How to build Superman v3.0 & Inv/SS+ Guide
Roger Willco! Thank you Havok, I think that is a good choice. Just hit level 7 and am seeing a need to conserve endurance, so when low I just use Air Superiority (damage, end red, and acc) and stand proud.
I love this build! Since Unstoppable is more an emergency power, the recharge reductions won't be needed. I will instead add 2 slots to Fly for end red (and consider a respec to add to Whirlwind if I ever level that far).
Thank you very much for taking the time to help us! It is much appreciated!
Kimmie, loving her knockoff of Kara Zor-El!
- GRUDG:
I am no Dr Havok, I don't have my degree in Inv tankers However your build looks good. Might want to do a respec after you level post 30 to get rid of Punch, reassess your powers and take a higher damaging attack by moving other power choices earlier in the build.
- Sv:
Fly doesn't need end reducers: as soon as you'll get Stamina it will be a non-issue, and before that you'll need the slots somewhere else anyway. On the other hand, it needs fly speed enhancers IMHO since I don't find non-enhanced Fly to be that fast in the first place.
Thank you Quickette (love the Max icon!)!
My Fly will have a total of 3 SO for speed as it is. That should be close enough to the cap by 50. I might as well give 2 slots to reducing endurance as my attacks and many defenses will be 6 slotted by 50. Perhaps I could add one slot to focused accuracy as another end red, and then the last one to Laser Beam eyes as a damage. I will consider that. Depending on how much I end up liking Whirlwind, I could place both slots there for End Red as well...
I am wondering if I should take Hurdle over Swift at level 10. Which of these 2 powers would be better for stacking with Superspeed and running before then?
Ignore the numbers for when I add slots to powers. I am flexing the selection based on what needs I have at each level.
Kimmie
Yeah i was thinking the same thing Quickette hehe ill pick something up when that time comes, thanks for all your help _Havok_ and Quickette!, LOVE this build :P
- Sv:
Swift is useless when you have SS activated. You already run fast enough
However Hurdle will add a bit (though not much) verticality to your jumps so you can get rid of obstacles a bit easier. That won't prevent you from having to superspeed around to find a way in some of the tricky to navigate zones such as Terra Volta. On the other hand, if you ALSO have Fly then hurdle will bring no benefit. Note that SS doesn't make you fly faster if you were hoping for some sort of magical combo. You'll just be the bright star passing in the sky above Atlas Park newbies And they'll be: Oh my... I just saw a true hero!
Can't have enough of powers to show off in this game
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- GRUDG:
I am no Dr Havok, I don't have my degree in Inv tankers However your build looks good. Might want to do a respec after you level post 30 to get rid of Punch, reassess your powers and take a higher damaging attack by moving other power choices earlier in the build.
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I wouldn't do that. The thing about Super Strength that people forget is that Knockup/Down is highly effective. When you cycle Punch+Haymaker+KO Blow+ Air Superiority on single targets you'll even get an AV to flop on occasion
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- Sv:
Fly doesn't need end reducers: as soon as you'll get Stamina it will be a non-issue, and before that you'll need the slots somewhere else anyway. On the other hand, it needs fly speed enhancers IMHO since I don't find non-enhanced Fly to be that fast in the first place.
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Again this is one of those things I won't agree with entirely. I'm not at my desk but I know Fly has a much higher endurance cost then hover. With Tankers you will occasionally need to take to the air to close gaps with your foes. With Hover the endo cost is non-existant and so tossing blows in the air doesn't matter. Fly is much more expensive. If you plan on using Fly instead of 6 Slotted Hover an Endo Redux is a smart move
EDIT: Oh and testing has shown Fly caps at 3 Fly Speed enhancers FYI.
The only reason I even consider Swift or Hurdle is because I need one of those to unlock Health and Stamina.
I wouldn't take either if I didn't have to.
I think I will go with Hurdle. I seem to slide/sprint fast enough right now, but following the runners who jump atop things is a pain. Replacing Swift with Hurdle in order to deliver the pain.
Placing the 2 freed slots into Fly for End Red. I don't want to be caught up short when I need to fight in the sky. Stamina isn't a cureall, and every bit of saving of endurance will help.
I can always respec on the Test Server later to see if another power would be better served with the 2 slots, but I think my attacks and defenses are sitting pretty right now.
Thank you very much for your insights!
Kimmie, Loki's little Valkyrie.
Well havok does my build look good then?
This should be the perfect build for Kara Lokison, Kimmie's attempt to mimic Supergirl while dodging trademark laws. It incorporates this thread's advice, what I have relearned since returning to CoH, and looks well rounded. I may consider dropping Focused Accuracy someday in favor of Taunt, but otherwise this build should be solid for solo play (minoring in group play as opportunities arise).
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Kara Lokison
Origin: Science
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 : Hurdle
Jump ( 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 )
Endurance Reduction ( 39 )
Endurance Reduction ( 39 )
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 )
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
Endurance Reduction ( 49 )
-------------------------------------------
Level 01 : Brawl
Damage ( 01 )
Level 01 : Sprint
Run Speed ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )
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Well havok does my build look good then?
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Except for the same comment on Unstoppable I made earlier that I wouldn't waste the 2 slots in it
Hey Havok, can you post a leveling guide? Like where to level and stuff. Thanks alot
hrm where should i put those slots then? because your build has the a total of three slots in unstoppable.
That is why I originally had 3 slots in Unstoppable.
Havok really likes Whirlwind, and you have it also. He has said that it is a hoot to use, underrated, and an endurance sucker.
I think Havok would suggest you consider putting those two slots in Whirlwind as Endurace Reducers and have a great time!
Maybe consider trading Swift for Hurdle. I am doing that for the vertical when moving around, and you won't have Hover before 35. Hurdle should help with Faultline.
Kimmie
True, but ive experienced worse hehe, ex-main was/is a 26 blaster with SS/Stealth and Hurdle, we'll see though just hit 15 today. There's always Respec #1.
But endred x3 in whirlwind is also an idea to look at. Ill have to wait and see i spoze, but thats a while away .
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Hey Havok, can you post a leveling guide? Like where to level and stuff. Thanks alot
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When I get higher level I might do that ... fact is though I like missions. I hate street sweeping
Any suggestions Havok? just not sure what to do with the level 50 slots if im not putting them into the Unstoppable. Really appreciate your patience with me, just trying to prepair :P.
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Any suggestions Havok? just not sure what to do with the level 50 slots if im not putting them into the Unstoppable. Really appreciate your patience with me, just trying to prepair :P.
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My suggestion depends on how you play when you hit 50:
Want aggro control put a slot in Taunt for Taunt Duration (you can put another in Whirlwind if you are having endo problems and another in Invincibility because it rocks).
Want more defense put them all in Invincibility the defense boost is insane.
Want more ranged damage for those single target attack then add some slots too LBE.
Really those last 3 slots are the free bee's it's really hard to screw up. Heck 3 slots added to Health are pretty decent now.
Well with keeping with your design im thinking keep one of the 50's in hover so thats 6 socketed for maximum hover speed :P, then sticking the other two 50's in Invince. Since personally i want maximum resists possible but keeping it designed this way. And this would give me just that bit more of resists when im debuffed. Or maybe leaving that one again hover, put one in taunt, one in Invince. i'll wait and see but most likely your recommendation of the uber defense boost.
Thanks again for all your info Havok.
Glad to help.
Havok, would I be better off delaying KO Blow and Haymaker in order to move up Resist Energies and Resist Elements? Currently (level 10) I can take those foes out first and then relax, but will I be able to survive to 30 well enough without the resistances in place sooner? My concern is that I might run out of Endurance before the attacks can save me from the energy/element foes. Would this following build be a wiser choice, or should I continue with my last build instead? Also does element or energy show up more often? I ask because I want to invest in the resistance which will serve me best sooner than later. I can interchange which I take first on either build. Thank you dear!
Kimmie
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(5) dam(3) dam(3) dam(39) dam(36)
04 : Dull Pain recred(04) recred(5) recred(7) recred(7)
06 : Air Superiority dam(06) dam(9) dam(9) dam(40) dam(40) dam(36)
08 : Unyielding damres(08) damres(11) damres(11) damres(17) damres(17) damres(40)
10 : Hurdle jmp(10)
12 : Resist Energies damres(12) damres(13) damres(13) damres(31) damres(31) damres(31)
14 : Fly fltspd(14) fltspd(15) fltspd(15) endred(39) endred(39)
16 : Health hel(16)
18 : Invincibility defbuf(18) thtbuf(19) thtbuf(19)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Resist Elements damres(22) damres(33) damres(33) damres(33) damres(34) damres(34)
24 : Hasten recred(24) recred(25) recred(27) recred(27) recred(29) recred(29)
26 : Knockout Blow endred(26) dam(34) dam(36) dam(37) dam(37) dam(37)
28 : Rage recred(28)
30 : Haymaker dam(30) dam(43) dam(46) dam(46) dam(46) dam(50)
32 : Unstoppable damres(32)
35 : Super Speed runspd(35)
38 : Foot Stomp endred(38) dam(48) dam(48) dam(48) dam(50) dam(50)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Focused Accuracy thtbuf(44) endred(45) endred(45) endred(45)
47 : Laser Beam Eyes dam(47)
49 : Whirlwind endred(49)
-------------------------------------------
01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Looking at that build I'ld put Haymaker before Resist Elements and Resist Elements after KO Blow.
You can survive on 44% with Elements till the 30's. Getting there with only Jab, Punch, and Air Superiority though would be painful.
Ah, you just eased a major concern of mine Havok! I will keep Haymaker at 12, KO Blow at 22, Resist Elements at 26, and Resist Energies at 30.
Being able to finish fights in less time will allow Kara to reach 30 in much less time than if she took the resists over the attacks.
Thank you for easing my concerns! *hugs*
Kimmie
Havoc i had a concern i do have less attacks but im 24 now and im wondering if ill survive with just Knock Out blow and the rest of the attacks until 30 (in my build) which i get haymaker, and 32 with Air Superiority. Here's the changes i spoke to you previously all implemented and the end design of this build.
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 : 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)
-------------------------------------------
01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)
Or i could just Switch out Knockout Blow for Haymaker now, and do the slots differently By slotting Haymaker with Knockout Blows slot levels, and Knockout Blow with Haymakers levels. Like This...
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)
Moving Haymaker before Resist Energies and Rage should be fine. I would definately move it before Rage.
So is my planned Build (following the directions of yours Quickette and _Havok_) look good then? when i was using the planner i tried to make sure any resists or defenses were socketed first, excluding Stamina, Hasten, and Dull Pain those i tried to follow what you guys had done.