Inv/SS "Lasher"


13TonGimp

 

Posted

I have been with my super strnegth invulnerability tank since i3 and as such I believe I have a great amount of experience with the sets and have seen alot of changes and adapted with help from the forums. So naturally I see it as my turn to post my own findings and help others along if I can. Plus I reached legend status n the forums at least in title... so i gotta do something cool right?

My propossed post ED build
I have seen countless builds using fly so I figured for the leapers out there I would try my hand at something for us who wanna jump and smash. (no beam eyes, torrents, all punching) I am not yet sure how to calculate the perfect number crunched attack cycle and kind of just weigh how long something is taking to come back against how much damage whats available does (but I did figure a one second activation boxing was better than the 2 second LBE. And that a 1 second punch was better than the same BI of AS which takes 2 seconds to fire off. My logic may be faulty though as I am not a mathmatician)

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Super Strength
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Super strength as a set is one of the most underappreciated sets in my view. Rage and footstomp alone make for some crwoning jewels on its crown (or tierra if your a lady tank I suppose...). Your damage will be very so-so through the beginning of your career aside from knockout blow which is availble at level 20 and should be picked up as soon as possible, but more on that later. Super Strength has the nifty and underappreciated sideeffect of knockdown. It is very possible with Super Strength attacks like punch, haymaker, footstomp, and KO blow to keep an opponent on there back liek a flopping fish for the entire fight. This is one of your best defenses. Why? Well if I am laying on my back and trying to get up then I am not attacking you am I?

Super Strength is also a very eyes and ear pleasing set. With big sonic booms and crunches with every attack and footstomps ability to shake your monitors screen you will definetly look and sound super. (not like those pom pom tossin energy melee goons )

SMASH!!!:
In this build I am attempting to build a guy who is very punchy, but with some performance in mind. Someone who leaps about the battle field with his insanely strong legs and crushes faces. No lasers from the eyes, no energy orrents from my hands just pure fist in your face action. The leaping smasher of a scranker I like to call "the Lasher". boxing was taken from the power pools to gain access to tough and was slotted appropriately to be worthwhile in combat. You will find that boxing does more damage than jab, its sad I know, but true so deal with it. Use jab only as a means to fill a gap in your attack chain. Having jab is also usefull when you find yourself slowed to a crawl by certain foes.

Two words on taunt:
Screw taunt. Thats what I say. It only hits 5 guys. You can pick it up if you feel the need to but punchvoke (gauntlet) will keep em glued to you along with help from invincibilty which also draws agro. Foostomp will really keep them hatin ya forever as well. With ED and i5 we honestly cant afford all the attention we draw anymore... at least not nearly as much. However it is garunteed agro on you and for no endurance cost plus it is ranged. But being the inv/ss lasher we are we are much more offense based arent we? ARENT WE??????... damn straight...

A word on handclap:
At a certain point when you have eliminated a majority number of your attackers, your invincibilitys defense provided becomes lackluster at best. This is where handclap comes in. Stun the remainding foes and its simply clean up from there. They will stay stunned for about 9-10 seconds plus you will get to see lots of ragdoll physics as they fly away from you (Be forewarned that handclap is a total AoE slinger ******-offer.)

Handclap is a bit unweildy in PvP because you only have a 15 foot radius to work with but once you get a feel for the drive by handclap its pretty nice at times. Wherever you fire the attack off at is where the attack happens not where you land or where your animation takes place. It is very possible to jump over the heads of your opponents to perform a handclap and land away from them.

A word on rage:
RA!!!! Rage slotted as in my build is both perma and a great benefit to your accuracy. CoH Hero Builder claims it gives a 83% bonus to accuracy which is pretty hefty, thats like 2 SO accuracy enhancements and then some. I can get away with not slotting any accuracy at all doing so going with just straight recharge, damage, and end reduction. With invincibility it only gets better.

yes there is a ten second down time but as long as you keep wailing away the entire fight you wont lose much agro as long as your keeping your fights short and wathcing your rage. You will notice that about the time when rage is close to coming back up for another firing, the previous one will drop. You will eventually get a feel for it as I did. Try to get your team to wait a massive 10 seconds between these if not engaged in combat.

A word on Hurl:
Hurl is often poo poo'ed upon by the tank community. It is a power that has haymaker level damage from a range but it takes FOREVER to execute the attack once it is clicked. Many have suggested making this attack a ranged AoE or a energy transfer type headbutt attack but there no change seen in the future for this power (man I would love either one of those...). I have made good use of it in PvP though for catching flyers and super speeding squishies. Lets not forget that the wonderfull boulder of doom can also be used to knock storm users out from under that stinkin thundercloud that knocks off our toggles. (there is a high knockback component to this power that actually gets quite large with just one knockback enhancement)

i myself had this power for a long time for PvP purposes and to feel awesome every now and then. Lets not forget that you are ripping up the concrete from beneath your feet to hurl at your opponent. Its pretty damn cool looking at the least.

A word on Footstomp:
Footstomp... *swoon* "I love you footsomp" *bats eyes*
Seriously this power rocks almost as hard as ZZ top partying with GWAR in a tornado. It generates tons of agro and throws EVERYONE on there backs. Knockdown is good as we have discussed earlier. Whats more is the damage is nearly as high as in you haymaker. Somewhere between haymaker and punch and that aint too shabby. Many slot a taunt enhancment in this power to generate even more agro around themselves with it. I find it does just fine on its own without that.

The graphics for this power rock. You shake the screen with a mighty stomp and there is a crunching smash noise for EVERY villian hit by it. Noisey? HELL YES!!!! perfect for the super strong "Lasher".

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Invulnerability
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Well in a nutshell your not invulnerable. It was long said and known and obvious that psi damage was our weakness. We had no defense/resist against it. However after i5 it ALL started feeling like psi damage to me. All is not lost though and you can still be effective by taking a more active role on a team and not just standing there like before. We still have the wonderfull dullpain and invincibility, which although wierd and not very invulnerability-ish, is still a great power. Unstoppable is one of those pay for it top tier oh crap powers... but I will be damned if it doesnt deliver exactly what it says.

As far as graphics are concerned Invulnerability is by far the least obstructive to your costume and allows you better flexibility of concept. The sounds are a bit annoying and the animations generic, but overall it doesnt look TOO bad.

Maximum resistance:
After ED the way to cap your smash lethal is reportedly to 3 slot the following powers
<ul type="square"> [*]temporary Invulnerability (TI) [*]unyielding (TI)[*]Resist physical damage (RPD)[*]tough from the fighting power pool ( )[/list]Yes we do have to dip to a power pool to cap our smash and lethal resistance. But at least we still can. As far as your resistance to the other types goes, your best bet is to 3 slot all your passives such as Resist Elements and Resist Energies. This will provide you with some 30% resitance to non smash/lethal excluding psionic and toxic damage (to which we are still paper bags full of hitpoints). Should you feel the need to you could take away soem slots from resist energies and elements to place i your power pools or secondary set as these numbers are so small its almost trivial anyway.

Maximum Healing:
In order to achieve any level of healing to help you in combat you need to pick up health from the fitness power pool and Dull Pain from your beloved invulnerability. Dull Pain effectively increases your total hitpoints and thus your healing rate as your healing rate is based on a percentage of your total hit points. Dull Pain slotted for 3 recharge keeps it around fairly long though perma no more. The three healing enhencments I have placed in it make it heal me back enought to get me well into the green after unstoppable throws me into the red. Pop a catch of breath, throw Dullpain, and get those toggles up and your a happy camper... I mean tanker...

A word on Unyielding:
You absolutley need this power. It is your status protection for your entire career and provides resistance to everything that you can possibly resist. There is a slight defense price to pay here though. It knocks you down some 5% all around. But thats a price we are willing to pay for the amoutn of resistance to being held and stunned and the like it provides.

A word on Invincibility
More accuracy, more defense. Both from the same power. Sound nice? It is... kinda. I always viewed the power as awesome but wierd for a resistance set. (Why doesnt it provide resistance in place of defense? I dunno... same reason Psionic attacks slow you?) But the real issue is that it takes a substantial number of baddies to make it really shine. (haha shine... get it? you will when you see the power activated) The more foes standing around you trying to beat you to a pulp the better your defense and accuracy will be. Your best bet when fighting bosses and the like is to let the minions hang around while you beat the boss up. That way you keep a maximum amount of defense and accuracy for taking out the most dangerous guy first. Handclap can also help for dealing with the small numbers of foes as mentioned in super strength.

A word on "Tough Hide":
Tough hide my patooty. Again more defense in a resitance set, or what SHOULD be a resistance set. Trivial defense basically only good for covering the defense taken away by unyielding. I previously wished to skip this for hasten* so I could be crazy go nuts every now and then with my attacks. However I find that the extra defense from this power to cover the penalty from unyielding rather usefull.
(*hasten is found in the speed power pool and makes your attacks recharge much faster for 2 minutes at the end of which is a minor end crash... case ya dont know greenhorn)

A word on Unstoppable:
With your passives slotted as much as usefull and one resist in unstoppable you cap all your resists without needing any toggles using unstoppable. Unstoppable seemed most useful when used as either a oh crap power or a power to be used to fight non smash/lethal dealing foes

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Travel power
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WHAT!??!? havent you got the clue? we are jumpers brother! go leaping! Skip jump kick and gor for the 2.5% defense in combat jumping. Its some trivial defense and increases your jump height to a mini super leap when combined with hurdle from the fitness pool. Super leap and combat jumping need no slots to be effective and can be left on in combat. Furthermore you dont need to toggle off either one to use foostomp or hurl which require you to be planted on the ground.

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Other stuff
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Get stamina. Just shut up and get it. It will help your end problems so much it isnt funny. This is found in the fitness power pool and is preceeded by hurdle (for jumping of course) and health (for regenerating). 3 slot both health and stamina. Hasten in my build was nixed. I finally decided in the end to lose hasten even though on test hasten sure made the difference in a particularly tough fight against nonsmah/lethal damagers. I may still lose something in favor of this berserker power and a super recharging knockout blow.

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My proposed build
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Exported from Ver: 1.6.0.0 of the CoH Hero Builder
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Name: new planner
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --&gt; Temp Invulnerability==&gt; EndRdx(1)DmgRes(37)DmgRes(37)DmgRes(37)
01) --&gt; Jab==&gt; Dmg(1)Dmg(19)Dmg(19)Acc(48)
02) --&gt; Punch==&gt; Dmg(2)Dmg(3)Dmg(3)Rechg(7)Rechg(42)EndRdx(43)
04) --&gt; Dull Pain==&gt; Rechg(4)Rechg(5)Rechg(5)Heal(7)Heal(46)Heal(43)
06) --&gt; Swift==&gt; Run(6)
08) --&gt; Unyielding==&gt; DmgRes(8)DmgRes(9)DmgRes(9)RibosExp(11)
10) --&gt; Haymaker==&gt; Dmg(10)Dmg(11)Dmg(13)Rechg(13)Rechg(15)KB_Dist(15)
12) --&gt; Combat Jumping==&gt; DefBuf(12)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Hand Clap==&gt; DisDur(16)DisDur(17)DisDur(17)Acc(43)EndRdx(50)
18) --&gt; Health==&gt; Heal(18)Heal(21)Heal(21)
20) --&gt; Stamina==&gt; EndRec(20)EndRec(23)EndRec(23)
22) --&gt; Knockout Blow==&gt; Dmg(22)Dmg(25)Dmg(25)Rechg(39)Rechg(40)EndRdx(42)
24) --&gt; Boxing==&gt; Dmg(24)Dmg(27)Dmg(27)Rechg(40)Rechg(40)EndRdx(42)
26) --&gt; Invincibility==&gt; CytosExp(26)CytosExp(31)CytosExp(31)
28) --&gt; Rage==&gt; Rechg(28)Rechg(29)Rechg(29)TH_Buf(34)TH_Buf(34)TH_Buf(36)
30) --&gt; Tough==&gt; DmgRes(30)DmgRes(31)DmgRes(34)
32) --&gt; Unstoppable==&gt; DmgRes(32)Rechg(33)Rechg(33)Rechg(33)
35) --&gt; Resist Physical Damage==&gt; DmgRes(35)DmgRes(36)DmgRes(36)
38) --&gt; Resist Elements==&gt; DmgRes(38)DmgRes(39)DmgRes(39)
41) --&gt; Foot Stomp==&gt; Dmg(41)Dmg(45)Dmg(45)Rechg(45)Rechg(46)EndRdx(46)
44) --&gt; Resist Energies==&gt; DmgRes(44)DmgRes(48)DmgRes(48)
47) --&gt; Conserve Power==&gt; Rechg(47)Rechg(50)Rechg(50)
49) --&gt; Tough Hide==&gt; DefBuf(49)
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01) --&gt; Sprint==&gt; EndRdx(1)
01) --&gt; Brawl==&gt; Acc(1)
01) --&gt; Gauntlet==&gt; Empty(1)
02) --&gt; Rest==&gt; Rechg(2)
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Any input from other Lashers is welcome (leaping/smashers )


 

Posted


I have similiar build but use flying, should i call it the flasher build?


 

Posted

Something about this just caught my eye...


@Lasher
First Of The Year

Quote:
Originally Posted by Edgar Allan Poe
I became insane, with long intervals of horrible sanity.

 

Posted

[ QUOTE ]
Something about this just caught my eye...

[/ QUOTE ]

haha sweet


 

Posted

Can you give us a sample build that doesn't have Titan/Hami Enhancers in it?


 

Posted

Yea I have to edit that when I have the time. Sorry... you could just remove those and add in 3 defense single origins which would actually provide MORE defense.


 

Posted

Hey TM,

Good guide! I'm looking to respec my tank (to be I5/ED compliant, of course) and saw your guide. Mount Muscle is a INV/SS jumper too - so I thought this would be a good fit. My proposed respec looks a lot like yours (I'm only lvl 39 though), question though. I like Hasten - do you find you need it for your build?


 

Posted

Hasten is just not End friendly any more. I had it and respecd out. As for a SJ Tank this is what I ended up with.

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Exported from CoH_CoV Character Builder
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Name: Sonic Strike
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
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01) --&gt; Temp Invulnerability::&gt; DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(46)
01) --&gt; Jab::&gt; Dmg(1)Dmg(5)Acc(13)EndRdx(34)DisDur(40)Dmg(45)
02) --&gt; Punch::&gt; Dmg(2)Dmg(5)Dmg(13)Acc(15)EndRdx(34)
04) --&gt; Resist Physical Damage::&gt; DmgRes(4)DmgRes(7)DmgRes(7)
06) --&gt; Combat Jumping::&gt; DefBuf(6)DefBuf(50)
08) --&gt; Unyielding::&gt; DmgRes(8)DmgRes(9)DmgRes(9)EndRdx(43)
10) --&gt; Haymaker::&gt; Dmg(10)Dmg(11)Dmg(11)Acc(15)EndRdx(34)Rechg(45)
12) --&gt; Kick::&gt; Dmg(12)Dmg(36)Dmg(36)Acc(37)EndRdx(40)Rechg(48)
14) --&gt; Super Jump::&gt; Jump(14)Jump(17)Jump(17)
16) --&gt; Hurdle::&gt; Jump(16)
18) --&gt; Invincibility::&gt; DefBuf(18)DefBuf(19)DefBuf(19)TH_Buf(31)TH_Buf(33)EndRdx(37)
20) --&gt; Tough::&gt; DmgRes(20)DmgRes(21)DmgRes(21)EndRdx(43)
22) --&gt; Knockout Blow::&gt; Dmg(22)Dmg(23)Dmg(23)Acc(25)EndRdx(33)Rechg(46)
24) --&gt; Health::&gt; Heal(24)Heal(25)Heal(46)
26) --&gt; Stamina::&gt; EndRec(26)EndRec(27)EndRec(27)
28) --&gt; Rage::&gt; Rechg(28)Rechg(29)TH_Buf(29)TH_Buf(33)TH_Buf(37)EndRdx(50)
30) --&gt; Dull Pain::&gt; Heal(30)Heal(31)Heal(31)Rechg(42)Rechg(43)
32) --&gt; Taunt::&gt; Rechg(32)
35) --&gt; Resist Elements::&gt; DmgRes(35)DmgRes(36)
38) --&gt; Foot Stomp::&gt; Dmg(38)Dmg(39)Dmg(39)Acc(39)EndRdx(40)Rechg(45)
41) --&gt; Conserve Power::&gt; Rechg(41)Rechg(42)Rechg(42)
44) --&gt; Unstoppable::&gt; DmgRes(44)
47) --&gt; Resist Energies::&gt; DmgRes(47)DmgRes(48)DmgRes(48)
49) --&gt; Tough Hide::&gt; DefBuf(49)DefBuf(50)
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01) --&gt; Sprint::&gt; Run(1)
01) --&gt; Brawl::&gt; Dmg(1)
01) --&gt; Gauntlet::&gt; Empty(1)
02) --&gt; Rest::&gt; Rechg(2)
---------------------------------------------

As this is a Respec build the slotting order may look funny. I need to take a tank from the bottom up again at some point. I put recharges in most of my attacks and have a good attack string that refreshes the attacks well. I may change some of the enhancments in the slots but I'm happy with the slotting over all. I do now where near as much damage, but I can still tank ok in most places.


Guardian Server:
Sonic Strike lvl 50 Science Inv/SS Tanker
Chaos control is likely to be very useful in many future applications. But chaos is sensitive, so interfering with such a system might be unadvisable.

 

Posted

now i'm all excited to see zz top with gwar in a tornedo...


 

Posted

Outstanding guide but I do have one question for you. I play a SS/INV tank lvl 23 (Stars n' Stripes) and I currently have all my attacks 3 slotted with damage enchs, DO's all. Yet I still feel like I am hitting the baddies with a ham sandwich and not five knuckles of full of FREEDOM !!!

Shold I just wait till I can get some SO's or am I doing something wrong? I can hang in a fight long after I would have thought and often swear a face plant is on the way only to be surprised. So I did something right with the Inv side of things but the SS part is kicking my butt.


 

Posted

I have this set, but I also took Stealth. The combination of defense and resistance seems to be pretty good.


 

Posted

keep hasten in. it helps with the slow recharge of KoB and foot stomp and haymaker...plus u can get a overlap of 10 sec on rage for double rage dam bonus


 

Posted

Pretty much a noob here, so forgive this stupid question: Is it really okay to hold off on resisting energies and elements for so long? Is that because everything does smash/lethal at the early levels and the other stuff doesn't come in until the 30's?


 

Posted

[ QUOTE ]
Pretty much a noob here, so forgive this stupid question: Is it really okay to hold off on resisting energies and elements for so long? Is that because everything does smash/lethal at the early levels and the other stuff doesn't come in until the 30's?

[/ QUOTE ]


Hey!! Welcome!!

I can't speak for Thor's Mitersaw, but I do know that the reisists percentage for both resist nrg/ele is WEAK- like clubbed baby seal weak. Some tankers look at those as a bonus none the less, some (me included) see those powers as the sacraficial lambs to some power pool powers to give their tanker more of a concept, or personalization. I took the presence power pool for some cool "FEAR" effects. My tanker is 7'8" 500 pounds of muscle......you bet your a$$ you will FEAR her!!!

Why wait on them?......because of the weak resist they give there are other powers you will most likely want before it seems like "you have to" take the resist.

But it is up to you.....I don't know the percentage of resist they give......I think it is 2.5%- BUT I could be wrong.

Hope this helps!


"I'm not scared of anyone or anything Angie. Isn't that the way life should be?"
Jack Hawksmoor, The Authority.

 

Posted

"Clubbed baby seal weak." That's good stuff! Especially since my concept is a human killer whale; I can club 'em and then eat 'em. Thanks for the advice!


 

Posted

Thanks for this thread, its been really helpful. But, a i also took flight.


 

Posted

You can hit the S/L cap with those powers and about 28% F/C/E/N or so with UnY/REL/REN. I agree, we should have more resistance and less defense. But still, we have what we have.

But we really shouldn't just kick out TH. Here's why.

UnY gives a 5% debuff, and Invincibility maxed is about 2.1per and 5%, totaling up to about 21% defense against anyone in melee, 8% at range. Tough Hide is worth another 8% slotted out.

Melee w/o TH: Hit 29% of the time.
Melee w/ TH: Hit 21% of the time.
That's about a 25% reduction of hits sustained, regardless of damage type (save psi).

Melee w/o TH: Hit 42% of the time.
Melee w/ TH: Hit 34% of the time.
That's about a 20% reduction of hits sustained, regardless of damage type (save psi).

Compare this to a max-slotted REL or REN (RPD is still reasonably good).
w/o REL/REN: 84% damage taken from F/C/E/N
w/ REL/REN: 72% damage taken from F/C/E/N
That's about a 14% reduction of hits sustained from two types of damage per power, and with both powers it may amount to 1/3 the damage you face in game. So each is about maybe 1/8 as good as TH.

No contest anymore.

(Note: If you see any of my other posts, I argue for improved resists and declining defense. I agree with the principle of a resistance set, but this is as-is.)

Also, Rage is a ToHitBuff of about 20%, without even accounting for Invincibility. That means against even con MOBs w/o defense mods or ToHit debuffing effects, you are capped without any accuracies. One ACC per attack will help keep that cap against up to about +2s. More ACCs will help up higher, more ToHit buffs will NOT help unless your enemies have defense buffs or you're fighting over +5s.

Criticism mode deactivated. I have an Inv/SS/Pyre with SJ. I like.


 

Posted

Can anyone post a build for I7?


 

Posted

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Tanker Inv-SS
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --&gt; Resist Physical Damage==&gt; DmgRes(1)DmgRes(31)DmgRes(33)
01) --&gt; Jab==&gt; Acc(1)Dmg(3)Dmg(3)Dmg(9)EndRdx(9)
02) --&gt; Temp Invulnerability==&gt; DmgRes(2)DmgRes(15)DmgRes(15)EndRdx(36)
04) --&gt; Haymaker==&gt; Acc(4)Dmg(5)Dmg(5)Dmg(13)Rechg(13)
06) --&gt; Boxing==&gt; Acc(6)Dmg(7)Dmg(7)Dmg(11)EndRdx(11)
08) --&gt; Unyielding==&gt; DmgRes(8)DmgRes(17)DmgRes(17)EndRdx(40)
10) --&gt; Combat Jumping==&gt; DefBuf(10)
12) --&gt; Swift==&gt; Run(12)Run(50)Run(50)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Health==&gt; Heal(16)Heal(46)Heal(46)
18) --&gt; Invincibility==&gt; DefBuf(18)DefBuf(19)DefBuf(19)
20) --&gt; Stamina==&gt; EndMod(20)EndMod(21)EndMod(21)
22) --&gt; Knockout Blow==&gt; Acc(22)Dmg(23)Dmg(23)Dmg(43)Rechg(43)Rechg(43)
24) --&gt; Tough==&gt; DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(34)
26) --&gt; Tough Hide==&gt; DefBuf(26)DefBuf(27)DefBuf(27)EndRdx(34)
28) --&gt; Rage==&gt; Rechg(28)Rechg(29)Rechg(29)
30) --&gt; Weave==&gt; DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(34)
32) --&gt; Unstoppable==&gt; Rechg(32)Rechg(33)Rechg(33)
35) --&gt; Dull Pain==&gt; Rechg(35)Rechg(36)Rechg(36)Heal(37)Heal(37)Heal(37)
38) --&gt; Foot Stomp==&gt; Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --&gt; Char==&gt; Acc(41)Rechg(42)Rechg(42)Rechg(42)
44) --&gt; Fire Blast==&gt; Acc(44)Dmg(45)Dmg(45)Dmg(45)Rechg(46)
47) --&gt; Fire Ball==&gt; Acc(47)Dmg(48)Dmg(48)Dmg(48)Rechg(50)
49) --&gt; Hand Clap==&gt; Acc(49)
---------------------------------------------
01) --&gt; Sprint==&gt; EndRdx(1)
01) --&gt; Brawl==&gt; Acc(1)
01) --&gt; Gauntlet==&gt; Empty(1)
02) --&gt; Rest==&gt; Rechg(2)
---------------------------------------------


 

Posted

[ QUOTE ]
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Tanker Inv-SS
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --&gt; Resist Physical Damage==&gt; DmgRes(1)DmgRes(31)DmgRes(33)
01) --&gt; Jab==&gt; Acc(1)Dmg(3)Dmg(3)Dmg(9)EndRdx(9)
02) --&gt; Temp Invulnerability==&gt; DmgRes(2)DmgRes(15)DmgRes(15)EndRdx(36)
04) --&gt; Haymaker==&gt; Acc(4)Dmg(5)Dmg(5)Dmg(13)Rechg(13)
06) --&gt; Boxing==&gt; Acc(6)Dmg(7)Dmg(7)Dmg(11)EndRdx(11)
08) --&gt; Unyielding==&gt; DmgRes(8)DmgRes(17)DmgRes(17)EndRdx(40)
10) --&gt; Combat Jumping==&gt; DefBuf(10)
12) --&gt; Swift==&gt; Run(12)Run(50)Run(50)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Health==&gt; Heal(16)Heal(46)Heal(46)
18) --&gt; Invincibility==&gt; DefBuf(18)DefBuf(19)DefBuf(19)
20) --&gt; Stamina==&gt; EndMod(20)EndMod(21)EndMod(21)
22) --&gt; Knockout Blow==&gt; Acc(22)Dmg(23)Dmg(23)Dmg(43)Rechg(43)Rechg(43)
24) --&gt; Tough==&gt; DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(34)
26) --&gt; Tough Hide==&gt; DefBuf(26)DefBuf(27)DefBuf(27)EndRdx(34)
28) --&gt; Rage==&gt; Rechg(28)Rechg(29)Rechg(29)
30) --&gt; Weave==&gt; DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(34)
32) --&gt; Unstoppable==&gt; Rechg(32)Rechg(33)Rechg(33)
35) --&gt; Dull Pain==&gt; Rechg(35)Rechg(36)Rechg(36)Heal(37)Heal(37)Heal(37)
38) --&gt; Foot Stomp==&gt; Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --&gt; Char==&gt; Acc(41)Rechg(42)Rechg(42)Rechg(42)
44) --&gt; Fire Blast==&gt; Acc(44)Dmg(45)Dmg(45)Dmg(45)Rechg(46)
47) --&gt; Fire Ball==&gt; Acc(47)Dmg(48)Dmg(48)Dmg(48)Rechg(50)
49) --&gt; Hand Clap==&gt; Acc(49)
---------------------------------------------
01) --&gt; Sprint==&gt; EndRdx(1)
01) --&gt; Brawl==&gt; Acc(1)
01) --&gt; Gauntlet==&gt; Empty(1)
02) --&gt; Rest==&gt; Rechg(2)
---------------------------------------------


[/ QUOTE ]

Why Swift instead of Hurdle with a Jumper?


 

Posted

Hurdle would work as well. If you want the poor man's superjump. I prefer the ground speed, pulls more aggro with Invincibility. To each their own. However, if you take Hurdle, it's worth considering moving slots around. For instance, I'm not sure whether Hurdle or CJ offers more jump, and where those slots would show more benefit.


 

Posted

I prefer taking Hurdle for my Inv/SS tank with SJ and CJ. I find Hurdle and CJ much better for moving about the battle field, I just jump up and land wherever I need to be. With running there always tends to be something in your way (mobs, squishies, pets, etc.). Hurdle also offers about 1 SO towards SJ speed.

I don't mind running slowly in enclosed spaces (don't usually have sprint up), I just use the time between mobs to heal/recover.

I wouldn't waste slots on Swift though, if I were to take it.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

[ QUOTE ]
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Tanker Inv-SS
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --&gt; Resist Physical Damage==&gt; DmgRes(1)DmgRes(31)DmgRes(33)
01) --&gt; Jab==&gt; Acc(1)Dmg(3)Dmg(3)Dmg(9)EndRdx(9)
02) --&gt; Temp Invulnerability==&gt; DmgRes(2)DmgRes(15)DmgRes(15)EndRdx(36)
04) --&gt; Haymaker==&gt; Acc(4)Dmg(5)Dmg(5)Dmg(13)Rechg(13)
06) --&gt; Boxing==&gt; Acc(6)Dmg(7)Dmg(7)Dmg(11)EndRdx(11)
08) --&gt; Unyielding==&gt; DmgRes(8)DmgRes(17)DmgRes(17)EndRdx(40)
10) --&gt; Combat Jumping==&gt; DefBuf(10)
12) --&gt; Swift==&gt; Run(12)Run(50)Run(50)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Health==&gt; Heal(16)Heal(46)Heal(46)
18) --&gt; Invincibility==&gt; DefBuf(18)DefBuf(19)DefBuf(19)
20) --&gt; Stamina==&gt; EndMod(20)EndMod(21)EndMod(21)
22) --&gt; Knockout Blow==&gt; Acc(22)Dmg(23)Dmg(23)Dmg(43)Rechg(43)Rechg(43)
24) --&gt; Tough==&gt; DmgRes(24)DmgRes(25)DmgRes(25)EndRdx(34)
26) --&gt; Tough Hide==&gt; DefBuf(26)DefBuf(27)DefBuf(27)EndRdx(34)
28) --&gt; Rage==&gt; Rechg(28)Rechg(29)Rechg(29)
30) --&gt; Weave==&gt; DefBuf(30)DefBuf(31)DefBuf(31)EndRdx(34)
32) --&gt; Unstoppable==&gt; Rechg(32)Rechg(33)Rechg(33)
35) --&gt; Dull Pain==&gt; Rechg(35)Rechg(36)Rechg(36)Heal(37)Heal(37)Heal(37)
38) --&gt; Foot Stomp==&gt; Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --&gt; Char==&gt; Acc(41)Rechg(42)Rechg(42)Rechg(42)
44) --&gt; Fire Blast==&gt; Acc(44)Dmg(45)Dmg(45)Dmg(45)Rechg(46)
47) --&gt; Fire Ball==&gt; Acc(47)Dmg(48)Dmg(48)Dmg(48)Rechg(50)
49) --&gt; Hand Clap==&gt; Acc(49)
---------------------------------------------
01) --&gt; Sprint==&gt; EndRdx(1)
01) --&gt; Brawl==&gt; Acc(1)
01) --&gt; Gauntlet==&gt; Empty(1)
02) --&gt; Rest==&gt; Rechg(2)
---------------------------------------------


[/ QUOTE ]

You have an Endurance Reducer in Tough Hide (level 26), but this power only accepts Defense Buffs.


 

Posted

Yeah, anyone can tell you the Sherksilver's build, however helpful, is buggy. So you have a spare slot... maybe. Enjoy.