Immortal-Nites Invuln/EM Guide for I-4
Now for the builds. The major goals I had when I made my tanker were:
-Capped Resists (except Psi)
-Solo-able (decent damage at all levels)
-Minimal endurance issues
-Superman-ish (For me that meant Fly and SS)
-Highly optimized build (maybe not the ultimate
but nothing wasted)
-Do well in the Arena (Hence US and FA)
The great thing about EM as a secondary is that it does two types of damage, Smash and Energy. Also Energy is one of the least resisted damage types especially in PVP. The biggest problem with EM, IMO, is that you need to wait till levels 35 and 38 for your Big Gun attacks. Till then EM is pretty lacking in the damage department. You get your AOE early, but it kinda sucks for as much End as it costs. This is why I had 2 builds. One to get me to level and my Big Guns
and one post 35.
Here is the build for level 1 to 35:
01 : Barrage acc(01)
01 : Temp Invulnerability damres(01) damres(3)
02 : Energy Punch acc(02) dam(3) dam(5) dam(5)
04 : Taunt tntdur(04)
06 : Air Superiority acc(06) dam(7) dam(7) dam(19)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(13) damres(15)
10 : Bone Smasher acc(10) dam(11) dam(11) dam(15)
12 : Hurdle jmp(12)
14 : Fly fltspd(14) fltspd(21) fltspd(27)
16 : Whirling Hands acc(16) endred(17) dam(17) dam(19) dam(21)
18 : Invincibility thtbuf(18)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(25) endrec(25) endrec(27)
24 : Resist Energies damres(24) damres(33) damres(33) damres(34)
26 : Resist Elements damres(26) damres(33) damres(34) damres(34)
28 : Hasten recred(28) recred(29) recred(29) recred(31) recred(31) recred(31)
30 : Build Up recred(30)
32 : Super Speed runspd(32)
Attacks: What I did in the early levels was to grab an extra attack to add a little extra damage I was missing back in. This creates the nice attack chain of AS > EP > BS > WH. Pre-Invincibility, I put an Accuracy in each attack. Those can be switched to Damage after you get Invincibility, but I prefer to leave the Acc in (I dont like to miss). Whirling Hands is an End Hog... and MUST have at least one End reduction.
TI and Unyielding: Why no RPD??? Well it because a Tanker can easily cap Smash/Lethal resists with just TI and Unyielding. This frees one power slot. Pre-Stamina and SOs I usually just slot my shield with 1-2 End Reductions and the rest Resistances. This is because Resist TOs and DOs dont really have that great of a buff, and the End cost of the toggles without Stamina is killer. After Stamina and SOs, I make them all Resistances.
Resist Energies/Elements: In the low levels, Smash/Lethal is the predominate damage type. EXCEPT if you go to the Hollows and Steel Canyon to fight Outcasts. I felt that Unyielding was more than enough resists to last me through those low levels so I put Resist Energies/Elements off till levels 20-30. At levels 20+ Energies is much more common that Elements (except for Fire COT), so I got Energies 1st.
Taunt: IMO all lowbie tanks should have taunt. Early on this is why team want tanks. If you dont have taunt you cant keep aggro and save the squishes as an pre-Invincibility Invuln tank. This is why I got it early. Some people that still dont care for Taunt, could pick up Dull Pain instead.
Fly: Pre-Stamina Fly gets an End reduction (this will be slow
but you will make it across a zone without running out of End).
Hasten: Why Hasten so late??? Well I had other attack and defensive powers to get 1st. This set back Hasten. Also Hasten cant be made Perma till you get SOs. I did get it to boost my damage a little more with the increased attack speed before the Big Guns and as a prelude to getting Super Speed. Hasten is also KEY later with the Big Guns
to get them to recharge fast
so I got use to having it a little before I had the Big Guns.
Here is the build for level 35+:
01 : Barrage acc(01)
01 : Temp Invulnerability endred(01) endred(3)
02 : Dull Pain recred(02) recred(3) recred(5) recred(5) hel(48) hel(48)
04 : Taunt tntdur(04)
06 : Air Superiority acc(06) dam(7) dam(7) dam(21) dam(42) dam(43)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(13) damres(15)
10 : Bone Smasher acc(10) dam(11) dam(11) dam(15) dam(27) dam(43)
12 : Hurdle jmp(12)
14 : Fly fltspd(14)
16 : Whirling Hands acc(16) endred(17) dam(17) dam(19) dam(21) dam(43)
18 : Invincibility thtbuf(18) thtbuf(19) defbuf(46)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(25) endrec(25) endrec(27)
24 : Resist Energies damres(24) damres(33) damres(33) damres(34) damres(37) damres(42)
26 : Resist Elements damres(26) damres(33) damres(34) damres(34) damres(40) damres(42)
28 : Hasten recred(28) recred(29) recred(29) recred(31) recred(31) recred(31)
30 : Build Up recred(30) recred(48) recred(50)
32 : Super Speed runspd(32)
35 : Energy Transfer acc(35) endred(36) dam(36) dam(36) dam(37) dam(37)
38 : Total Focus acc(38) endred(39) dam(39) dam(39) dam(40) dam(40)
41 : Unstoppable recred(41)
44 : Conserve Power recred(44) recred(45) recred(45) recred(45) recred(46) recred(46)
47 : Resist Physical Damage damres(47)
49 : Focused Accuracy thtbuf(49) endred(50) endred(50)
Attacks: I dropped Energy Punch because with Hasten and my Big Guns
I didnt need it anymore. I grabbed Dull Pain in its place, since thats the only other power to get. My attack chain became AS > BS > ET > AS > TF > WH. This works well for single targets. I throw in more Whirling Hands when I have more targets around me.
Dull Pains: With Hasten and 4 slots Dull Pain becomes Perma. This is nice
having 40% more HP all the time. Later I will 6 slot it, adding 2 more heals. This is great when using ET a lot and VS all those AVs at the end of the game. Dull Pain will be perma AND it will heal back ½ of your HP every 2 mins. This combined with your resists makes you virtually Un-killable (except to Psionic AVs and monsters).
TI and RPD: Why is back RPD??? Well nearing the end of the build I didnt have much left that I wanted. Also I was doing more PVP and with all the de-toggling RPD is nice to have even one slotted. After getting RPD I can change both slots in TI to End reductions and still be capped.
Unstoppable: Why get US anymore??? Because of Sappers, Carnies and PVP. Carnies and sappers start to show up in the 40s, which is why I got US at 41. Its a great Oh Crap power and it PVP you are King for the last 3 mins of a match. One recharge is all it needs.
Travel: Since I got SS now, I use it as my main travel power. I still use Fly, but more for just getting to vertical places. This is why I pulled the slots back out of it.
Epic Powers: I chose the Energy Mastery line mainly because of conserve power. With 6 slotted conserve power and my current slotting I can fight using all of my attacks, with my toggles, non-stop forever. I took FA mainly because I hate missing and so I can beat down bubblers, Ice tanks and SR scrappers in PVP.
Hard Numbers for the final build
Here's some percentages and values for you to keep in mind. These values use +1 SO enhancers. Remember that RES caps at 90% RES but I'm giving the true values here for debuffing purposes (which is rare in PVE).
Endurance Recovery Rate: 2.97 end/sec
Endurance Loss Rate: 0.908 end/sec (with TI, Unyielding and Invincibility running)
Net Endurance Recovery Rate: 2.062 end/sec
Defense:
Hasten: 5.0% Range and Melee
Invincibility: 5-7% melee defense per mob in melee range (caps 120%) and 3-5% ranged defense per mob in melee range (caps at 68%)
Resistances:
Smash: 92.825
Lethal: 92.825
Energy: 90.4%
Neg Energy: 90.4%
Fire:: 90.4%
Ice: 90.4%
Toxic: 45.2%
Psionics: 0%
Nice Guide!
ET Suicides lead to no debt? That's interesting to know.
You wanted Superman-ish but skipped Laser Beam Eyes?
Heretic!!!
Honestly, I traded out Energy Punch for Air Superiority and added LBE as a second moderate-dmg attack. I loved the choice of ranged attack plus KD.
Very nice guide, all in all, but I've read your other guides and they're pretty good too
After a busy week, I have finally had time to finish up this guide with explanations of the rest of the pool powers and how they fit with an Issue-4 Invuln/EM tanker and a build that uses Super Jump as the main travel power.
Pool powers for an Invuln/EM tanker Issue-4
Speed Speed is likely one of the most commonly taken pools in the game because of the power of Hasten and everyone loves the concept of Super Speed.
Flurry You unleash a flurry of super speedy punches on your enemy. This attack may look cool, but its long animation (3 seconds) and relatively low damage (BI = 0.3975*8 = 3.18) just isnt worth it.
Hasten A click power that speeds up the recharge rate of all your attacks for 2 minutes and are granted a small defense bonus to melee and ranged attacks (5%). One of the most powerful powers in the game reduces the recharge rate of powers 70%, which is better than 2 Recharge Reduction SOs. With 6 recharge SOs in this power, it becomes Perma.
Super Speed This is a very fast horizontal travel power (unslotted - 53.95 mph at lvl 14 increasing to 64.43 mph at lvl 50) and offers a stealth component, but lacks vertical movement. It usually needs a vertical movement supplement in the form of hurdle, hover, fly, combat jumping, super jump or teleport. Hurdle and combat jumping make a great combo to get the vertical high you need to get around to virtually every area in the game. This power only really needs one slot with a Run Speed SO to be close to the run speed cap of 92.5 mph with just the base slot (1 Run speed SO in SS = 81.12 mph at lvl 50). It will be more than capped with 2 Run Speed SOs.
Whirlwind A toggle power that causes you to spin so fast you create a whirling vortex that tosses all enemies near you straight up in the air. It has a very cool animation, but is one of the least taken powers in the game. This is mainly because it has a very high endurance cost. Most suspect it uses about 1.15 End per second and then an additional 3 end per mob tossed up.
Leaping This is a very useful pool with one of the more versatile travel powers (especially if you are going for the Hulk look).
Jump Kick You perform the back flip and then push off for a kick. It was not what I expected when I first saw it. Like Flurry, its long animation (3 seconds) and relatively low damage (BI = 2.7778) just isnt worth it.
Combat Jumping A toggle that adds a small increase in jump height, while also offering immobilization protection and a small amount of melee and ranged defense (5%). An Invuln tanker doesnt really need it for the defense (small compared to what Invincibility can do) or immobilization protection (because Unyielding is better), but with travel power suppression its pretty handy for it added jump height.
Super Jump Basically what the name says. This power is great because it has both vertical and horizontal movement that is relatively fast (unslotted 49.91 mph and 123.43 ft high at lvl 50). Again this power really only needs the default slot to come close the Jump speed cap of 78 mph and height cap of 217.43 feet (1 Jump SO in SJ = 61.85 mph and 160.43 feet high at lvl 50). Two Jump SOs gets even closer and 3 Jump SOs caps speed and height.
Acrobatics - A toggle that offers some minor hold protection and moderate knockback/knockdown protection. For a Fire tanker
its almost a must, but for an Invuln tanker its a waste. This is because Unyielding offers both and is much MUCH better. So basically never get this as Invuln.
Flight This pool has quite a bit to offer especially if you are going for everyones favorite hero Superman.
Air Superiority This attack is likely one of the best attacks of any of the pools. It does the same damage as Energy Punch from EM (BI = 2.7778) with a quick animation (1 sec). The best thing about this power is that it does nearly 100% knock-up and Fly. You can keep most enemies EVEN bosses flopping around. If you can fit it, I would suggest getting this power in place of Energy Punch to fill out the attack chain.
Hover A toggle that allows you to hover in the air and are granted a small defense bonus to melee and ranged (5%). This power is VERY slow when you first get it (2.86 mph). But each Flight SO increases its speed by 166.67%. So with 6 Flight SOs it can go about as fast as un-slotted fly (31.47 mph). Also since it is a combat movement power, it is NOT suppressed by attacks. With the low End cost you can always run it, which is why this is some peoples solution to suppression.
Fly - Basically what the name says. This power is great because its versatile 3D movement. The main problem is that it is relatively slow and has a VERY high endurance cost (unslotted 28.72 mph increasing to 33.87 mph at lvl 50, with an End cost of 2.03 End per second). With Issue 4 the Devs finally removed the Acc penalty from fly, but add suppression. When you attack with this power on you are suppressed to hovers base speed of 2.86 mph regardless of how you have hover slotted if you have it. Another think people dislike about fly is the way it slides to a stop. It takes 4 Flight speed SOs to cap its speed (4 Flight SOs = 58.63 mph) which is still by far the slowest travel power. Usually it is a good idea to place an End reduction enhancement in Fly till you get stamina, or you will run out of End.
Group Fly A neat idea, but in practice it is likely one of the most annoying powers ever. Its even slower than Fly (unslotted = 24.09 mph), but the worst part is that it traps your team mates into flight. As long as they are within its radius, they will fly, BUT the farther they are from the caster
the slower they go... even down to as slow as hover. It might be useful for a controller with pets, but for any tanker, IMO, it basically is just for annoying team mates.
Teleport This pool use to be very common with Invuln tankers back when Unyielding didnt allow you to move. Now it is pretty rare except for Stone tankers. It is picking up favor again because of its uses in PVP.
Teleport Foe Basically what the name says. In PVE there really isnt a point to take this. Why recall one guy to you... you an Invuln tanker... run over to him and show him who is boss. Now in PVP, this power is very powerful. Most squishies are smart enough to not run up to a tanker (except for the hit and run by blaster de-togglers) and will usually do every thing possible to keep you at bay. With this power you can TP them right to you
then ET and TF
dead squishy.
Recall Friend If you are team friendly and are teaming with a SSer without vertical movement or have many lowbies without travel powers, then this might be worth it.
Teleport It is a little trick to use a first, but because its speed is base on Range enhancements it doesnt have a speed cap per say. At its base you can teleport up to 100 yards in about 3 seconds (so about 65 mph). With 6 range SOs, you can teleport 220 yards in about 3 seconds (so about 143 mph). It isnt very optimal for indoor missions because it requires line of sight to activate. Usually it is a good idea to place an End reduction enhancement in Teleport till you get stamina, or you will run out of End.
Team Teleport Similar to Teleport, except it is 75 yards per teleport. It uses more End per team mate teleported, but works much better for team transport than Group Fly. IMO, there is no real need for this in game (except for when the entire team is whipped while standing next to the tanker) and Recall friend usually is more convenient.
Fitness This is probably the most powerful and most necessary pool in the entire game.
Swift A passive increase in running speed (+3.72 mph at lvl 6 increasing to +5.01 mph at lvl 50)
Hurdle - A passive increase in jump height and speed. The speed boost is about equal to swift, while the height is slightly less than combat jumping.
Health A passive +40% increase in base health regeneration (+120% with 6 SOs). It use to be +30% before Issue 4. This may seem insignificant, but since Invuln only takes small amounts of damage, a slight boost to health regeneration can make a HUGE difference.
Stamina A passive +25% (+0.4166 EPS) increase in base End recovery (+75% (+1.25 EPS) with 6 SOs). This power is basically a must especially in the late game, unless you like taking a End break every 5 seconds.
Fighting Many Fire tankers take it because they lack defense and a way to cap smash/lethal resistance. IMO, this is completely un-necessary for an Invuln tanker, because they can cap all resists without it and Invincibility offers great defense. Some people say they want it for Weaves Psionic defense (I still think it is pointless and will explain below).
Boxing A crappy punch with a BI of 2.1111 with a very minor chance to disorient.
Kick A crappy kick with a BI of 2.3333 with moderate chance of knockback.
Tough A toggle that offers 20% resistance to Smash/Lethal. If for some reason you do decide to go with the fighting line, you will not need TI. With 3 Resistance SOs in Tough, 1 Resistance SO in RPD and 6 Resistance SOs in Unyielding, you will cap Smash/Lethal resistances. BUT in order to do this you waste one power (getting boxing or kick) and 2-3 more slots than you need if you just went with RPD,TI and unyielding or just TI and Unyielding.
Weave A toggle that offers 12.5% defense to melee and range attacks (NOT cones or AOEs). With 6 defense SOs that will max out at 27.5%. Recall that I said with enough enemies Invincibility caps melee at 120% and ranged at 68%... much better. Some people might say
well Invincibility doesnt protect against Psionics and Weave does. Well most Psionics, especially the killer attacks from AVs are cones and AOEs (no protection with Weave). Also Weave only adds 27.5% with 6 slots. Thats barely better than a basic purple inspiration that is 25%. Most AVs have close to 95% accuracy (meaning they are floored to the 5% chance to miss). So your Weave lowers them to 67.5 accuracy (thats if they dont have a higher than 95% accuracy for debuffs). In my experience you need at least 4-5 purple inspirations (thats 100-125% defense) to make those AVs miss enough not to kill you.
Presence Before the changes to taunt with Issue 3 this pool was taken by every tanker to keep aggro. Now that they changed these from auto-hit to chance to hit, they just arent worth it.
Challenge A single target taunt with a high accuracy, but can still miss.
Provoke A targeted AOE taunt with a high accuracy, but can still miss. The Taunt power from the tanker secondary is Auto-Hit, making Provoke not as good.
Intimidate A single target fear power that will cause some enemies to quiver and others to run. Its major use is in PVP. Since the perma-fear bug has now been fixed and the PVP effects of this power have been reduced (since they were WAY over powered) it isnt as useful.
Invoke Panic An AOE fear power that will cause some enemies to quiver and others to run. Since the perma-fear bug has now been fixed and the PVP effects of this power have been reduced (since they were WAY over powered) it isnt as useful.
Concealment This is likely the only pool set that is counter productive to being a tanker. A tanker is suppose to get the attention of the enemies to keep them off his team mates.
Stealth A toggle that offers a stealth component and a 7.5% defense to melee and ranged attacks.
Grant Invisibility Grants one team mate per cast invisibility (till they attack) and a 7.5% defense to melee and ranged attacks.
Invisibility A toggle that grants you complete invisibility (except for snipers and rikti drones), but you can only affect yourself while it is active.
Phase Shift - A toggle that grants you complete invulnerability (because you shift into another dimension) and offers a stealth component, but you can only affect yourself while it is active. They increase the recharge on this power with Issue 4 because some controllers were abusing it (no risk for reward).
Leadership This pool is really only good for a team in which each member takes it. When one character takes it, the benefit for the cost just isnt worth it, especially since the tanker version is slightly less effective than the defender and controller version. I repeat
unless you play with the same people and everyone gets these powers (which can be very powerful), this pool is completely worthless compared to its cost. The numbers below are the Tanker version boosts. The defender and controller versions offer a slightly better buff.
Maneuvers An AOE toggle that offers a +6.25% melee and ranged defense for all team mates within its range.
Assault An AOE toggle power that received a 50% boost with Issue 4 bumping it up from +7.5% to +11.25% to base damage for all team mates within its range. Considering that most tankers have 4-6 damage SOs per attack (+133.3 to +200% to base damage), this power isnt worth the End cost.
Tactics An AOE toggle that offers a +7.5% boost to Accuracy, +Perception and resistance to confuse defense for all team mates within its range. Comparatively one Accuracy SO offers a 33.3% increase to a powers base accuracy, which is 75% for most powers, making them a +25% boost Accuracy. Focused Accuracy from the Energy Mastery line is a better choice because it adds a +33.3% boost to Accuracy.
Vengeance An AOE click power that can be activated when a team mate is defeated that grants all other team mates with in range (when it is cast) +Accuracy, +Damage, +Defense, +Health Regeneration, and resistance to fear for 2 minutes. So few people ever take this power, that I have no idea what % each of those attributes is increased. Vengeance did however receive a 50% damage boost along with Assault in Issue-4.
Medicine IMO this power pool isnt for an Invuln tanker. He isnt a support class. If he tries to run over and heal the blaster he could potentially drag enemies and incoming AOEs to the blaster and get him killed. Also all these powers are interruptible, making then of even less useful for a melee character in combat. If you want to heal, make a defender or controller.
Aid Other A minor heal other. It is interruptible, but its range was increased and disruption time decreased in Issue-4.
Stimulate Grants one team mate per cast resistance to holds, sleeps, disorients, confuse and fear. It is interruptible, but its range was increased and disruption time decreased in Issue-4.
Aid self A minor self heal that is interruptible. The only tanker that might find this useful is an Ice Tanker.
Resuscitate Revives a fallen team mate to full HP and no Endurance.
Invuln/EM tanker Issue-4 Super Jump Build level 1 to 35:
01 : Barrage acc(01)
01 : Temp Invulnerability damres(01) damres(3)
02 : Energy Punch acc(02) dam(3) dam(5) dam(5)
04 : Taunt tntdur(04)
06 : Air Superiority acc(06) dam(7) dam(7) dam(19)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(13) damres(15)
10 : Bone Smasher acc(10) dam(11) dam(11) dam(15) dam(23) dam(29)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Whirling Hands acc(16) dam(17) dam(17) dam(19) dam(21) dam(23)
18 : Invincibility thtbuf(18) thtbuf(21)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(27) endrec(27) endrec(29)
26 : Resist Energies damres(26) damres(33) damres(33)
28 : Resist Elements damres(28) damres(34) damres(34)
30 : Hasten recred(30) recred(31) recred(31) recred(31) recred(33) recred(34)
32 : Build Up thtbuf(32)
Invuln/EM tanker Issue-4 Super Jump Build level 35+:
01 : Barrage acc(01)
01 : Temp Invulnerability endred(01) endred(3)
02 : Dull Pain recred(02) recred(3) recred(5) recred(5) hel(48) hel(48)
04 : Taunt tntdur(04)
06 : Air Superiority acc(06) dam(7) dam(7) dam(19) dam(43) dam(43)
08 : Unyielding damres(08) damres(9) damres(9) damres(13) damres(13) damres(15)
10 : Bone Smasher acc(10) dam(11) dam(11) dam(15) dam(23) dam(29)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Whirling Hands acc(16) endred(17) dam(17) dam(19) dam(21) dam(23)
18 : Invincibility thtbuf(18) thtbuf(21) defbuf(46)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25) endrec(27) endrec(27) endrec(29)
26 : Resist Energies damres(26) damres(33) damres(33) damres(37) damres(42) damres(42)
28 : Resist Elements damres(28) damres(34) damres(34) damres(40) damres(42) damres(43)
30 : Hasten recred(30) recred(31) recred(31) recred(31) recred(33) recred(34)
32 : Build Up recred(32) recred(48) recred(50)
35 : Energy Transfer acc(35) endred(36) dam(36) dam(36) dam(37) dam(37)
38 : Total Focus acc(38) endred(39) dam(39) dam(39) dam(40) dam(40)
41 : Unstoppable recred(41)
44 : Conserve Power recred(44) recred(45) recred(45) recred(45) recred(46) recred(46)
47 : Resist Physical Damage damres(47)
49 : Focused Accuracy thtbuf(49) endred(50) endred(50)
Thank you for the SJ build and I happen to love that power.
I noticed you still took Air superiority and pushed back Stamina until 24. Do you really think AS is worth that. It seems a bit much. But I don't know thus why I am asking you.
I went with CJ at 6. I was initially going to wait on WH until post Stamina, but have reconsidered and will put it in at 16.
Excellent guide though just that one thing seem odd to me.
Thanks,
[Edited as I forgot to ask this] I also noted you did not put Dull Pain in the 1-35 and no Taunt in your post 35 guide. I had planned on putting both in there before Resist energy and elements. Once again is AS that important? Thoughts?
Ok Immortal, why is tough hide not essential or not worth it? Yes I can see how invincibility will over shadow it but there is a flaw with that kind of reasoning; invincibility doesn't provide crap for defense unless your close to mobs. Therefore if your herding doesn't that mean your going to take the brunt of every single hit until you finally have your mob together around you (when invincibility kicks in) when your ready to kill?
It seems to me that Tough Hide is a great herding tool to help you herd since you won't have invincibility to back you up when your running around gathering. Just a thought.
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I noticed you still took Air superiority and pushed back Stamina until 24. Do you really think AS is worth that. It seems a bit much. But I don't know thus why I am asking you.
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I love AS in the earlier game, and I think the near 100% Knock-up has the best benefit there
especially with bosses. In the early game you are pretty squishy even for a tanker. If the baddies are on their butt most of the time, then they are not hitting you or your teammates. Also E Punch, AS and Bonesmasher make a pretty good attack cycle if you want to solo
which I did a lot of.
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I went with CJ at 6. I was initially going to wait on WH until post Stamina, but have reconsidered and will put it in at 16.
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I originally got WH, when I ran my tanker through the levels, after stamina. It is fine to do that because it does cost quite a bit of End. Many other people say that since its a very early AOE power
to take advantage of it, which also makes sense. I think pushing it back to level 24 or so is perfectly fine.
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[Edited as I forgot to ask this] I also noted you did not put Dull Pain in the 1-35 and no Taunt in your post 35 guide. I had planned on putting both in there before Resist energy and elements. Once again is AS that important? Thoughts?
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Well, about taunt
take another look. It is at level 4 in every build. I think Taunt is important for an Invuln since they cant get their taunt aura (Invincibility) till 18. As for Dull Pain
when I originally made my tanker I had it in the lower levels and it was an ok heal, but without Hasten or a good number of slots
It wasnt up when I needed it, so I hardly ever used it. I dropped it with a free respec in the teens and didnt miss it. I put it back in with a later respec (after getting ET) when I had Hasten and the slots to make it perma.
Oops, you right about taunt... sorry.
I see your point about AS in the early game so much so that I am considering taking it at 16. (Either AS, WH, or a Stamina Prereq. to ensure Stamina by 20.) But I noticed you kept it in in the post 35 build. I assume you must just love the 100% knock up then, I can't imagine the damage would be all that usefull after you get your 2 big attacks.
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Ok Immortal, why is tough hide not essential or not worth it? Yes I can see how invincibility will over shadow it but there is a flaw with that kind of reasoning; invincibility doesn't provide crap for defense unless your close to mobs. Therefore if your herding doesn't that mean your going to take the brunt of every single hit until you finally have your mob together around you (when invincibility kicks in) when your ready to kill?
It seems to me that Tough Hide is a great herding tool to help you herd since you won't have invincibility to back you up when your running around gathering. Just a thought.
[/ QUOTE ]
Well the major reason it is of no use is because the defense buff is so low. While you are herding, your resistances are what is keeping you alive... NOT your defenses (unless youre an Ice tanker). This is why Fire tankers with Tough can still herd very well. Also Tough Hide is only a 9.25% defense buff (to all melee, ranged and AOE, but Psionic). Thats not really enough to make a significant effect in my opinion. You may get hit a little less, but you are still getting hit. Even with Six +3 SOs that is still only 22% defense. As you fight higher con enemies this becomes even more negligible.
Above, you have listed one situation, in theory, where it might help. BUT in practice, I have herded tons of maps without Tough Hide. Most of the enemies were still hardly touching me (when Invinc shouldn't be helping) because they where chasing and not shooting. If they did hit me, it was for very small amounts of damage (due to my resists) that my base Regen with perma DP was ok to heal.
Many people that I have talked to, that had TH and then respeced it out
notice NO significant difference in their survivability. The best part about an Invuln is the very high resists with moderate defense, BUT I feel the resistances are more important. I personally would rather have an extra power and slots to get an attack or Epic and skip a power that isnt needed to tank well. Just my opinion though.
[ QUOTE ]
Oops, you right about taunt... sorry.
I see your point about AS in the early game so much so that I am considering taking it at 16. (Either AS, WH, or a Stamina Prereq. to ensure Stamina by 20.) But I noticed you kept it in in the post 35 build. I assume you must just love the 100% knock up then, I can't imagine the damage would be all that usefull after you get your 2 big attacks.
[/ QUOTE ]
The damage is ok, and it helps to complete my attack chain. Also the Knock-up is still awesome VS bosses. A fake Nem can't put his shield up if he is on his butt. Some guy trying to fly off... AS... now he is grounded (funny to do this to Fliers in PVP... cause now they can't get away... mmmuuuaahhhh). It still has many uses in the late game. For me it was a choice of EP or AS to keep a good attack chain... and AS is way better.
I see your point, thanks for the reply.
Someone on another forum went at great lengths to argue with me the value of slotting for health, and suggested I should come mention it here. Consider it mentioned...following Fanboy's numbers, and some other calculators, I highly recomend 6-slotted health in there somewhere.
Pre-40s, seems to be a break-even point in slotting up the passive resists and health...4 slotting energy res, 3 slotting elemental res, and 6 slotting health gives an equal amount of survivability to those attacks, and double survivability to other forms of damage, in addition to helping immensely with sappers, pvp, auto-hits, res-lowering baddies, toggle drops, etc, etc....more than doubling, in most cases, the amount of damage u can take, per second, with max hp and max res in the later game.
Anywho, be happy to point out some math and kick it around with ya, just lemme know.
How is your build going to be affected by I5? What changes would you suggest?
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Blue Monolith - Inv/Eng Tanker, Virtue
Arctic Ant - Ice/Eng Blaster, Virtue
...proud members of the Legion of Freedom!
www.lof-online.com
Is there any chance this can be updated for Issue 7 by someone? I think there has been a bit of tweaking done since this was posted....
Here is the Build I use in I-7. Not nearly as good as Invuln/EM back in I-4. I still have decent Smash/Lethal resists at ~66%. All the other resists are at ~15%. So the dilema is take the passives which bump that to ~27% or get the medicine pool and get Aid Self. Honestly, Aid Self is probably more useful. Hope this helps.
Also all the info on the Resists/Defense for every tanker Primary power can be found here: Tanker Primary Information for Issue 7 - by BuffyASummers
-Immortal-Nite
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Energy Melee
01 : Barrage acc(01)
01 : Temp Invulnerability damres(01) damres(3) damres(3) endred(31)
02 : Dull Pain recred(02) recred(5) recred(11) hel(15) hel(17) hel(17)
04 : Bone Smasher acc(04) dam(5) dam(7) dam(13) recred(23) endred(29)
06 : Air Superiority acc(06) dam(7) dam(11) dam(13) recred(23) recred(29)
08 : Unyielding damres(08) damres(9) damres(9) endred(31)
10 : Taunt recred(10) recred(43) tntdur(48)
12 : Swift runspd(12)
14 : Fly fltspd(14) fltspd(15) fltspd(27)
16 : Health hel(16) hel(45) hel(46)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19) thtbuf(31) thtbuf(42) endred(43)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Resist Physical Damage damres(22) damres(33) damres(33)
24 : Whirling Hands acc(24) dam(25) dam(25) dam(27) endred(45) endred(45)
26 : Stimulant endred(26)
28 : Aid Self hel(28) hel(33) hel(34) inttim(34) inttim(34)
30 : Build Up recred(30) recred(37) recred(40) thtbuf(48)
32 : Unstoppable recred(32) recred(37) recred(37)
35 : Energy Transfer acc(35) dam(36) dam(36) dam(36) recred(40) recred(42)
38 : Total Focus acc(38) dam(39) dam(39) dam(39) recred(40) endred(42)
41 : Conserve Power recred(41) recred(43) recred(46)
44 : Focused Accuracy endred(44) endred(46) thtbuf(48) thtbuf(50)
47 : Assault endred(47) endred(50)
49 : Tactics endred(49) endred(50)
Immortal-Nites Invulnerability/Energy Melee Guide for Issue-4
Many people have been looking for a good Invuln/EM guide for Post Issue-4. I thought I would take the time to write one. I have to admit it will be very similar to _Havok_s How to build Superman v3.0 & Inv/SS+ Guide, except with EM attacks.
Quick Dictionary of abbreviations:
EM Energy Melee
Perma Making a click power ready to use again immediately after its effects just wore off. This makes the power always active or Perma.
IMO in my opinion
IIRC if I recall correctly
TI Temporary Invulnerability
RPD Resist Physical Damage
Invuln - /Invulnerability Primary set for Tankers
TO Training Origin enhancements
DO Double Origin enhancements
SO Single Origin enhancements
HP Hit points
Mez Hold, sleep, disorient
End Endurance
AS Air Superiority
EP Energy punch
BS Bone Smasher
WH Whirling hands
ET Energy Transfer
TF Total Focus
Big Guns ET and TF
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For all Invuln/EM builds your Core power should at least consist of:
Primaries
-Unyielding
-Temp Invulnerability
-Invincibility
Secondaries
-Bone Smasher
-Whirling Hands
-Energy transfer
-Total Focus
Pools
-Stamina
-Hasten
First, here is a run down of the powers
Invulnerability
Resist Physical Damage
Usefulness Index: [/b] 2/5
Description: [/b] An inherent power, this power increases Smashing/Lethal Resistances by 12.5% for tanks. Getting this power is a judgment call. A tanker can cap his Smash/Lethal resists without it. Its nice because it is inherent, but if you lose your toggles its not going to save you, so dont bother putting more slots in it.
Slotting: Skip this power or 1. IMO, one of the biggest mistakes I see people make when making a build is over slotting RPD and TI. If you do get this power, it only needs the default slot with one Resistance enhancement. With RPD filled with 1 Resistance SO, TI with 1 End Reduction SO and Unyielding with 6 Resistance SO enhancements, you will cap Smash/Lethal Resistances with white SOs.
Temporary Invulnerability
Activation: 3
Endurance: 0.38 End/Sec
Recharge 3.0
Usefulness Index: 5/5
Description: A toggle power this ability adds a base of 32.5% to your resistances. This is one of the core powers of an Invuln tanker IMO.
Slotting: 1-2. The second biggest mistake most people make is over slotting TI. If you got RPD, TI only needs the default slot with an End Reduction SO enhancement and 6 Resistance SO enhancements in Unyielding to cap your Smash/Lethal Resistances. If you skipped RPD, TI needs two Resistance SO enhancements with 6 Resistance SO enhancements in Unyielding to cap your Smash/Lethal Resistances with green +1 SOs. Why do I not add more slots? Cause hardly anything in this game Debuff resistance, so going over is wasted. That and putting extra slots just for End Reductions is a waste. Your attacks are the End hog not your Toggles.
Dull Pain
Activation: 1
Endurance: 15
Duration: 120
Recharge 360
Usefulness Index: 5/5
Description: This power increases your maximum HP by 40%. That is just plain awesome. NO build should be without it!
Slotting: 4-6. With 4 Recharge SO enhancements and Perma-Hasten it can be made Perma. Add 2 more Heal SO enhancements to that and it heals you ½ of your HP while boosting your HP 40%. This becomes especially important if you use Energy Transfer a lot. This heal combined with your Resists will make you virtually un-killable.
Resist Elements
Usefulness Index: 5/5
Description: A great inherent power that no build can go without. It adds a base of 20% Resistance to Fire/Cold resistance. The benefit of being Invuln is high resistances so take advantage of it. You can get this early (levle1 12) for Outcasts, but IMO Unyielding works fine for them. Pick it up around level 20-30s and slot up in the 30-40s.
Slotting: 5-6. With six +1 Resistance SO enhancements in Resist Elements and six +1 Resistance SO enhancements in Unyielding, you will cap Fire and Ice Resistances. Also with six +3 Resistance SO enhancements in Resist Elements and six +3 Resistance SO enhancements in Unyielding, you will cap Fire and Ice Resistances so if you need a spare slot you can leave 5 slots.
Unyielding
Activation: 2
Endurance: 0.4 End/Sec
Recharge 10.0
Usefulness Index: 5+++/5
Description: It grants you 20% Resistance to everything but Psionics plus Mez resistance to everything but Fear. THIS POWER ROCKS!!! This is THE 'core' power for Invulnerability Tankers in Issue-4. Get this power early and slot the heck out of it.
Slotting: 6. Six +1 Resistance SO enhancements Unyielding will give you 45.2% resistance to all but Psionics, which is half of what you need to hit the cap. HALF of your resistances from ONE power!!! Some people put End Reductions in this power and IMO, End Reductions are SUCH is a waste. As I have stated many times, your attacks are the End hog not your Toggles, so get your resistances maxed out.
Resist Energies
Usefulness Index: 5/5
Description: A great inherent power that no build can go without. It adds a base of 20% Resistance to Energy/Negative resistance. The benefit of being Invuln is high resistances so take advantage of it. Pick it up around level 20-30s when Energy and Negative Energy become more common and slot up in the 30-40s.
Slotting: 5-6. With six +1 Resistance SO enhancements in Resist Elements and six +1 Resistance SO enhancements in Unyielding, you will cap Energy and Negative Energy Resistances. Also with six +3 Resistance SO enhancements in Resist Elements and six +3 Resistance SO enhancements in Unyielding, you will cap Fire and Ice Resistances so if you need a spare slot you can leave 5 slots.
Invincibility
Activation: 3.0
Endurance: 0.28 End/Sec
Recharge 10.0
Usefulness Index: 5/5
Description: This power adds +Accuracy and +Defense (to ranged and melee) for every enemy in melee and is a Taunt aura. This is the other 'core' power for Invulnerability Tankers. Now we know from a DEV that the Defense caps at 120% melee and 68% Ranged. We therefore assume it has around a 5-7% defense melee and 3-5% defense ranged buff per enemy, but no one knows for sure of the numbers. Also there was some question as to whether the defense buff stacks with Tough Hide. We have concluded it does stack with Tough Hide. Now no one knows for sure what the Accuracy buff is, but it does allow you to remove the Accuracy enhancements from your powers and still hit quite effectively.
Slotting: 1-6. This power is great Out of the box with just the default slot. A general consensus says that 2 To Hit Buff SO enhancements is enough to guarantee pretty decent accuracy if you pull the Accuracy enhancements from your attacks. Adding Defense enhancements will up that per enemy defense buff, but with your high resistance it probable isnt needed. Some people add Taunt Effectiveness enhancements. Like I said before, it is pretty good Out of the box, and that goes for Taunting too. But if you are having trouble holding agro and planning to do lots of herding, a few Taunt Effectiveness Enhancements cant hurt. IMO, putting extra slots just for End Reductions is a waste. Your attacks are the End hog not your Toggles.
Tough Hide
Usefulness Index: 1/5
Description: This power adds 9.25% DEF to all but Psionics. It's an inherent power which is nice but your boost from Invincibility all but makes this ability useless. Also there was some question as to whether the defense buff stacks with Invincibility. We have concluded it does stack with Invincibility.
Slotting: Skip this power. I don't recommend it as is. It just needs something more to be of value to an Invuln Tanker.
Unstoppable
Activation: 3
Endurance: 7.5
Duration: 180
Recharge 1000 sec
Usefulness Index: 2/5
Description: It grants you 70% Resistance to everything but Psionics, plus very STRONG Mez resistance to everything but Fear, and a nice End recovery boost for a 3 minute period. After 3 minutes you lose all of your endurance (dropping your toggles) and drop to 10% HP. This power is situational. I mainly suggest grabbing it as a Oh Crap power against End drains from Carnies and Sappers and De-toggling in PVP. So you dont have to get it at level 32, but I would get it by at least level 41.
Slotting: 1 or 6. The default slot with a Recharge Reduction SO enhancement is all this power needs. If you plan to do a ton of PVP, then 6 slot this power with Recharge Reduction SO enhancement. With Perma-Hasten it will be up for 3 mins, down for 1.5 mins.
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Energy Melee
Note: Remember all powers listed in here have a PBAoE Taunt component.
Barrage
Accuracy: 75%
Activation: 2
Endurance: 5.0
Recharge 2.0
Range: 5
Brawl Index: Smash 0.6944*2 + Energy 0.2500*2 = 1.8889
Usefulness Index: 1/5
Description: Can you say the most craptastic power ever created. Even brawl is better then this pile of junk. At least Brawl has a use this stupid power has none.
Slotting: 1. The default slot is a waste already. Don't slot it. If you could I wouldn't take it!
Energy Punch
Accuracy: 75%
Activation: 1
Endurance: 7.5
Recharge 4.0
Range: 5
Brawl Index: Smash 1.9444 + Energy 0.8333 = 2.7778
Usefulness Index: 2/5
Description: A decent attack, with a chance to disorient. IMO, Air Superiority is a better power (because AS has fly and nearly 100% knock-up), but in low levels EP and AS make a nice damage combo.
Slotting: Skip this power or 4-6. If you cant fit Air Superiority in your build, then this power is a good replacement. 1 accuracy enhancement and 5 Damage enhancements or 6 Damage enhancements are good slotting. If you plan to get it early with AS to help your damage and attack chain, then 1 Accuracy enhancement and 3 Damage enhancements will get you by, then you can respec it out when you get Energy Transfer.
Taunt
Accuracy: Auto-hit
Activation: 3
Recharge 3.0
Range: 70
Usefulness Index: 4/5
Description: A good aggro control tool that provides an AoE capability like old Provoke. IMO its a must have for tankers, but Im all about protecting the squishes. Its great for when that dumb blaster aggros the edge of the mob and Invincibility wont reach that far.
Slotting: 1-6. The default slot is fine, IMO, for normal aggro control with Invincibilty. Some people like more to have better control, but that is up to you.
Bone Smasher
Accuracy: 75%
Activation: 1
Endurance: 12
Recharge 8.0
Range: 5
Brawl Index: Smash 2.7778 + Energy 1.7778 = 4.5556
Usefulness Index: 4/5
Description: This is one of the main attacks of EM. It does pretty good damage and will disorient most minions and Lts.
Slotting: 6. 1 Accuracy enhancement and 5 Damage enhancements or 6 Damage enhancements are good slotting.
Whirling Hands
Accuracy: 75%
Activation: 3
Endurance: 19.0
Recharge 14.0
Brawl Index: Smash 1.6667 + Energy 1.1111 = 2.7778
Usefulness Index: 4/5
Description: This is ONLY AOE of EM, hence making it a must. You can get it very early compare to other Tanker AOEs. Its damage is not that great, but still worth having. It has a chance to disorient, which is sometimes annoying because a few baddies wander away from the pile drunk.
Slotting: 6. 1 Accuracy enhancement, 4 Damage enhancements and 1 End Reduction enhancement or 5 Damage enhancements and 1 End Reduction enhancement are good slotting. This power sucks a ton of End, so the End Reduction is a must.
Stun
Accuracy: 75%
Activation: 2
Endurance: 14.5
Recharge 20.0
Brawl Index: Smash .41667 + Energy .27778 = .69445
Usefulness Index: 1/5
Description: Woot another Disorient power, but it does almost no damage. Virtually all EM attacks disorient, thats why this power is worthless.
Slotting: Skip this power
Build-Up
Activation: 1
Endurance: 6.0
Duration: 10
Recharge 90
Usefulness Index: 4/5
Description: This power adds an +80% Damage Bonus (to base damage) and adds an 66% (IIRC) ACC boost for a small amount of time. It goes great with the 2 Big Guns of EM.
Slotting: 3-4. With 3-4 Recharge SO enhancements and Perma-Hasten this little boost is ready to go every 30 seconds.
Energy Transfer
Accuracy: 75%
Activation: 1
Endurance: 14.5
Recharge 20.0
Range: 5
Brawl Index: Smash 4.3333 + Energy 8.3333 = 12.6667
Usefulness Index: 5+++/5
Description: It does MASSIVE Smash and Energy single target damage, but causes moderate self damage at the same time, with a moderate chance to disorient. All I can say is OMG!!! This is the Big Gun, the best tanker single target attack in the game (possible the best single target of any Archtype). It has a very short activation time and rather quick recharge. As a note, the self damage was boosted in Issue-4 to balance the enemy damage, but it was give the chance to disorient to make up for it. It does about 9% self damage with each cast and can and will kill you if you are not careful. Be very aware of what you hit, stacked up mobs can mean a face plant if you are not careful. The good news is that if you truly do kill yourself, you dont get Debt.
Slotting: 6. Some people will go 6 Damage Enhancements. This usually will almost kill even con Lts and more than one shot +2 minions. I tent to go with 1 Accuracy, 4 Damage and 1 End Reduction. This makes it so I dont miss while lowering the End cost so I can fire it everytime it is up. Also I turn what would usually be wasted damage on a minion into End savings for me. With 4 Damage SO enhancements, it still can one shot +1 minions.
Total Focus
Accuracy: 75%
Activation: 3
Endurance: 27.0
Recharge 20
Range: 5
Brawl Index: Smash 2.7778 + Energy 7.1111 = 9.8889
Usefulness Index: 5+++/5
Description: It does MASSIVE (not as massive as ET, but good enough) Smash and Energy single target damage, with a 100% chance to disorient. The disorient on this power is powerful enough to even disorient most bosses and some Arch-villains for a few seconds. This is the second of the Big Guns of EM. The animation is kind of long but it looks sweet and the damage and disorient are worth it.
Slotting: 6. 1 Accuracy, 4 Damage and 1 End Reduction enhancement or 5 Damage and 1 End Reduction enhancement are good slotting. This power sucks a ton of End, so the End Reduction is a must.
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Key Pool Powers
Air Superiority
Accuracy: 75%
Activation: 1
Endurance: 7.5
Recharge 4.0
Range: 5
Brawl Index: 2.7778
Usefulness Index: 5/5
Description: This power does moderate damage, but does Fly and nearly 100% knock-up. It does the same damage as Energy Punch, but you can keep most enemies EVEN bosses flopping around. If you can fit it, I would suggest getting this power in place of Energy Punch to fill out the attack chain.
Slotting: 6. 1 Accuracy and, 5 Damage or 6 Damage enhancements are good slotting.
Stamina
Usefulness Index: 5+++/5
Description: This power boosts your endurance recovery by +0.42 as its base and +1.25 with 6 white SOs. It is likely one of the most powerful powers in the game because of this.
Slotting: 6. 6 Endurance Recovery enhancements.
Hasten
Activation: 1
Endurance: 20 (when it drops)
Duration: 120
Recharge 360 (simple method) or 444 (complicated method)
Usefulness Index: 5+++/5
Description: It boosts your attack speed by +0.7, which is a little better than 2 Recharge SOs in each power. Its a MUST to make those Big Guns come back fast. Hasten does buff its own recharge, hence the complicated recharge number, but its easier to think of its recharge after its self-buff, hence the simple recharge number.
Slotting: 6. 6 Recharge SO enhancements will make this Perma, which I why I usually dont get the power till after I can get SOs. Some people go with five +3 Recharge SOs for a down time of 3 seconds, but when they turn white its a 15 second down time.