Weathering the Storm 2.0: An I5 Invuln/SS Guide.
Grrr.
Why is it I find all the the typos after the edit time has expired?
This one I noticed is particularly annoying:
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Level 32 Tough hide (TH): 6 def buff (34,36,37,40,43)
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It should be:
Level 32 Tough hide (TH): 6 def buff (32,34,36,37,40,43)
And of course Unstoppable is now 180 seconds active and 1000 seconds default recharge.
Another great job done on this guide! I was a great fan of your last one, and this one is just as good. Your playstyle matches what I think a tank should be (not that others are not valid.)
Unfortunately for me I used my free respec for my lvl 10 Inv/SS tanker before your guide came out. I made some mistakes that I will have to suffer through until I can do a respec trial.
Wonderful, wonderful guide. Thank you so much for taking the time to do this. I cobbled together a build based on your information but because my little tank is only in her mid twenties, I wanted her to have stamina asap. Can I get your opinion? As an aside, Energy Torrent is a concept power and I thought it could be fun.
01 : Jab acc(01) dam(3) dam(31) dam(50)
01 : Temp Invulnerability endred(01) damres(3) damres(5) damres(7) damres(9) damres(11)
02 : Punch acc(02) dam(5) dam(17) dam(50)
04 : Dull Pain recred(04) recred(7) recred(13) recred(15) hel(46) hel(50)
06 : Swift runspd(06)
08 : Unyielding endred(08) damres(9) damres(11) damres(13) damres(15) damres(17)
10 : Taunt recred(10)
12 : Combat Jumping defbuf(12)
14 : Super Jump jmp(14)
16 : Health hel(16)
18 : Invincibility endred(18) defbuf(19) defbuf(19) defbuf(23) defbuf(25) defbuf(27)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(25) endrec(27)
22 : Haymaker acc(22) dam(29) dam(39) dam(42) dam(42) dam(42)
24 : Resist Elements damres(24) damres(29) damres(33) damres(34) damres(36) damres(37)
26 : Knockout Blow acc(26) dam(31) dam(39) dam(43) dam(43) dam(43)
28 : Resist Energies damres(28) damres(31) damres(33) damres(34) damres(36) damres(37)
30 : Rage recred(30) recred(45)
32 : Tough Hide defbuf(32) defbuf(33) defbuf(34) defbuf(36) defbuf(37) defbuf(39)
35 : Resist Physical Damage damres(35)
38 : Foot Stomp acc(38) dam(40) dam(40) dam(40) dam(45) dam(45)
41 : Unstoppable endrec(41)
44 : Conserve Power recred(44) recred(46) recred(46)
47 : Laser Beam Eyes acc(47) dam(48) dam(48) dam(48)
49 : Energy Torrent kbkdis(49)
"I have great faith in fools - self-confidence, my friends call it." Edgar Allan Poe
Very nice build. And you sneak Stamina in a bit earlier which is good.
I would reverse KO Blow and Haymaker though. Get KO Blow at 22 and Haymaker at 26 would be a quick and easy swap and would let you get KO Blow earlier.
And I forgot to mention about Rage. I have it slotted with just 2 recharges (+2 greens. Prior to I5 I ahd 2 +2 green recharges and a +2 green tohit buff in it. since I don't run it perma. Why? It's due to the fact that I don't always need that extra damage but the crash could be devastating. I prefer to turn it on when I think I will need it, and let it ride if not. With my recharge set-up in Rage, the downtime from the Rage NAP is approximately the same as the recharge time. I can still run it close to perma- if I want (and I DO use it a lot), but it let's me decide when and where I turn it on. There are times when I really do NOT want to suddenly lose 20 end and be unable to attack/taunt.
Okay, I think I have a build re-doo. Im going to try it out on test. Wanted to get your expert opinion on it, if thats okay?
Exported from version 1.5B 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) damres(3) damres(3) damres(5) damres(5) damres(7)
02 : Dull Pain recred(02) recred(29) recred(29) recred(33) recred(33) recred(33)
04 : Taunt tntdur(04) recred(34)
06 : Air Superiority dam(06) dam(7) dam(9)
08 : Unyielding damres(08) damres(9) damres(11) damres(11) damres(13) damres(17)
10 : Haymaker dam(10) dam(13) dam(17)
12 : Swift runspd(12)
14 : Fly fltspd(14) fltspd(15) fltspd(15)
16 : Health hel(16) hel(31) hel(31) hel(31) hel(34) hel(34)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19) defbuf(23) defbuf(25) thtbuf(27)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(25) endrec(27)
22 : Knockout Blow dam(22) dam(36) dam(36) dam(36) dam(37) dam(37)
24 : Resist Elements damres(24) damres(45) damres(46) damres(46)
26 : Resist Energies damres(26) damres(45) damres(46)
28 : Rage recred(28) recred(37) recred(39) recred(39) thtbuf(39)
30 : Resist Physical Damage damres(30)
32 : Unstoppable recred(32)
35 : Tough Hide defbuf(35)
38 : Foot Stomp dam(38) dam(40) dam(40) dam(40) dam(43) dam(43)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(45)
44 : Teleport Foe Empty(44)
47 : Hand Clap acc(47) kbkdis(48) acc(48) disdur(48)
49 : Laser Beam Eyes acc(49) dam(50) dam(50) acc(50)
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01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
Thanks for the update for I5. I just got my ss/inv tank to lvl 17 before the nerf, this will with no doubt be a tremendous help!
Looks solid. The only real change I would say would help with slotting is to cut 1 of the recharges from Rage. Sans Hasten it is perma with 3 +2 SOs. You could drop the fourth recharge and have an extra slot to move where you like.
I think Kara and Iron Vixen should have a Tank off for the best build...kudos to both of you((will post in Karas as well))
EDIT: Sorry, didn't read the whole thread.
uHM uHM.... make this build on test.... it's all u need following the concept u posted. The slots are right...
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab dam(01) dam(50) dam(50) dam(50)
01 : Temp Invulnerability damres(01) damres(3) damres(3) damres(5) damres(5) damres(7)
02 : Resist Physical Damage damres(02)
04 : Dull Pain hel(04) recred(7) recred(17) recred(19) recred(19) recred(29)
06 : Hurdle jmp(06)
08 : Unyielding damres(08) damres(9) damres(9) damres(11) damres(11) damres(13)
10 : Haymaker recred(10) dam(13) dam(15) dam(25) dam(27) dam(27)
12 : Air Superiority dam(12)
14 : Fly fltspd(14) fltspd(15) fltspd(17)
16 : Taunt tntdur(16)
18 : Health hel(18) hel(37) hel(40) hel(43) hel(46) hel(48)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Invincibility defbuf(22) defbuf(36) defbuf(36) defbuf(36) defbuf(37) defbuf(37)
24 : Hasten recred(24) recred(31) recred(31) recred(31) recred(33) recred(33)
26 : Tough Hide defbuf(26)
28 : Knockout Blow recred(28) dam(29) dam(33) dam(34) dam(34) dam(34)
30 : Rage recred(30) recred(48)
32 : Unstoppable recred(32)
35 : Hand Clap disdur(35) disdur(48)
38 : Foot Stomp recred(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Conserve Power recred(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Laser Beam Eyes dam(44) dam(45) dam(45) dam(45) dam(46) dam(46)
47 : Resist Elements damres(47)
49 : Resist Energies damres(49)
Note:
1. Swift doesn't help your flight situation... i know lotz of peeps go with that if they are using flight. But u can't beat having a little jump boost while u're on the ground. You won't be flying all the time in a fight with the end drain on fly. Even if u do have conserver power cuz it will run out and then what?
2. Air superiority isn't worth the slots... us it to add to the knockdown of your other attacks as a filler and to knockout fliers.
3. Teleport Foe is kinda a waste in this build as u have it since u can fly to them and air sup them outta the sky. If you're using it for runners you already have eye beams to pick em off... so they really cancel each other out. Drop Eyebeams if you want to go tp foe.
4. Resist Energies/Elements is a waste of slots in i5... you won't get a good return on that 10 slot investment. If things get rough...see entry #5.
5. UNSTOPPABLE... is major mandatory in i5 in order to cap all res. In fact, it's good enough with unyleilding that u don't even need to take resist elements/energies. And resist elements is only worth a small look since the toxic resistance was moved from dull pain to it.
6. RAge needs on only 1 recharge with hasten.... it'll go down but it's ready to click when it does... u get a 10 sec window to wait. 2 recharge with hasten and u get about 10 secs of double rage and man o man is that sweet.... but don't get happy and try 3 to 4 slots for triple rage etc.... u'll kill your toon from exhaustion cuz then u will have double fast endurance drop penalty that will make managing your endurance a nightmare in a hot fight.
7. Unstoppable... 6 recharge... no exceptions....u'll come to rely on his power in the arena or in non S/L fights.... u get 3 minutes of go nuts and only 60 to 70 sec (or so) of down time before it's up again with hasten to go stupid again with the best res you can hope for in i5.
8. hand clap i wouldn't really choose cuz when u need them on you tight for invincibility to do it's job properly...u have less defense to range which gives the mob an advantage over your protection. Also, since u have foot stomp that move totally disrupts your opposition by knockin em off their feet anyways. You would also have unstoppable if things really hit the fan!
Have Fun!
Honor Before Glory!
UNITED HEROES BRIGADE
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1. Swift doesn't help your flight situation... i know lotz of peeps go with that if they are using flight. But u can't beat having a little jump boost while u're on the ground. You won't be flying all the time in a fight with the end drain on fly. Even if u do have conserver power cuz it will run out and then what?
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I don't think Grasp plans to fight in Fly all the time anyway. The choice of Swift/Health is largely personal preference anyway.
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2. Air superiority isn't worth the slots... us it to add to the knockdown of your other attacks as a filler and to knockout fliers.
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From a lot of Tankers that use AS that I have talked to, you either leave it alone or slot it. However, if you plan to use it fairly often, it only makes sense to slot it up since it will be more effective anyway.
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3. Teleport Foe is kinda a waste in this build as u have it since u can fly to them and air sup them outta the sky. If you're using it for runners you already have eye beams to pick em off... so they really cancel each other out. Drop Eyebeams if you want to go tp foe.
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Not sure on this. LBE is nice and I have not really used TP Foe.
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4. Resist Energies/Elements is a waste of slots in i5... you won't get a good return on that 10 slot investment. If things get rough...see entry #5.
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Not as efficent as they should be, but neither are they a waste. If you don't plan to unstop a lot (and I have only used it 2 times since I5), the small but helpful +res can keep you steady tanking over the roller-coaster of unstop. These passives become critical when tanking AVs as well. This guide is based on heavy defensive slotting and slotting the passives (barring RPD which I would say to get and 1 slot it, just to cap S/L res) is not as good as it was, but it has been effective for me in many hours of tests.
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5. UNSTOPPABLE... is major mandatory in i5 in order to cap all res. In fact, it's good enough with unyleilding that u don't even need to take resist elements/energies. And resist elements is only worth a small look since the toxic resistance was moved from dull pain to it.
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I have never seen DP with Toxic res in it for Invuln Tankers. It was only in Unstop and Uy prior to I5 for us. Now after I5 it is in Unstop, Uy, and R/El. Unstop+Uy can cap, or you can slot dmg res in unstop (70% base afterall).
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7. Unstoppable... 6 recharge... no exceptions....u'll come to rely on his power in the arena or in non S/L fights.... u get 3 minutes of go nuts and only 60 to 70 sec (or so) of down time before it's up again with hasten to go stupid again with the best res you can hope for in i5.
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You most certainly do not need to 6 slot Unstop with recharge. If you need (note:need as opposed to want) unstop that much you are having serious issues. Invinc+TI+UY+passives will carry you quite far. I have only needed unstop 2 entire times since I5 has been live, and both to multiple Sappers. My 2nd post here in this guide highlights my experiences with the exact build in the guide. And the Arena is a farce anyway, so is not relevant here.
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8. hand clap i wouldn't really choose cuz when u need them on you tight for invincibility to do it's job properly...u have less defense to range which gives the mob an advantage over your protection. Also, since u have foot stomp that move totally disrupts your opposition by knockin em off their feet anyways. You would also have unstoppable if things really hit the fan!
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Hand Clap is mostly for stunning mobs and getting them off teammates. It requires thought to know when to use or not use it, but it can be handy if used well. It certainly can ruin a well set up melee group for Invinc if used at a bad time.
Edit: The passive resists are definately still too low, but I have been doing ok (not real happy with the current Invuln, but ok) with this build and not a lot of change to tactics.
Here's Kitty Heart's build. She's currently level 36, and I'd like to know if I am going in the right direction.
(01) Resist Physical Damage: - 5 Dam Res.
(01) Jab: - 1 Acc, 1 End Rdc.
(02) Temp Invulnerability: - 1 End Rdc, 4 Dam Res.
(04) Dull Pain: - 3 Healing, 2 Recharg.
(06) Resist Elements: - 5 Dam Res.
(08) Unyielding: - 1 End Rdc, 4 Dam Res.
(10) Punch: - 1 Acc, 1 End Rdc.
(12) Combat Jumping: - 1 Def Buff.
(14) Super Jump: - 1 Jump.
(16) Resist Energies: - 5 Dam Res.
(18) Taunt: - 1 Acc, 1 End Rdc.
(20) Haymaker: - 1 Acc, 1 End Rdc.
(22) Invincibility: - 1 End Rdc, 4 Def Buff.
(24) Swift: - 1 Run Speed.
(26) Tough Hide: - 4 Def Buff.
(28) Health: - 3 Healing.
(30) Stamina: - 3 End Recovery.
(32) Unstoppable: - 1 Recharge.
(35) Knockout Blow: - 1 Acc, 1 End Rdc.
Kitty's definitely Tank first, and as such, I may be overly neglecting her attacks. She's also a concept build. She wont end up with any overt super powers like Laser Beam Eyes.
Well let me go down the line here:
RPD:I would not recommend slotting it. If you 6-slot TI and Uy with +2 dmg res SOs you get 81.2% S/L res. RPD with just 1 +2 green SO dmg res in it puts you at 90.35%. Even just moving 2 slots out of RPD and cranking Uy and TI up to 6 each you can still move the other 2 slots in RPD elsewhere.
You may want to seriously consider putting dmg in your attacks over end reduc. End reducers in Jab and Punch do not help a lot (I used to have end reduces in all my attacks prior to I3).
Taunt is auto-hit, you do not need to put an acc in it. Also it costs no end to use. If you want it 2-slotted, try a recharge reducer and a taunt duration instead.
If you get a chance to respec , and want to keep a basically similiar build, I would advise (based on your desired build and having the slots of a level 36):
1-TI: 6 dmg res
1-Jab: 1 acc, 1 dmg
2-Punch: 1 acc, 1 dmg
4-DP: 3 heal, 2 recharge
6-R/El: 5 dmg res
8-Uy: 6 dmg res
10-Taunt: 1 recharge, 1 taunt duration
12-CJ: 1 defbuff
14-SJ: 1 jump
16-R/En: 5 dmg res
18-Invinc: 5 def buff, 1 (tohit buff or end reduc)
20-KO Blow: 1 acc, 2 dmg
22-Haymaker: 1 acc, 1 dmg
24-Swift: 1 run
26-TH: 4 defbuff
28-Health: 3 heal
30-Stamina: 3 end recov
32-Unstoppable: 1 recharge
35-RPD: 1 dmg res
This will give you capped S/L and keeps a rough symmetry to your old build. I do recommend slotting more into your attacks though. I can post a more offense oriented build for you if you like.
Thank you so much... i never really seriously thought about slotting ti so much ( i actually didnt take it until late as i made my tank in issue 1 as a locked down tp tank - though i really didnt play her much ). i did have a question about how much the difference is between 5 & 6 resist slots is, at least as far as playtesting-i have seen the numbers. concerning rage, have you tried slotting an end redux to see if it lowers the cost of the drop? also just as an fyi, clear mind or increase density applied as rage drops allows you to function normally as far as attacking & taunting, though the defence & end drop is unaffected.
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i did have a question about how much the difference is between 5 & 6 resist slots is, at least as far as playtesting-i have seen the numbers.
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For TI I take it? It's 30% S/L base. Each white SO is +6%. So 5 slotted would be 60%, 6 slotted 66% (that is with white SOs of course). TI is actually our only really efficient resist power these days.
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concerning rage, have you tried slotting an end redux to see if it lowers the cost of the drop?
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I have not personally. But I seem to recall some other Rage users stating they tried this and it doesn't work.
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also just as an fyi, clear mind or increase density applied as rage drops allows you to function normally as far as attacking & taunting, though the defence & end drop is unaffected.
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Interesting. Sounds quite handy!
Thanks Iron Vixen. Not slotting RPD makes sense, even if it gives me a weird feeling.
Which attacks should I put my focus in? Jab and Punch, for their speed? Haymaker and KB, for their fight ending ability? Is Jump Kick a good attack?
I will jump in here. 6 slot Haymaker, KB, and Footstomp at least. It would be nice to 6 slot Punch and Jab, but we just don't have enough slots.
Haymaker is pretty much your bread and butter attack. Does great damage, knockdown, recharges nicely, and doesn't use too much end.
Knockout Blow does just that. With Rage or a couple of reds, you can easily take out a yellow minion with one shot.
Footstomp is your only AoE, unless you pick up one from one of the Ancillary pools. Dropping in among a large spawn and hitting Footstomp is a great way to get aggro.
Remember that the more damage you do, stronger the effect from Gauntlet, so slotting up your attacks is part of your aggro control.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Justice Blues hits it on the head. KO Blow, Haymaker, and Footstomp are our main attacks. I would focus on getting them as heavily slotted as you can. Rage is also very handy and extremely effective for upping our damage and helps acc too. I end up with 4 in Jab and Punch, I saw no reason to not slot them as much as I could since we end up using them so much.
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Taunt is auto-hit, you do not need to put an acc in it. Also it costs no end to use. If you want it 2-slotted, try a recharge reducer and a taunt duration instead.
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I don't even think the darn thing accepts ACC enhancers, and if it does, it's definitely a bug.
Follow Ivy. She knows of what she speaks!
Vix,
thanks for the pointers!
Oh BTW, I use Teleport foe as a ranged agro. Also, in some cases to bring a nasty needed for a kill x mobs.
I'll go up to a rooftop TP one up to me and take him out before his buddies reach me.
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Taunt is auto-hit, you do not need to put an acc in it. Also it costs no end to use. If you want it 2-slotted, try a recharge reducer and a taunt duration instead.
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I don't even think the darn thing accepts ACC enhancers, and if it does, it's definitely a bug.
Follow Ivy. She knows of what she speaks!
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That was a copy and paste mistake I had made. It should have been 2 recharge
So far so good. What should I take in place of laser beam eyes?
Well Hand Clap or Hurl can work. Hurl is slow but I do miss it's 'fun factor' at times. TP friend is never bad. Perhaps some other pool fits your concept/style?
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if you don't mind me asking how can you survive without end reducers in toggle and without stamina for so long and keep up a decent attack chain to hold aggro?
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Its called taunt. 3 slotted. (distance, duration, recharge.)
That is why I need to do the respec. My S/L is topped out at 52% right now. I think it will be a good thing to get it up to cap before letting him pound on me.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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