Magnus Star's Inv/SS build - For your reference


Blue_Monolith

 

Posted

Because some of you have demanded it (thanks for those private messages, those who sent them), here's my build once again posted, but this time with a level by level guide from 1 through to 50.

Yes, it's unorthodox, not all my resistances are capped (apart from Smash/Lethal), but this has worked very well for me in PvE and PvP. Elements or Energy damage weren't huge concerns of mine, so the resistances for those two damage types are lower than what most Tankers would have, but in my opinion, ample.

This was the build I went with after the free respec went live a few months ago, designing it with the intention of exemplaring down going back and doing early TFs, missions and lighter weight PvP fights.

Enjoy!

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) dam(7) dam(48)
01 : Temp Invulnerability damres(01) damres(3) damres(3)
02 : Punch dam(02) dam(5) dam(5) dam(11) dam(15) dam(15)
04 : Resist Physical Damage damres(04)
06 : Hasten recred(06) recred(9) recred(23) recred(25) recred(31) recred(7)
08 : Unyielding damres(08) damres(9) damres(11) damres(19)
10 : Swift runspd(10)
12 : Haymaker dam(12) dam(13) dam(13) dam(19) dam(21) dam(36)
14 : Hurdle jmp(14)
16 : Resist Energies damres(16) damres(17) damres(17) damres(31)
18 : Air Superiority dam(18) dam(29) dam(29) dam(31) dam(36) dam(36)
20 : Resist Elements damres(20) damres(21)
22 : Fly fltspd(22) fltspd(23) fltspd(50) fltspd(37)
24 : Invincibility thtbuf(24) thtbuf(25) thtbuf(27) thtbuf(33)
26 : Stamina endrec(26) endrec(27) endrec(33) endrec(33) endrec(34) endrec(37)
28 : Knockout Blow dam(28) dam(34) dam(39) dam(39) dam(40) dam(42)
30 : Rage recred(30) recred(40)
32 : Tough Hide defbuf(32) defbuf(34) defbuf(37) defbuf(39)
35 : Dull Pain recred(35) recred(48) recred(48) hel(50)
38 : Foot Stomp dam(38) dam(40) dam(42) dam(43) dam(45) dam(46)
41 : Conserve Power recred(41) recred(42) recred(43) recred(43) recred(46) recred(46)
44 : Laser Beam Eyes dam(44) dam(45) dam(45) dam(50)
47 : Taunt tntdur(47)
49 : Combat Jumping jmp(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

Total Resistances:
Smash/Lethal = 106.8%
Energy = 75.2%
Elements = 66.4%
Toxic = 37.6%

Thanks for reading.


 

Posted

Pending the possibility of future earnable power respecifications, I've tweaked the current build and managed to up the damage resistances while remaining consistent with defense and damage output of main attack powers.

Changes consisted of removing slots from the following powers:

- Temp. Invulnerability (-2)
- Fly (-1)
- Laser Beam Eyes (-1)

And placing those extra four slots into:

- Unyielding (+2)
- Resist Elements (+2)

The build is now as follows:

Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength

01 : Jab dam(01) dam(3) dam(3)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02)
04 : Punch dam(04) dam(5) dam(5) dam(7) dam(7) dam(19)
06 : Swift runspd(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(15) damres(17)
10 : Air Superiority dam(10) dam(11) dam(19) dam(31) dam(39) dam(43)
12 : Haymaker dam(12) dam(13) dam(13) dam(21) dam(39) dam(43)
14 : Resist Energies damres(14) damres(15) damres(21) damres(34)
16 : Resist Elements damres(16) damres(17) damres(23) damres(36)
18 : Hurdle jmp(18)
20 : Invincibility thtbuf(20) thtbuf(29) thtbuf(31) thtbuf(37)
22 : Knockout Blow dam(22) dam(23) dam(25) dam(34) dam(39) dam(43)
24 : Stamina endrec(24) endrec(25) endrec(27) endrec(34) endrec(40) endrec(45)
26 : Fly fltspd(26) fltspd(27) fltspd(36)
28 : Rage recred(28) thtbuf(29)
30 : Tough Hide defbuf(30) defbuf(31) defbuf(37) defbuf(37)
32 : Hasten recred(32) recred(33) recred(33) recred(33) recred(40) recred(45)
35 : Dull Pain recred(35) recred(36) recred(42) hel(50)
38 : Foot Stomp dam(38) dam(40) dam(42) dam(48) dam(48) dam(50)
41 : Conserve Power recred(41) recred(42) recred(46) recred(46) recred(46) recred(48)
44 : Laser Beam Eyes dam(44) dam(45) dam(50)
47 : Taunt tntdur(47)
49 : Combat Jumping defbuf(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

Resistances (90% Cap)
Smash/Lethal: 101.3%
Elements: 83.6%
Energies: 84.0%
Toxic: 46.4%


I lose a little speed with Fly, and I lose about 25% damage with Laser Beam Eyes, but in the end I have better overall protection from typed damage (namely Elements and Energies) making it more difficult for Elements/Energies based opponents to hurt me.

Any comments, feel free to leave them here or send a private message.

Once again, thanks for reading.

Magnus Star.


 

Posted

With Hasten Running, you'll have about 19 seconds of Rage stacking and 10 seconds of rage up with no activity.

If you drop one of the slots from Rage, or just change it from Recharge to +to hit, you'll still have Perma-Rage (it will become availible when you're only allowed self-buffs.)

But if you think that getting -25 endurance more frequently is worth the 20% damage buff for those 19 seconds, go for it.


 

Posted

[ QUOTE ]
With Hasten Running, you'll have about 19 seconds of Rage stacking and 10 seconds of rage up with no activity.

If you drop one of the slots from Rage, or just change it from Recharge to +to hit, you'll still have Perma-Rage (it will become availible when you're only allowed self-buffs.)

[/ QUOTE ]
Done, thanks for the tip.

And just so you know, Rage cycles almost perfectly with just the one 50++ recharge redux enhancement in there; Rage will recharge seconds before the first click expires, and to be quite frank, it gives you a much clearer indication of when you should Taunt before your 10 seconds of "nothingness".

Thanks again.


 

Posted

**Edited second build to reflect enhancement changes to Rage**


 

Posted

It was going to be done sooner or later, so here's my Issue #5 build for Magnus Star:

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) dam(3)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02) damres(3) damres(7) damres(11) damres(13)
04 : Punch dam(04) dam(5) dam(5) dam(7) dam(9) dam(11)
06 : Taunt tntdur(06)
08 : Dull Pain recred(08) recred(9) recred(23) hel(23)
10 : Unyielding damres(10) damres(13) damres(15) damres(15) damres(17) damres(21)
12 : Swift runspd(12)
14 : Resist Energies damres(14) damres(17) damres(21) damres(33)
16 : Health hel(16)
18 : Air Superiority dam(18) dam(19) dam(19) dam(29) dam(37) dam(42)
20 : Resist Elements damres(20) damres(25) damres(29) damres(33)
22 : Invincibility thtbuf(22) thtbuf(34) thtbuf(34)
24 : Stamina endrec(24) endrec(25) endrec(31) endrec(36) endrec(36) endrec(36)
26 : Haymaker dam(26) dam(27) dam(27) dam(33) dam(40) dam(48)
28 : Fly fltspd(28) fltspd(37) fltspd(42)
30 : Hasten recred(30) recred(31) recred(31) recred(39) recred(39) recred(40)
32 : Knockout Blow dam(32) dam(34) dam(37) dam(40) dam(43) dam(50)
35 : Rage recred(35) thtbuf(43) thtbuf(43)
38 : Foot Stomp dam(38) dam(39) dam(46) dam(46) dam(46) dam(50)
41 : Conserve Power recred(41) recred(42) recred(45) recred(45) recred(45) recred(50)
44 : Unstoppable recred(44)
47 : Laser Beam Eyes dam(47) dam(48) dam(48)
49 : Tough Hide defbuf(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

------------------------------------------------------------

Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %

T.I.= 30% Base (50++) 5-Slotted
= 63.0 %

Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %

Total S/L Resist= 83.75%


Energy/Elements Resistances:
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %

R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %

R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %

Total R/Eng Resist= 25.7%
Total R/Ele Resist= 25.7%

--------------------------------------------------------------

I personally still like to focus my attention on offense, so little change has been made to the slotting in attack powers apart from Jab and Laser Beam Eyes.

I haven't quite reached the cap on Smash/Lethal resistances, but 83.75% is still very good for soloing purposes, but 25.7% for Energy/Elements?!? Meh, it'll be risky running in to large Rikti Mobs, Malta Hercs and Zeus, Circle of Thorns Death Mages and Energy/Elements archvillains, but I'll be more appreciative of Bubbler Defenders and Controllers for that matter.

Still the first one into a fight, still the last one to leave,

Magnus Star.


 

Posted

so you ditrch taunt and pick up another attack, and add more slots to offense instead of defense. because were vulnerability tankers. hehehe


 

Posted

[ QUOTE ]
so you ditrch taunt and pick up another attack, and add more slots to offense instead of defense. because were vulnerability tankers. hehehe

[/ QUOTE ]
Uhmmm, a few things:

- I've always had Taunt, it's there, even in the previous builds;
- My attacks have remained the same since the first build (Jab, Punch, Air Superiority, Haymaker, Knockout Blow, Footstomp and Laser Beam Eyes); and
- I've only taken away two slots from attacks, one from Jab and one from Laser Beam Eyes in the Issue #5 build.

Are you being sarcastic? I can't tell.


 

Posted

Wow, I've 6-slotted my en/el and I still get pasted. How do you survive long enough to defeat anything? I have that same attack chain minus laser eye beams. And except for Jab, they're all 6-slotted damage.

I'm dropping Unstoppable and picking up Rage in it's place. I like how you got it to stack, I didn't think that was possible. This will actually free up some slots as I have 6 in Unstopabble. I'm just waiting for the release and the free respec.

Thanks for the guide.


"Fragments came floating into his mind like bits of wood drifting down a stream, and he fished them out and fitted them together."
- Elizabeth Gray Vining

 

Posted

[ QUOTE ]
Wow, I've 6-slotted my en/el and I still get pasted. How do you survive long enough to defeat anything? I have that same attack chain minus laser eye beams. And except for Jab, they're all 6-slotted damage.

I'm dropping Unstoppable and picking up Rage in it's place. I like how you got it to stack, I didn't think that was possible. This will actually free up some slots as I have 6 in Unstopabble. I'm just waiting for the release and the free respec.

Thanks for the guide.

[/ QUOTE ]
Inspirations, inspirations, inspirations! I usually carry 4-8 Health inspirations to use in between the time I hit Dull Pain for an "instant heal" and for the time it takes to recharge. I've found so far that the heal from Dull Pain has been sufficient (given the timing of the 'click') in taking back Energy/Elements damage dealt.

That combined with a decent DPS (damage per second) rate, I can take down a boss, lieutenant and a minion fairly quickly.

I don't actually have Rage stacked, technically, because while the recharge time/activation overlaps, there's still the 10 second down-time even when I renew it. So really, it's not perma-Rage due to the 10 second down-time like just mentioned, but it's ready to go again once those ten seconds are over.

But overall, I'm still almost as resilient to damage as I was in Issue 4. I've found that at least 60-70 per cent of the damage dealt in the end-game is still Smash-Lethal damage, so if you have your S/L resists capped or close to it, you'll be fine.

With Issue 5, yes, you might have to choose your fights more carefully, yes, you may very well need help with certain missions (say half of them), and yes, you'll definitely need to excercise better health management and use a bit more of your brains rather than brawn in a fight in the future (depending on the type of foe).

Tankers will still be the first in to a fight, and still the last ones to leave.


 

Posted

[ QUOTE ]
Well Positron posted a few things to the Tanker, Dev response thread.

http://boards.cityofheroes.com/showf...v=#Post3324660

Some nice things to see there.

[/ QUOTE ]
I managed to read that earlier, a very nice help indeed. The best part about it is that I won't have to tweak my I5 build to compensate for it.


 

Posted

[ QUOTE ]
Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %

T.I.= 30% Base (50++) 5-Slotted
= 63.0 %

Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %

Total S/L Resist= 83.75%


Energy/Elements Resistances:
Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %

R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %

R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %

Total R/Eng Resist= 25.7%
Total R/Ele Resist= 25.7%


[/ QUOTE ]
With Positron's latest news on the Invulnerability line (namely the change to Energy/Elements resists on Unyielding), for this particular build, the next patch should see the bolded numbers rise to 30-35 per cent resistance. It's not known how much the base resists for Eng/Ele in Unyielding will rise, but Positron said they will be "almost doubled" (so from 5 per cent to say around 8 to 9 per cent).

So after the next patch, say if it's an increase to 8.5 per cent in Unyielding (for just Energy/Elements), with my build:

Total R/Eng Resist= 33.8%
Total R/Ele Resist= 33.8%


Not a massive improvement, but every little bit helps; it's survivable.


 

Posted

I've been using Havok's guide, which looks like it will be great ly affected by I5.

I was wondering why you took RPD and why you slotted TI? Is it because of the changes in I5?


------
Blue Monolith - Inv/Eng Tanker, Virtue
Arctic Ant - Ice/Eng Blaster, Virtue

...proud members of the Legion of Freedom!
www.lof-online.com

 

Posted

[ QUOTE ]
I was wondering why you took RPD and why you slotted TI? Is it because of the changes in I5?

[/ QUOTE ]
Yes.

You could get away with not taking RPD prior to Issue 5.

My build suits my own style of play, but if you wanted to reach the S/L cap (still 90 per cent), all you need is:

RPD - One slotted (SO)
Temp Invulnerability - Six-slotted (SO)
Unyielding - Six-slotted (SO)

Which will take you to a S/L resistance of 90.35 per cent.


 

Posted

Updated to show recent tweak to Unyielding, Issue #5 build for Magnus Star:

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) dam(3)
01 : Resist Physical Damage damres(01)
02 : Temp Invulnerability damres(02) damres(3) damres(7) damres(11) damres(13) damres(43)
04 : Punch dam(04) dam(5) dam(5) dam(7) dam(9) dam(11)
06 : Taunt tntdur(06)
08 : Dull Pain recred(08) recred(9) recred(23) hel(23)
10 : Unyielding damres(10) damres(13) damres(15) damres(15) damres(17) damres(21)
12 : Swift runspd(12)
14 : Resist Energies damres(14) damres(17) damres(21) damres(33)
16 : Health hel(16)
18 : Air Superiority dam(18) dam(19) dam(19) dam(29) dam(37) dam(42)
20 : Resist Elements damres(20) damres(25) damres(29) damres(33)
22 : Invincibility thtbuf(22) thtbuf(34) defbuf(34)
24 : Stamina endrec(24) endrec(25) endrec(31) endrec(36) endrec(36) endrec(36)
26 : Haymaker dam(26) dam(27) dam(27) dam(33) dam(40) dam(48)
28 : Fly fltspd(28) fltspd(37) fltspd(42)
30 : Hasten recred(30) recred(31) recred(31) recred(39) recred(39) recred(40)
32 : Knockout Blow dam(32) dam(34) dam(37) dam(40) dam(43) dam(50)
35 : Rage recred(35) thtbuf(43)
38 : Foot Stomp dam(38) dam(39) dam(46) dam(46) dam(46) dam(50)
41 : Conserve Power recred(41) recred(42) recred(45) recred(45) recred(45) recred(50)
44 : Unstoppable recred(44)
47 : Laser Beam Eyes dam(47) dam(48) dam(48)
49 : Tough Hide defbuf(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

------------------------------------------------------------

Smash/Lethal Resistances:
RPD = 7.5% Base (50++) 1-Slotted
= 9.15 %

T.I.= 30% Base (50++) 6-Slotted
= 69.6 %

Uny.= 5.0% Base (50++) 6-Slotted
= 11.6 %

Total S/L Resist= 90.35%


Energy/Elements Resistances:
Uny.= 10.0% Base (50++) 6-Slotted
= 23.2 %

R/En= 7.5% Base (50++) 4-Slotted
= 14.1 %

R/El= 7.5% Base (50++) 4-Slotted
= 14.1 %

Total R/Eng Resist= 37.3%
Total R/Ele Resist= 37.3%

--------------------------------------------------------------

I personally like to focus my attention on offense, so little change has been made to the slotting in attack powers apart from Jab and Laser Beam Eyes.

I run Rage most of the time while fighting, so I find my accuracy buff in that power (hence the ToHit SO) and in Invincibility.

I have reached the cap on Smash/Lethal resistance (@90%), but 37.3% for Energy/Elements?!? Meh, it'll be risky running in to large Rikti Mobs, Malta Hercs and Zeus, Circle of Thorns Death Mages and Energy/Elements archvillains, but I'll be more appreciative of Bubbler Defenders and Controllers for that matter.

Still the first one into a fight, still the last one to leave,

Magnus Star.


 

Posted

Nice build, but I would reccomened slotting Unstoppable ( 6 slotts - recharge ). Unstoppable should be huge when I5 comes...


 

Posted

[ QUOTE ]
Nice build, but I would reccomened slotting Unstoppable ( 6 slotts - recharge ). Unstoppable should be huge when I5 comes...

[/ QUOTE ]
Unstoppable is my dedicated "panic button" so I'd rather not become dependent on it or I could find myself in a world of debt when it drops (health and endurance) as much as I use it. The slots are better spent elsewhere. But thanks for the tip none-the-less.


 

Posted

Magnus, ever try 6 slotting Rage with all recharge? It gives you perma rage plus. That means for I believe 30 seconds you have 2 rages up. That is a huge boost to the damage output. I know what you are thinking about the 10 sec drop but it is a small price to pay for the damage and accuracy bonus you get.
CC


 

Posted

[ QUOTE ]
Magnus, ever try 6 slotting Rage with all recharge? It gives you perma rage plus. That means for I believe 30 seconds you have 2 rages up. That is a huge boost to the damage output. I know what you are thinking about the 10 sec drop but it is a small price to pay for the damage and accuracy bonus you get.
CC

[/ QUOTE ]
Yeah, I've thought about it, but it may be something that will be brought to the attention of the devs quite soon (it's border-lining on an exploit). So why bother?


 

Posted

Well that would really suck if they nerf that cause you have to give up some abilities to use it. Not only that but with the already tough job of keeping agro with a taunt that only hold 5 enemies when rage drops you can't use anything. Just my 2 cents.
CC


 

Posted

Hey, Magnus.

Is that coh planner updated with all the new I5 numbers. I have been looking for an updated one. I am an INV/Fire and you seem to be the only one posting an Inv build since I5 came out.


 

Posted

[ QUOTE ]
Hey, Magnus.

Is that coh planner updated with all the new I5 numbers. I have been looking for an updated one. I am an INV/Fire and you seem to be the only one posting an Inv build since I5 came out.

[/ QUOTE ]
Yep, you can download the updates automatically when you download the program.


 

Posted

Good postman! I had no idea how to slot INV after I5 hit. I have an INV/Mace tanker *insert laugh here* This thread is very helpful. Thanx a bunch for the info!


 

Posted

[ QUOTE ]
Magnus, ever try 6 slotting Rage with all recharge? It gives you perma rage plus. That means for I believe 30 seconds you have 2 rages up. That is a huge boost to the damage output. I know what you are thinking about the 10 sec drop but it is a small price to pay for the damage and accuracy bonus you get.
CC

[/ QUOTE ]
U really need to not talk about this... u'll get it nerfed.