INV/Fire tanker build
Just realized that I have a lot of typos for enh slotting (many endred instead of damres in TI/UY). I'll post a corrected build.
Save yourself a power and 3 slots. Dont get TI, just put 1-2 in tough there and you'll have another power option. But w/e.
Powers & slots refactored for issue 5.
This Inv/Fire tank build outlines the progression of power & slot choices from level 2 to 50 (without using a respec). The build will be split into three phases ([2-11], [12-21], [22-50]). All power choices and resistance percentages are based on Issue 5. At all stages, I slotted for long battles (situations like defending the Terra Volta Reactor) and for reduced down time when running missions.
The Early build [2-11] is focused on two things >> building a foundation for resistances and landing hits (more accuracy translates into wasting less endurance to get the job done). This build can start tanking (and I mean tanking, not herding) at level six. Punchvoke & Taunt can keep your villains occupied.
lvl 01: TI EndRed(01) EndRed(05) EndRed(05) DamRes(07)
lvl 01: Scorch Acc(01)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03)
lvl 04: Dull Pain Rech(04) Rech(07)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) EndRed(09) EndRed(09) DamRes(11) DamRes(11)
lvl 10: Combat Jumping Jump(10)
Your resistances will look like this at level 11:
Smashing & Lethal: 37% = 30% + 1.5% (Temporary Invulnerability with 1 DamRes) + 5% + 0.5% (Unyielding with 2 DamRes)
Energy, Negative Energy, Fire, Cold & Toxic: 11% = 10% + 1% (Unyielding with 2 DamRes)
Your Endurance Recovery running Combat Jumping, Temporary Invulnerability and Unyielding non-stop looks something like this (in end per second):
Endurance recovery: 1.15 = 1.67 (your natural recovery rate) - 0.08 (Combat jumping) - 0.22 {0.28 / [1 + 0.25 (TI with 3 EndRed)]} - 0.22 {0.28 / [1 + 0.25 (Unyielding with 3 EndRed)]}
The tradeoff between endurance and damage resistance boils down to this: training enhancements are kinda weak. Training Damage Resistance enhancements confer an increase to the base resistance by five percent.
The Midlife build [12-21] is the period where your damage output increases and Damage Resistance enhancements start meaning something.
lvl 01: TI EndRed(01) EndRed(05) DamRes(05) DamRes(07) DamRes(21)
lvl 01: Scorch Acc(01)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03) Dam(13) Dam(15) EndRed(15)
lvl 04: Dull Pain Rech(04) Rech(07) Rech(17) Rech(17)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) EndRed(09) DamRes(09) DamRes(11) DamRes(11) DamRes(13)
lvl 10: Combat Jumping Def(10)
lvl 12: Hurdle Jump(12)
lvl 14: Super Jump Jump(14)
lvl 16: Health Heal(16)
lvl 18: INV EndRed(18) Def(19) Def(19)
lvl 20: Stamina EndRec(20) EndRec(21)
Your resistances will look like the following from level 13 to 21 (provided you use Dual Origins and keep them fairly up to date):
Smashing & Lethal: 46% = 5% + 2% (Unyielding with 4 DamRes) + 30% + 9% (TI with 3 DamRes)
Energy, Negative Energy, Fire, Cold & Toxic: 14% = 10% + 4% (Unyielding with 4 DamRes)
Your Endurance Recovery running all of your toggles non-stop at level 19 (for the sake of simplicity):
End recovery: 0.93 = 1.67 (natural) - 0.08 (CJ) - 0.21 {0.28 / [1 + 0.33 (TI with 2 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (UY with 2 EndRed)]} - 0.24 {0.28 / [1 + 0.16 (INV with 1 EndRed)]}
This is the lull before the greatness that is Stamina.
The Final build [22-50] is where your build develops your offensive output.
lvl 01: TI EndRed(01) EndRed(05) EndRed(05) DamRes(07) DamRes(21) DamRes(43)
lvl 01: Scorch Acc(01) Dam(46)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03) Dam(13) Dam(15) EndRed(15)
lvl 04: Dull Pain Rech(04) Rech(07) Rech(17) Heal(17) Heal(46) Heal(46)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) DamRes(09) DamRes(09) DamRes(11) DamRes(11) DamRes(13)
lvl 10: Combat Jumping Def(10)
lvl 12: Hurdle Jump(12)
lvl 14: Super Jump Jump(14)
lvl 16: Health Heal(16)
lvl 18: INV EndRed(18) Def(19) Def(19) ToHit(48)
lvl 20: Stamina EndRec(20) EndRec(21) EndRec(23) EndRec(23) EndRec(25) EndRec(25)
lvl 22: Combustion Dam(22) Dam(50)
lvl 24: Resist Elements DamRes(24) DamRes(34) DamRes(34) DamRes(42) DamRes(42) DamRes(43)
lvl 26: Tough Hide Def(26) Def(27) Def(27) Def(29) Def(29) Def(31)
lvl 28: FSC Dam(28) Dam(31) Dam(31) Dam(33) Dam(33) Acc(33)
lvl 30: Resist Energy DamRes(30) DamRes(34) DamRes(37) DamRes(40) DamRes(42) DamRes(43)
lvl 32: Unstoppable DamRes(32)
lvl 35: Incinerate Acc(35) Dam(36) Dam(36) Dam(36) Dam(37) Dam(37)
lvl 38: GFS Acc(38) Dam(39) Dam(39) Dam(39) Dam(40) EndRed(40)
lvl 41: Salt Crystals Acc(41) Acc(50) Rech(50)
lvl 44: Fossilize Acc(44) Acc(45) Hold(45) Hold(45) Rech(48) Rech(48)
lvl 47: Build Up ToHit(47)
lvl 49: Resis Physical Damage DamRes(49)
[color=white]Your resistances will look like the following at level 50 (even level Single Origin enh):
Smashing & Lethal: 79% = 5% + 5% (Unyielding with 5 DamRes) + 30 % + 30% (TI with 5 DamRes) + 7.5% + 1.5% (RPD with 1 DamRes)
Energy & Negative Energy: 36.5% = 10% + 10% (Unyielding with 5 DamRes) + 7.5% + 9% (Resist Energy with 6 DamRes)
Fire & Cold: 36.5% = 10% + 10% (Unyielding with 5 DamRes) + 7.5% + 9% (Resist Energy with 6 DamRes)
Toxic: 20% = 10% + 10% (Unyielding with 5 DamRes)
Your resistances will look like the following at level 50 (+3 Single Origin enh):
Smashing & Lethal: 89.38% = 5% + 6.5% (Unyielding with 5 DamRes) + 30 % + 39% (TI with 5 DamRes) + 7.5% + 1.38% (RPD with 1 DamRes)
Energy & Negative Energy: 41.975% = 10% + 13% (Unyielding with 5 DamRes) + 7.5% + 11.475% (Resist Energy with 6 DamRes)
Fire & Cold: 41.975% = 10% + 13% (Unyielding with 5 DamRes) + 7.5% + 11.475% (Resist Energy with 6 DamRes)
Toxic: 23% = 10% + 13% (Unyielding with 5 DamRes)
Your Endurance Recovery running all of your toggles non-stop:
End recovery: 1.97 = 1.67 (natural) + 1.25 (Stamina) - 0.08 (CJ) - 0.21 {0.28 / [1 + 0.33 (TI with 1 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (UY with 1 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (INV with 1 EndRed)]} - 0.24 {0.32 / [1 + 0.33 (Acrobatics with 1 EndRed)]}
One hole in this build is the ability to do some kind of status effect to your opponent. I addressed this with the Epic/Ancillary power pool choices (Eath Mastery). Salt Crystals is almost a lock if you are running INV (which you will). Fossilize gives you a ranged component (think about locking down a Sapper).
The Other hole is any kind of Psionic damage resistance or defense. Do the Striga Isle missions to the get Wedding Ring. Make Friends with Dark Defenders. Carry a lot of Lucks and Heals.
Reference links:
Smersh's Invuln/Fire Guide, Version 1.0 (Long)
Epic Power Pools / Ancillary Power Pools
Endurance Costs for Toggle Powers
BuffyASummers Resistance & Defense numbers for I5
If you have any questions, fire away.
A very nice invul/fire build How's the earth mastery doing for ya?
Here's pictures of my current build in which I'm changing just not sure in what way. Current slotting and powers - needs tweaking.
My questionable build I may use a respec for:
Exported from version 1.5B of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Fiery Melee
01 : Scorch dam(01)
01 : Resist Physical Damage damres(01) damres(46)
02 : Temp Invulnerability damres(02) damres(3) damres(3) damres(5) damres(5) damres(7)
04 : Dull Pain recred(04) recred(15) recred(7) recred(23)
06 : Combat Jumping jmp(06)
08 : Hasten recred(08) recred(9) recred(9) recred(13) recred(13) recred(15)
10 : Unyielding damres(10) damres(11) damres(11) damres(21) damres(23) damres(34)
12 : Boxing dam(12)
14 : Super Speed runspd(14)
16 : Tough damres(16) damres(17) damres(17) damres(19) damres(19) damres(21)
18 : Invincibility defbuf(18) defbuf(40) defbuf(40) defbuf(40) defbuf(48) defbuf(48)
20 : Hurdle jmp(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(33) endrec(33) endrec(33)
26 : Tough Hide defbuf(26) defbuf(27) defbuf(27) defbuf(29) defbuf(43) defbuf(48)
28 : Combustion dam(28) dam(29) dam(31) dam(34) dam(37) dam(39)
30 : Breath of Fire dam(30) dam(31) dam(31) dam(34) dam(37) dam(39)
32 : Unstoppable recred(32)
35 : Fire Sword Circle dam(35) dam(36) dam(36) dam(36) dam(37) dam(39)
38 : Resist Elements damres(38)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Laser Beam Eyes dam(44) acc(45) dam(45) dam(45) dam(46) dam(46)
47 : Resist Energies damres(47)
49 : Energy Torrent dam(49) dam(50) dam(50) dam(50)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Earth Mastery works great. It gives me the control/mez component that Fire lacks.
What is the objective of this build? It looks like you will never exemplar below 28 and will mainly herd. Not slotting a couple attacks with some Accuracy will make it hard for you to Punchvoke or take down a single enemy. If you are going up against AVs, you have no single target attacks worth mention (LBE is pretty ok damage). One of the tactics now is to herd a couple cronies around you while you attack the AV. If all you have are AoEs, your Invincibility effectiveness is going to drop fast.
Why Slot Tough? Your SM/L is already at the cap. And why take it at 16? You should push this back to later in the build, leave it unslotted & take Weave. Otherwise, drop the whole Fighting pool completely.
If you don't expect to fight long battles, it might be worth looking at slotting Unstoppable. Put one or two DamRes and the rest Recharges. Get yourself BuildUp and fight 3 minutes at a time.
Actually looking back at that build and trying it on the test server, it eats up end. And no, I don't plan on doing any exemplar. I have too much fun with equal lvls to +. My current build, as crazy as it looks, allows me to take on +4 lvl lit without using build-up. Yeah I have to herd them but the aoe's dish out the punishment with fire breathe doing clean-up. Actually even with hasten 5 slotted (will tweak to 6) and CP, I can dish out what I currently have and still have half the end. This is even in an arch-villian fight. Of course I had to eat some catch against the lvl 54 dominatrix.
Hi. No comments on your build other than a comment on how you formulated your build and posted it: BRAVO!
I was up last night thinking someone needs to refine builds to reflect actual gameplay rather than a straight to 50 shot of what a build would look like. Your build is much more useful for someone looking for use rather tahn a blueprint. Thank you.
Thanks.
Looks like Tiffany Seville has her Inv/Fire guide for issue 5 up now too. Take a look.
Here's the "diversification" compliant build for Issue 6.
lvl 01: TI EndRed(01) EndRed(05) DamRes(05) DamRes(07) DamRes(13)
lvl 01: Scorch Acc(01) Dam(15) Dam(17) Dam(40) EndRed(42)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03) Dam(07) Dam(13) EndRed(37)
lvl 04: Dull Pain Rech(04) Rech(15) Rech(17) Heal(43) Heal(43) Heal(46)
lvl 06: Combat Jumping Def(06)
lvl 08: Unyielding EndRed(08) EndRed(09) DamRes(09) DamRes(11) DamRes(11)
lvl 10: Taunt Taunt(10)
lvl 12: Hurdle Jump(12)
lvl 14: Super Jump Jump(14)
lvl 16: Health Heal(16)
lvl 18: INV EndRed(18) Def(19) Def(19) Def(34) ToHit(34)
lvl 20: Stamina EndMod(20) EndMod(21) EndMod(21)
lvl 22: Combustion Acc(22) Dam(23) Dam(23) Dam(33) EndRed(34)
lvl 24: Resist Elements DamRes(24) DamRes(25) DamRes(25)
lvl 26: Tough Hide Def(26) Def(27) Def(27)
lvl 28: FSC Acc(28) Acc(29) Dam(29) Dam(31) Dam(33) EndRed(33)
lvl 30: Resist Energy DamRes(30) DamRes(31) DamRes(31)
lvl 32: Unstoppable DamRes(32) DamRes(43) Rech(48) Rech(48) Rech(50)
lvl 35: Incinerate Acc(35) Acc(36) Dam(36) Dam(36) Dam(37) EndRed(37)
lvl 38: GFS Acc(38) Acc(39) Dam(39) Dam(39) Dam(40) EndRed(40)
lvl 41: Salt Crystals Acc(41) Rech(42) Rech(42)
lvl 44: Fossilize Acc(44) Acc(45) Hold(45) Rech(45) Rech(46) Rech(46)
lvl 47: Build Up ToHit(47) Rech(48)
lvl 49: Resis Physical Damage DamRes(49) DamRes(50) DamRes(50)
This Inv/Fire tank build outlines the progression of power & slot choices from level 2 to 50 (without using a respec). The build will be split into three phases ([2-11], [12-21], [22-50]). All power choices and resistance percentages are based on Issue 3. At all stages, I slotted for long battles (situations like defending the Terra Volta Reactor) and for reduced down time when running missions.
The Early build [2-11] is focused on two things >> building resistances and landing hits (more accuracy translates into wasting less endurance to get the job done). This build can start tanking (and I mean tanking, not herding) at level six. Punchvoke & Taunt can keep your villains occupied.
lvl 01: TI EndRed(01) EndRed(05) EndRed(05) DamRes(07)
lvl 01: Scorch Acc(01)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03)
lvl 04: Dull Pain Rech(04) Rech(07)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) EndRed(09) EndRed(09) EndRed(11) EndRed[color=orange](11)
lvl 10: Combat Jumping Def(10)
Your resistances will look like this at level 11:
Smashing & Lethal: 56.1% = 32.5% + 1.6% (Temporary Invulnerability with 1 DamRes) + 20% + 2% (Unyielding with 2 DamRes)
Energy, Negative Energy, Fire, Cold & Toxic: 22% = 20% + 2% (Unyielding with 2 DamRes)
Your Endurance Recovery running Combat Jumping, Temporary Invulnerability and Unyielding non-stop looks something like this (in end per second):
Endurance recovery: 1.15 = 1.67 (your natural recovery rate) - 0.08 (Combat jumping) - 0.22 {0.28 / [1 + 0.25 (TI with 3 EndRed)]} - 0.22 {0.28 / [1 + 0.25 (Unyielding with 3 EndRed)]}
The tradeoff between endurance and damage resistance boils down to this: training enhancements are kinda weak. Training Damage Resistance enhancements confer an increase to the base resistance by five percent. So, for every DamRes you put in Unyielding, you get an extra effective resistance of 1% (five percent of a 20% base), woo hoo!
The Midlife build [12-21] is the period where your damage output increases and Invincibility affords you the ability to start herding.
lvl 01: TI EndRed(01) EndRed(05) DamRes(05) DamRes(07)
lvl 01: Scorch Acc(01)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03) Dam(13) Dam(15) EndRed(15)
lvl 04: Dull Pain Rech(04) Rech(07) Rech(17) Rech(17)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) EndRed(09) DamRes(09) DamRes(11) DamRes(11) DamRes(13)
lvl 10: Combat Jumping Def(10)
lvl 12: Hurdle Jump(12)
lvl 14: Super Jump Jump(14)
lvl 16: Health Heal(16)
lvl 18: INV EndRed(18) Def(19) ToHit(19)
lvl 20: Stamina EndRec(20) EndRec(21) EndRec(21)
Your resistances will look like the following from level 13 to 21 (provided you use Dual Origins and keep them fairly up to date):
Smashing & Lethal: 67% = 20% + 8% (Unyielding with 4 DamRes) + 32.5 % + 6.5% (TI with 2 DamRes)
Energy, Negative Energy, Fire, Cold & Toxic: 28% = 20% + 8% (Unyielding with 4 DamRes)
Your Endurance Recovery running all of your toggles non-stop at level 19 (for the sake of simplicity):
End recovery: 0.93 = 1.67 (natural) - 0.08 (CJ) - 0.21 {0.28 / [1 + 0.33 (TI with 2 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (UY with 2 EndRed)]} - 0.24 {0.28 / [1 + 0.16 (INV with 1 EndRed)]}
This is the lull before the greatness that is Stamina.
The Final build [22-50] is where your build develops your offensive output.
lvl 01: TI EndRed(01) EndRed(05) EndRed(05) DamRes(07)
lvl 01: Scorch Acc(01)
lvl 02: Fire Sword Acc(02) Acc(03) Dam(03) Dam(13) Dam(15) EndRed(15)
lvl 04: Dull Pain Rech(04) Rech(07) Rech(17) Rech(17)
lvl 06: Taunt Taunt(06)
lvl 08: Unyielding EndRed(08) EndRed(09) EndRed(09) DamRes(11) DamRes(11) DamRes(13)
lvl 10: Combat Jumping Def(10)
lvl 12: Hurdle Jump(12)
lvl 14: Super Jump Jump(14)
lvl 16: Health Heal(16)
lvl 18: INV EndRed(18) Def(19) ToHit(19) ToHit(42)
lvl 20: Stamina EndRec(20) EndRec(21) EndRec(21) EndRec(23) EndRec(23) EndRec(25)
lvl 22: Combustion Dam(22) Dam(25) Dam(50)
lvl 24: Resist Elements DamRes(24) DamRes(34) DamRes(34) DamRes(42) DamRes(43) DamRes(48)
lvl 26: Tough Def(26) Def(27) Def(27) Def(29) Def(29) Def(31)
lvl 28: FSC Dam(28) Dam(31) Dam(31) Dam(33) Dam(33) Acc(33)
lvl 30: Resist Energy DamRes(30) DamRes(34) DamRes(37) DamRes(40) DamRes(43) DamRes(43)
lvl 32: Unstoppable DamRes(32)
lvl 35: Incinerate Dam(35) Dam(36) Dam(36) Dam(36) Dam(37) Dam(37)
lvl 38: GFS Acc(38) Dam(39) Dam(39) Dam(39) Dam(40) EndRed(40)
lvl 41: Salt Crystals Acc(41) Acc(42) Sleep(46) Sleep(46) EndRed(46)
lvl 44: Fossilize Acc(44) Acc(45) Hold(45) Hold(45) Range(48) Range(48)
lvl 47: Air Superiority Acc(47) Acc(50) Dam(50)
lvl 49: Acrobatics EndRed(49)
Your resistances will look like the following at level 48 (provided you use Single Origins and keep them fairly up to date):
Smashing & Lethal: 90% (92) = 20% + 20% (Unyielding with 5 DamRes) + 32.5 % + 19.5% (TI with 3 DamRes)
Energy & Negative Energy: 84% = 20% + 20% (Unyielding with 5 DamRes) + 20% + 24% (Resist Energy with 6 DamRes)
Fire & Cold: 84% = 20% + 20% (Unyielding with 5 DamRes) + 20% + 24% (Resist Energy with 6 DamRes)
Toxic: 40% = 20% + 20% (Unyielding with 5 DamRes)
Your Endurance Recovery running all of your toggles non-stop:
End recovery: 1.97 = 1.67 (natural) + 1.25 (Stamina) - 0.08 (CJ) - 0.21 {0.28 / [1 + 0.33 (TI with 1 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (UY with 1 EndRed)]} - 0.21 {0.28 / [1 + 0.33 (INV with 1 EndRed)]} - 0.24 {0.32 / [1 + 0.33 (Acrobatics with 1 EndRed)]}
This is the lull before the greatness that is Stamina.
The hole in this build is the ability to do some kind of status effect to your opponent. I addressed this with the Epic/Ancillary power pool choices (Eath Mastery) and Air Superiority. Salt Crystals is almost a lock if you are running INV (which you will). Fossilize gives you a ranged component (think about locking down a Sapper). Air Superiority allows you to juggle a target or knock them out of the air.
In terms of PvP: Salt Crystals allows you to hose Force Field Defenders (and most Controllers if they aren't running Indomitable Will). Against players with mez protection, you will be a value to your team because you can help your controllers burn through their protection (sleep/hold). If you manage to knockout a player's toggles, you can further hose them with a hold/sleep.
Reference links:
Smersh's Invuln/Fire Guide, Version 1.0 (Long)
Epic Power Pools / Ancillary Power Pools
Endurance Costs for Toggle Powers
If you have any questions, fire away.