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 : Resist Physical Damage 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)
10 : Haymaker dam(10) dam(11) dam(23) dam(25) dam(36) dam(40)
12 : Flurry acc(12) dam(13) dam(15) dam(17) dam(23) dam(37)
14 : Hover fltspd(14)
16 : Fly fltspd(16) fltspd(46) fltspd(46)
18 : Invincibility thtbuf(18) thtbuf(46) thtbuf(48)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(29) endrec(29)
26 : Knockout Blow endred(26) dam(27) dam(27) dam(31) dam(33) dam(34)
28 : Resist Energies damres(28) damres(31) damres(33) damres(34) damres(36) damres(37)
30 : Resist Elements damres(30) damres(31) damres(33) damres(34) damres(36) damres(37)
32 : Rage recred(32)
35 : Air Superiority dam(35) dam(43) dam(45) dam(45) dam(45)
38 : Hurl acc(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 : Temp Invulnerability damres(44)
47 : Laser Beam Eyes acc(47) dam(48) dam(48) dam(50) dam(50) dam(50)
49 : Focused Accuracy endred(49)
-------------------------------------------
01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
[ QUOTE ]
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.
[/ QUOTE ]
LOL
Well, even conceptually speaking I think SJ makes more sense as SJ is arguably a function of his having Super Strength (as was the case with the original Superman).
It's just something to consider
[ QUOTE ]
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
[/ QUOTE ]
Okay, I'll leave my SS and RA as is. They are both slotteld up but of course my atks suffer right now because of that.
Thanks for reply.
-bulkmale
[ QUOTE ]
Are there any basic guidelines to get me started about using Taunt? How often? Do you attack at the same time?
[/ QUOTE ]
There are no hardfast rules simply because it depends so much on the team you run with. Some teams are aggro wh*re's and you'll be dropping taunt left and right. Some teams are pretty quick killing so not much aggro control is required. You'll figure it out with experience and practice
-Capt_Invincible
[ QUOTE ]
Unfortunately I had already taken Res Phy Dam instead of Temp Invul before reading this thread. Should I do a respec to take Temp Invul instead, keep things the same, or try to work Temp Invul into my build earlier?
[/ QUOTE ]
You don't need to do a respec to pick it up right away. You can put Temp Invul off for a while if you need to. However if you find yourself having problems handling mob sizes even after getting Invincibility then you may need to do a respec. Personally I think you'll be ok. Best thing I could suggest to handle the situation is to put off one of the other Resists and pick up Temp Invul earlier (push Rage off till 44). You'll have a mild weakness but one you can handle readily that way.
[ QUOTE ]
Also, you'll notice that I have Acc enhancements in a few of my attacks. Should these be changed to damage instead?
[/ QUOTE ]
ACC enhancers are often not needed with Invincibility and Rage. However they aren't 'bad' they just let you hit deeper purples then you could with out ... personally I like the damage because I don't run with as many damage buffers as I used too but one ACC over one DMG won't kill you. DMG is usually better though with Invincibility covering your accuracy.
[ QUOTE ]
I took Hurl instead of Foot Stomp. Is this a huge mistake?
[/ QUOTE ]
Yes.
Hello Dr Havok ,
Here is what I came up with:
Exported from version 1.4B of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab acc(01)
01 : Temp Invulnerability damres(01)
02 : Punch acc(02) dam(3) dam(3) dam(5) dam(7) dam(7)
04 : Dull Pain recred(04) recred(5) recred(21)
06 : Combat Jumping defbuf(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(11) damres(13)
10 : Taunt tntdur(10) tntdur(21)
12 : Resist Elements damres(12) damres(15) damres(17) damres(13) damres(15) damres(17)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Invincibility thtbuf(18) thtbuf(19) thtbuf(19)
20 : Health hel(20) hel(46)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(25) endrec(25) endrec(27)
24 : Knockout Blow acc(24) dam(27) dam(31) dam(34) dam(37) dam(40)
26 : Haymaker acc(26) dam(29) dam(29) dam(34) dam(37) dam(42)
28 : Rage recred(28)
30 : Resist Energies damres(30) damres(31) damres(31) damres(33) damres(33) damres(33)
32 : Hasten recred(32) recred(34) recred(36) recred(36) recred(36) recred(37)
35 : Super Speed endred(35)
38 : Foot Stomp acc(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(43) recred(43) recred(43)
44 : Laser Beam Eyes acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
47 : Hurl acc(47) dam(48) dam(48) dam(48)
49 : Whirlwind endred(49) endred(50) endred(50) endred(50)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
A few thoughts:
- SJ >> Fly for movement speed. Don't care about being safe anyway we have defenses for that.
- Taunt before Haymaker. Not sure this is a mistake or not but I am a tank and therefore I need to draw aggro in groups. Waiting for lvl 25+ to get taunt doesn't seem to good to me. So get Taunt at lvl 10 and get Haymaker at 26. That leaves me with Jab (1 slotted) & Punch (6 slotted) until lvl 24.
- Got Hasten / SS at 32 & 35 because I couldn't see another other power choices...
Critics/Thoughts ?
Havok, in your build you use 68 out of 67 slots. I was just wondering which one isn't supposed to be there.
Sorry to be a little bit off-topic but there has been some terrific discussion thus far on Inv as a set and I'm sure some of the great minds reading this has played with Energy Melee as a secondary as well.
I'd like people's impressions on the following build which is a concept character with the following requirements:
- must fly
- has to have a couple of "that looks way cool" animations
I figure Air Superiority and Whirling Hands occasionally fits the bill there and also leads me to fly.
Here is my play to 38 where I will respec out Energy Punch and perhaps squeeze in Hasten and pare down the slotting of Dull Pain.
---------------------------------------------
Exported from Ver: 1.4.6.0 of the CoH Hero Builder
---------------------------------------------
Name: Vallaris
Level: 39
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)
01) --> Barrage==> EndRdx(1)
02) --> Energy Punch==> EndRdx(2)Dmg(3)Dmg(3)Dmg(5)Dmg(7)
04) --> Dull Pain==> Rechg(4)Rechg(5)Rechg(7)Rechg(15)Rechg(21)Rechg(34)
06) --> Air Superiority==> EndRdx(6)
08) --> Unyielding==> DmgRes(8)DmgRes(9)DmgRes(9)DmgRes(11)DmgRes(13)DmgRes(13)
10) --> Bone Smasher==> EndRdx(10)Dmg(11)Dmg(15)Dmg(17)Dmg(19)Dmg(37)
12) --> Resist Elements==> DmgRes(12)DmgRes(17)DmgRes(19)DmgRes(33)DmgRes(34)
14) --> Fly==> EndRdx(14)
16) --> Swift==> Run(16)
18) --> Invincibility==> TH_Buf(18)DefBuf(21)
20) --> Health==> Heal(20)
22) --> Stamina==> EndRec(22)EndRec(23)EndRec(23)EndRec(25)EndRec(25)EndRec(27)
24) --> Whirling Hands==> EndRdx(24)Dmg(27)Dmg(29)Dmg(29)Dmg(31)Dmg(33)
26) --> Resist Energies==> DmgRes(26)DmgRes(31)DmgRes(31)DmgRes(33)DmgRes(34)
28) --> Taunt==> Taunt(28)
30) --> Build Up==> Rechg(30)
32) --> Resist Physical Damage==> DmgRes(32)
35) --> Energy Transfer==> Dmg(35)Dmg(36)Dmg(36)Dmg(36)Dmg(37)Dmg(37)
38) --> Total Focus==> Dmg(38)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
After this I will respec because everybody and their mom tells me how Hasten powering an attack chain involving ET, TF, and Whirling Hands is the way to be
-Quickette
[ QUOTE ]
Hello Dr Havok ,
Here is what I came up with:
[/ QUOTE ]
*chuckle* Made me laugh reading that.
Anyway only thing I would shift is moving the slot out of Health over to Dull Pain. Dull Pain becomes perma with 4 slots. Since it increases your max health it inherintly increases the amount of hit points healed per tick from your health. This means that Perma-Dull Pain adds more health healed per second then that slot in Health
-KiacheMajere
[ QUOTE ]
Havok, in your build you use 68 out of 67 slots. I was just wondering which one isn't supposed to be there.
[/ QUOTE ]
Well I use 67 slots ... unfortunately when copied and pasted from joechott's hero planner it somehow got a bad copy. Look at Laserbeam Eyes. Notice the DamRes that has no level associated with it. Don't ask me how it got there and I didn't see it till you said something was wrong with the count. Joe Chott's hero planner is usually bug free but somehow I got a floating DamRes in there.
Next edit I'll make sure that comes out. Thanks for catching it
-Novagen
Well here soon I'll be adding my Inv/Em variants that you can compare too hopefully I'll have time to post those today.
Ok I haven't found my Inv/EM with SJ build yet but here's the Inv/EM varient of the Superman build I did once:
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) dam(34)
04 : Dull Pain recred(04) recred(5) recred(23) recred(31)
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(15)
10 : Bone Smasher recred(10) dam(11) dam(13) dam(23) dam(31) dam(34)
12 : Resist Elements damres(12) damres(31) damres(33) damres(37) damres(39) damres(40)
14 : Super Speed runspd(14)
16 : Whirling Hands dam(16) dam(17) dam(19) dam(21) dam(25) dam(33)
18 : Invincibility thtbuf(18) thtbuf(46) defbuf(48)
20 : Hurdle jmp(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(27) endrec(27) endrec(29) endrec(29)
26 : Resist Energies damres(26) damres(33) damres(34) damres(37) damres(39) damres(43)
28 : Build Up recred(28)
30 : Resist Physical Damage damres(30)
32 : Unstoppable damres(32)
35 : Energy Transfer recred(35) dam(36) dam(36) dam(36) dam(37) dam(45)
38 : Total Focus recred(38) dam(39) dam(40) dam(40) dam(43) dam(43)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(45) recred(45)
44 : Hover fltspd(44) fltspd(46) fltspd(46) fltspd(48) fltspd(48) fltspd(50)
47 : Taunt tntdur(47)
49 : Stun disdur(49) disdur(50) disdur(50)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
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)
06 : Hasten recred(06) recred(7)
08 : Unyielding damres(08) damres(9) damres(9) damres(11)
10 : Bone Smasher recred(10) dam(11)
12 : Resist Elements damres(12)
Looks like a fairly standard setup up to DOs so far. Now,
Shaving your build up to 27 we see
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(23)
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(15)
10 : Bone Smasher recred(10) dam(11) dam(13) dam(23)
12 : Resist Elements damres(12)
14 : Super Speed runspd(14)
16 : Whirling Hands dam(16) dam(17) dam(19) dam(21) dam(25)
18 : Invincibility thtbuf(18)
20 : Hurdle jmp(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(27) endrec(27)
This is an interesting Inv/EM build up to 27 Havok. Mind going into the motivation for the way you slotted your attacks like that? Does the Recred in Bonesmasher + Hasten combined with your heavily slotted Whirling Hands produce an attack chain in particular that you enjoy?
In my build I postpone the acquisition and slotting of WH for an earlier Stamina. I don't even bother with Hasten until I have access to SOs. Anyway, I look forward to some of your reasoning behind the build
Note that slotting is end game slotting. So I want to keep that in mind
So why the RecRed ... I did some math on some single target attack chains when fighting AV and found if you slotted attacks in certain series you can generate some insane high damage attack chains for a tank.
As far as Whirling Hands later for Stamina sooner ... that's what I do on my Super Jump version and I do recommend it. Worked well for my little chap who's 23 now ... he's been set aside till I finish my BS/DA though.
Hey Havok first just want to say thanks for the guide. I used your build as a template, and came up with my own version. Now I know you went with super speed for your travel power, but for me Superman is nothing without flying. So that is where our builds are different. I was hopping you would take a look at what I came up with, and give me your advice if any on how to improve it. The one thing that I know is already off is my last two slotts for dull pain. So ignore that because I will have it four slotted before. I have in my build that you will be looking at.
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(19)
04 : Dull Pain recred(04) recred(5) recred(45) recred(45)
06 : Hasten recred(06) recred(7) recred(15) recred(17) recred(17) recred(19)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Haymaker dam(10) dam(11) dam(15) dam(21) dam(23) dam(37)
12 : Air Superiority dam(12)
14 : Fly fltspd(14) fltspd(21) fltspd(34)
16 : Resist Elements damres(16) damres(23) damres(31) damres(31) damres(31) damres(34)
18 : Invincibility thtbuf(18) thtbuf(40) thtbuf(43)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(27) endrec(27) endrec(29)
26 : Knockout Blow endred(26) dam(29) dam(33) dam(33) dam(33) dam(34)
28 : Rage recred(28) recred(46)
30 : Taunt tntdur(30)
32 : Super Speed runspd(32)
35 : Resist Energies damres(35) damres(36) damres(36) damres(36) damres(37) damres(37)
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(46) dam(46)
47 : Hurl dam(47) dam(48) dam(48) dam(48)
49 : Unstoppable recred(49) recred(50) damres(50)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Thanks in Advance for you help.
Thanks everyone for all the great info I think I've got a build I'm going to enjoy.
I am planning on a few powers, Laser eyes and Hand Clap for a more comic book feel.
I guess I only have one question I left out Res Phys Damage do you think I'll need it?
01 : Jab
01 : Temp Invulnerability
02 : Punch
04 : Taunt
06 : Resist Elements
08 : Unyielding
10 : Haymaker
12 : Air Superiority
14 : Fly
16 : Hurdle
18 : Invincibility
20 : Health
22 : Stamina
24 : Hasten
26 : Knockout Blow
28 : Super Speed
30 : Resist Energies
32 : Rage
35 : Hand clap
38 : Foot Stomp
41 : Conserve Power
44 : Laser Eyes
47 : Dull Pain
49 : Unstoppable
Please let me know what you guys think
-BlueWolve
Took a look at your build and it's pretty solid. A couple of comments:
Rage - You overslotted this power. With Perma-Hasten and 1 RecRed it's perma. With the disadvantage of 10 seconds where you can't attack anyone you don't want it firing any faster then base perma. Yank the extra slot.
Laser Beam Eyes/Hurl: Ok you slotted both of these up. I'ld pick one and keep it heavily slotted and move the rest to Air Superiority. You rarely use ranged single target attacks and when you do I personally perfer LBE for fast speed while you close the distance to control aggro and lay in with your heavy powers. Hurl is nice for the -Fly affect and knockback but you don't need to increase the damage. LBE you can put in a solid attack cycle ... Hurl is too slow to be effective in a good cycle. I'ld unslot Hurl personally and slot up Air Superiority. Up to you though
Good build overall though.
-Kid America
[ QUOTE ]
I left out Res Phys Damage do you think I'll need it?
[/ QUOTE ]
No you don't. If you put a total of 2 slots into TI you cap out your Smashing/Lethal Resist with Unyeilding. You will be fine.
Havok,
It's been a few days since I respeced JawCracker into your perma hasten style build. It's been super solid.
I'm soloing my missions on Invincible but it isn't easy. To be frank, the hard part is endurance. Even with end reducers in attacks, it's a bit slow. I'm sure that will change in time. For right now, I go to my contact and fill up my tray with blue pills. That's right, I said all blue pills.
The only thing that slows me down is end. I admit, taking a high end boss can be hairy but aside from a boss, I'm more than fine. I just have to count bananas between attacks or else you hear that disturbing *Shhhzzzzzzooooom* as your toggles drop and you hope the bad guys don't figure out that now is the time for them to kick you in the junk.
So last night I dinged 27. I hardly use Dull pain right now for end issues, I also hardly have one of my defense toggles running (I only use Invinc and Unyielding) as my health is fine. I can't afford to replace all my SO's right now but I'm thinking now that Stamina is 6 slotted (was 5 slotted at 26) life will be easier. Right now I don't know anyone who has a 'natural' contact in Bricks for SO end recoveries. D'oh.
Anyway, I just wanted to say that although I wasn't shooting for Superman per say I did get a great build out of your guide. And I think it's great that you come back and comment on other people's version of your build.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Thanks _Elektro_
One of the greatest joy's I get out fo this game is the community. I love to see how we work together to make a better game.
Keep on kick'n butt and arresting those villians
Havok and all others, THANK YOU! Your input has been invaluable!
I would like y'all to look over my tank and let me know what your thoughts on her are. She is primarily meant to solo and will not be using taunt. I value your opinions very highly, have rebuilt this character several times, and hope to make this the definative build for Kara.
Thank you all!
Kimmie
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 )
Level 01 : Temp Invulnerability
Damage Resistance ( 01 )
Level 02 : Punch
Damage ( 02 )
Damage ( 5 )
Damage ( 3 )
Damage ( 3 )
Damage ( 39 )
Damage ( 36 )
Level 04 : Dull Pain
Recharge Reduction ( 04 )
Recharge Reduction ( 5 )
Recharge Reduction ( 7 )
Recharge Reduction ( 7 )
Level 06 : Air Superiority
Damage ( 06 )
Damage ( 9 )
Damage ( 9 )
Damage ( 40 )
Damage ( 40 )
Damage ( 36 )
Level 08 : Unyielding
Damage Resistance ( 08 )
Damage Resistance ( 11 )
Damage Resistance ( 11 )
Damage Resistance ( 17 )
Damage Resistance ( 17 )
Damage Resistance ( 40 )
Level 10 : Swift
Run Speed ( 10 )
Level 12 : Haymaker
Damage ( 12 )
Damage ( 13 )
Damage ( 13 )
Damage ( 37 )
Damage ( 46 )
Damage ( 46 )
Level 14 : Fly
Flight Speed ( 14 )
Flight Speed ( 15 )
Flight Speed ( 15 )
Level 16 : Health
Healing ( 16 )
Level 18 : Invincibility
Defense Buff ( 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 : Knockout Blow
Endurance Reduction ( 22 )
Damage ( 43 )
Damage ( 46 )
Damage ( 50 )
Damage ( 37 )
Damage ( 37 )
Level 24 : Hasten
Recharge Reduction ( 24 )
Recharge Reduction ( 25 )
Recharge Reduction ( 27 )
Recharge Reduction ( 27 )
Recharge Reduction ( 29 )
Recharge Reduction ( 29 )
Level 26 : Resist Elements
Damage Resistance ( 26 )
Damage Resistance ( 31 )
Damage Resistance ( 31 )
Damage Resistance ( 31 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Level 28 : Rage
Recharge Reduction ( 28 )
Level 30 : Resist Energies
Damage Resistance ( 30 )
Damage Resistance ( 33 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 34 )
Damage Resistance ( 36 )
Level 32 : Unstoppable
Damage Resistance ( 32 )
Recharge Reduction ( 39 )
Recharge Reduction ( 39 )
Level 35 : Super Speed
Run Speed ( 35 )
Level 38 : Foot Stomp
Endurance Reduction ( 38 )
Damage ( 48 )
Damage ( 48 )
Damage ( 48 )
Damage ( 50 )
Damage ( 50 )
Level 41 : Conserve Power
Recharge Reduction ( 41 )
Recharge Reduction ( 42 )
Recharge Reduction ( 42 )
Recharge Reduction ( 42 )
Recharge Reduction ( 43 )
Recharge Reduction ( 43 )
Level 44 : Focused Accuracy
To Hit Buff ( 44 )
Endurance Reduction ( 45 )
Endurance Reduction ( 45 )
Endurance Reduction ( 45 )
Level 47 : Laser Beam Eyes
Damage ( 47 )
Level 49 : Whirlwind
Knockback Distance ( 49 )
-------------------------------------------
Level 01 : Brawl
Damage ( 01 )
Level 01 : Sprint
Run Speed ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )
_Havok_ i would just like to thank you for your wisdom in the field of Invul/SS tanks, 6 months ago i played a ice/ice blaster to 26 he's an auto haste/stealth/ss soloer does great, but thats not what this is about :P. I just came back after about a 6 month leave and created my Invul/SS Tanker, which the insipiration of this build was back from watching how insane these guys can be 35+.
Today i just worked him up to 10 in one session, along with my real life bro who is also following your Spine/Regen Scrapper build, and all i can say is WOW! , we are duoing white-orange mix groups in perez and so far only deaths are from lack of respites or dull pain lol.
The only way i have differed from your design was Quickette's idea of Taunt before Haymaker. Here's how i have mine planned out per that arrangement.
01 : Jab: dam(01)
01 : Temp Invulnerability: damre(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(17) recred(19) recred(21)
08 : Unyielding: damres(08) damres(9) damres(9) damres(11) damres(13) damres(13)
10 : Taunt: tntdur(10)
12 : Resist Elements: damres(12) damres(31) damres(33) damres(34) damres(36) damres(37)
14 : Super Speed: runspd(14)
16 : Swift: runspd16)
18 : Invincibility: thtbuf(18) thtbuf(48) defbuf(48)
20 : Health: hel(20)
22 : Stamina: endrec(22) endrec(23) endrec(27) endrec(27) endrec(29) endrec(29)
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 : Haymaker: dam(26) dam(29) dam(29) dam(34) dam(37) dam(42)
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) recred(50) damres(50)
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01 : Brawl: acc(01)
01 : Sprint: runspd(01)
02 : Rest: recred(02)
I did have one question, i do see that despite the occasionaly miss on oranges, i believe i heard you mention we really do not need ACC. in our attacks just would like to know if i should add a acc to each or if we really do not need ACC.
Just wanted to say Thanks again for such a great Guide, it really helped me give myself a direction to work for, which as we all know is half the fun of the Toon. :P
-GRUDG, of Justice Server
i goofed on Unyielding its damres(08), damres(09)m damres(09), damres(11), damres(11), damres(13)
Ok sorry for all the posts, here's what i came up with, it is a twist of Quickette's and yours _Havok_ but it is really working well for me at 13 and just gets better every level. After looking through what i was looking to do this is what ive settled on, any info would be awesome.
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) thtbuf(48)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(27) endrec(27) endrec(29) endrec(29)
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 : Haymaker dam(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) recred(50) damres(50)
-------------------------------------------
01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
What is thought about the following?
1 Sprint EndRdx(1)
1 Jab Dmg(1)
1 Brawl Acc(1)
1 Temp Invulnerability DmgRes(1)
2 Rest Rechg(2)
2 Punch Dmg(2) Dmg(3) Dmg(3) Dmg(5) Acc(7) Dmg(39)
4 Dull Pain Rechg(4) Rechg(5) Rechg(19) Rechg(19)
6 Hasten Rechg(6) Rechg(7) Rechg(13) Rechg(15) Rechg(17) Rechg(17)
8 Unyielding DmgRes(8) DmgRes(9) DmgRes(9) DmgRes(11) DmgRes(11) DmgRes(13)
10 Taunt Taunt(10)
12 Air Superiority Dmg(12) Dmg(15) Dmg(23) Dmg(39) Dmg(39) Dmg(40)
14 Fly Fly(14) Fly(45) Fly(46)
16 Swift Run(16) Run(46) Run(46)
18 Health Heal(18)
20 Stamina EndRec(20) EndRec(21) EndRec(21) EndRec(23) EndRec(33) EndRec(34)
22 Invincibility TH_Buf(22) TH_Buf(25) DefBuf(25)
24 Resist Elements DmgRes(24) DmgRes(27) DmgRes(31) DmgRes(36) DmgRes(37) DmgRes(40)
26 Resist Energies DmgRes(26) DmgRes(27) DmgRes(31) DmgRes(36) DmgRes(37) DmgRes(43)
28 Haymaker Dmg(28) Dmg(29) Dmg(29) Dmg(31) Dmg(34) Dmg(36)
30 Rage Rechg(30)
32 Knockout Blow Rechg(32) Dmg(33) Dmg(33) Dmg(34) Dmg(37) Dmg(40)
35 Stealth DefBuf(35)
38 Super Speed Run(38)
41 Conserve Power Rechg(41) Rechg(42) Rechg(42) Rechg(42) Rechg(43) Rechg(43)
44 Foot Stomp Dmg(44) Dmg(45) Dmg(45) Dmg(48) Dmg(48) Dmg(50)
47 Laser Beam Eyes Dmg(47) Dmg(48)
49 Resist Physical Damage DmgRes(49) DmgRes(50) DmgRes(50)
This is Superman, he has to be able to fly. I've really wanted taunt; I have these great abilities that can keep me alive and no real way to pull bad guys off my squishier teammates. Although it shouldn't be a problem at higher levels with SO enhancements and multiple slots, endurance is a real problem at lower levels. Thus, Stamina as soon as possible. I think, solely because of the endurance problem, that it might be better to put multiple slots into Jab then respec them out for Punch later on, but I did notice that such went against your guidelines (in that note, I don't really care for/about PvP).
Edit: I guess, with super speed as well as fly, there's no real need for stealth, although I tend to turn super speed off while fighting and I still like to be stealthed. Not very superman-like, though.
GRUDG,
Taunt ASAP is a must-have IMO as soon as you are at least two. Your role becomes instantly to be the tanker and leave the damage to others. I believe that your friend as a Spine/Regen will complete very well the duo with your Inv/SS tanker.
As Havok said, shown templates slotting is high-level slotting.
My Inv/SS just reached lvl 10 and taunt. My slotting follows the rules below before reaching Stamina (and having it slotted):
- Toggles : endurance reducers first (at least one or two), damage resistance enhancers come next.
- Attacks: one accuracy, one endurance reducer, and then damage amplifiers.
- Dull Pain: recharge reducers
TOs benefit is so small for dmg resistance or dmg amplification that you better slot endurance reducers. You won't notice a difference (or maybe one point more of damage) until you reach at least DOs.
Moreover, saying /SS doesn't need accuracy enhancers is true but only when you get Invincibility at lvl 18 (with one ToHit buff in it). Before that, you'll need them just like in any other ATs.
Finally a good guide without at least a leveling routine isn't really complete. So here is my contribution up to lvl 14, solo :
- level 1-6: Atlas Park or even better Galaxy City: Outdoor street hunting
- lvl 7-10 : Kings Row, outdoor hunting and some missions as I am nearing 10 (need to progress through contacts a bit).
- lvl 10-14: Since I get taunt at lvl 10 and I have my main shields, I am ready for some hollows madness if needed. I am able to fulfill my role in teams. Otherwise, progress normally through missions solo until I get the mission for Spelunker badge (need to be something like lvl 12 to have the contact that gives it).
Plan for post-14:
Until I get more attacks (obtained at least at level 24), grouping, grouping and more grouping. Then I'll try to see how I do in Terra Volta. I did great as a fire tank but I don't know if TV is doable with so few attacks and no AOE.
If anyone has a good solo leveling routine for an Inv/SS (for when you don't feel like grouping), I am interested.
Hey folks I'll be in training all this week so detailed posts will probably be few and far between. I'll try and answer where I can.
-SvZurich
I'ld look at yanking those extra 2 enhancers out of Unstoppable personally and using them elsewhere. Say endurance reducer in Fly and in Whirlwind.
Also in Whirlwind I'ld do an endurance reducer instead of Knockback Distance. You don't want or need an Knockback Distance enhancer in it. Trust me
It's the most underrated Power Pool Power in the game IMHO
-GRUDG
[ QUOTE ]
I did have one question, i do see that despite the occasionaly miss on oranges, i believe i heard you mention we really do not need ACC. in our attacks just would like to know if i should add a acc to each or if we really do not need ACC.
[/ QUOTE ]
The reason you don't need ACC enhancers is simply do to Invincibility. It gives enough of an ACC boost if properly slotted that you don't need them in your power.
That is helpful. Thank you.
So it would seem that some kind of regular taunting would be a safe way to keep mobs around my tanker, which is what I want. Presently, Punch and Haymaker are all that I can do, but that is not enough once someone else does enough damage. I suppose from experience, I will get to know how much taunting is enough taunting, and I have read guides on how to herd/gather. However, please, I have more questions.
Are there any basic guidelines to get me started about using Taunt? How often? Do you attack at the same time?
How about taking Taunt at 16 instead of Swift, and then taking Swift at 20, and shift the rest up? (Still taking Inv at 18.) Thank you again.