The SuperTank! Inv/SS/Fly Build (I6)
I've chosen to go without taunt all together for my Inv/SS tank. (lvl 36) I've had little or no trouble holding the enemy's attention. But then, I don't do much PvP. I like having that extra slot.
50 Claws/Regen Scrap, 50 Energy/Energy Blaster, 50 SS/Invuln Tanker, 50 Robot/Traps MasterMind, 50 Fire/Kin Controller, 50 Ninja/Ninja Stalker, 50 Elec/Shield Brute, 50 Elec/Time Controller
I'm curious how these numbers apply to my Claws/Invul scrapper. He's almost completely HO'd on primary and Invinc, Dull Pain and Unyielding are HO'd out. Right now he's more resistant than Fire tankers in smash/lethal and does fairly well against elemental and energy damage. The only real problems he runs into at lvl 47 is Sappers... < shivvers >
If anyone knows how the numbers stack up could you please post them here? Thanks
OM
I believe the Scrapper Invulnerability numbers should be exactly 75% of the Tanker numbers. But I can't guarantee that.
I have to say this is a great guide. I got the link from Havok's guide, which I used up 'til I6. I rebuilt my Tank on this guide, and while it took some getting used to at first, I'm burning through missions on Invincible! Thanks Vox Populi!
@Demobot
Also on Steam
Hey folks, just a quick Issue 7 update: I recommend fitting Tough Hide into your build now. I'll be taking it at level 35 with my free respec, bumping Resist Physical Damage to the late 40s. If you're a teaming Tank and don't solo as much, you may want to take Tough Hide instead of Handclap.
I might work on a new build later, so check back!
Awesome, can't wait to see your i7 guide! I've taken Crimson Cricket to lvl 40 using your super tank build and it's been a really good experience. I team really well with this tank.
Now, I know it's kind of counter to the theme, but you could you maybe, possibly, pretty-please work up an alternate build of the Supertank that uses the Super Jump pool power instead of Flight? I am a giant red cricket man, afterall.
I've got two respecs in reserve and I'm not afraid to use 'em!
the biggest drawback with leaping is that you loose Air Superiority.
Here is the Issue 7 build I'm going with (up to level 40). The main difference (besides swapping in Tough Hide) is I took the slots out of Health and Stamina to use elsewhere. I don't think it should make a huge difference while leveling up, and I have them both three-slotted by level 43 anyways. As always, feel free to adapt the build into your own concept!
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab acc(01) dam(5) dam(5) dam(11) endred(27) disdur(37)
01 : Temp Invulnerability endred(01) damres(11) damres(13) damres(13)
02 : Punch acc(02) dam(3) dam(3) dam(9) endred(21) tntdur(37)
04 : Dull Pain recred(04) recred(15) recred(15) hel(34) hel(34) hel(34)
06 : Air Superiority acc(06) dam(7) dam(7) dam(9) endred(21) recred(37)
08 : Unyielding endred(08) damres(17) damres(19) damres(19)
10 : Taunt tntdur(10)
12 : Swift runspd(12)
14 : Fly endred(14) fltspd(17) fltspd(33) fltspd(40)
16 : Health hel(16)
18 : Invincibility endred(18) defbuf(27) defbuf(31) defbuf(31)
20 : Stamina endrec(20)
22 : Knockout Blow acc(22) dam(23) dam(23) dam(25) endred(25) recred(36)
24 : Resist Energies damres(24)
26 : Resist Elements damres(26)
28 : Rage recred(28) recred(29) recred(29) thtbuf(31)
30 : Hand Clap acc(30)
32 : Unstoppable recred(32) recred(33) recred(33)
35 : Tough Hide defbuf(35) defbuf(36) defbuf(36)
38 : Foot Stomp acc(38) dam(39) dam(39) dam(39) endred(40) recred(40)
[ QUOTE ]
Now, I know it's kind of counter to the theme, but you could you maybe, possibly, pretty-please work up an alternate build of the Supertank that uses the Super Jump pool power instead of Flight? I am a giant red cricket man, afterall.
[/ QUOTE ]
I have a hard time with Superjump builds because you have to squeeze in an extra power (Combat Jumping) and my build is pretty tight as it is.
Maybe I'll put one up sometime later, but for now I'd say you probably have to take Combat Jumping at level 12, so most of the other powers get bumped back up until level 30, where Handclap gets squeezed right out. So if you really like Handclap, I'm not sure what to suggest.
Whether you want to take Haymaker at level 6 or stick with Air Superiority is also up to you.
Umm can I ask how does KO blow fit into attack chain. I think it goes AS-Jab-Punch-KO-repeat. But that may be wrong.
[ QUOTE ]
Umm can I ask how does KO blow fit into attack chain. I think it goes AS-Jab-Punch-KO-repeat. But that may be wrong.
[/ QUOTE ]
KO Blow has a much longer recharge time than the other attacks, so it doesn't really fit in a "chain". You'll want to use it pretty much every time it's ready to go, but try not to waste it on enemies with a small sliver of health left.
Thanks, this character is the first I really feel like a superhero with. Feel like he could benchpress a bus when I play him.
How about slotting Laser beam Eyes and what about Flurry instead of hasten, we have anough attacks in our chain?
Oh one more how about Focus Acc instead of CP??
[ QUOTE ]
How about slotting Laser beam Eyes and what about Flurry instead of hasten, we have anough attacks in our chain?
[/ QUOTE ]
I took Laser Eye Beams at 44 and six-slotted it right up. Five is probably enough though, I put a Defense DeBuff in the sixth slot more for fun than really being necessary.
Flurry I don't feel is needed at all. You should have enough attacks, and I don't think Flurry has that great of damage considering its long animation time. But if someone wants it for character concept reasons, go for it. I feel Hasten is a better choice because it helps recharge powers like Dull Pain and Unstoppable.
[ QUOTE ]
Oh one more how about Focus Acc instead of CP??
[/ QUOTE ]
Focus Accuracy is only recommended for PvPers. With Inv/SS, you have so much Accuracy already that FA is a pointless End Drain unless you're going to be fighting other players on a regular basis (which I don't.)
Good point!
Love the build. Thanks V!
great guide, i wish i could make a supertank!
Well going with the build at lvl 8 right now and havent died once. Im on a roll. I didnt like Invul with my scrapper so I wasnt sure with a tank but Im loving it. And I did put Hasten back in and moved out Flurry. I still dont feel the need for CP but you mad a good point on FA.
VOX...THANKS!
You are the guy I've benn waiting for to post a Superman like Guide for my SS/Inv tank. I'm at lv 30 and stagnant I guess since I5...after looking at your build I'm planing to print it and use it on one of my free respects....I cant wait to get laser beam!
BTW what server do you play in?
Cya
Gen_X
I am a veteran tanker. I do PvE, so take my advice as such:
If you're going fly, take AS. I went SJ, so took CJ. I remember back in I-1 I took flurry. Don't.
While the gentleman here presents a quality overview, I beleive he neglects a simple few truths. The foremost is that right now defense is better than resistance, save versus S/L for you. The difference between having and not having the REs is 9% in each, which is effectively less than a 3% reduction in damage you will take. Honestly, you will not notice the difference (EM Stalkers may prove this wrong, but this isn't going to help you much anyway).
You will get much more out of getting as close to capped as possible out of your already formidable S/L resistances and defense. To this end, I have to recommend the fighting pool. Tough will bring S/L to the cap, and a 3-slotted Weave is identically noteworthy as TH. The endurance will be a bit more difficult, but a single end reducer in each attack and toggle is sufficient.
Stamina and Health should be three slotted, the first as a priority early, the latter when able. The difference is notable if you don't have heals on demand.
As far as attacks, mine are Jab, Haymaker, Boxing, KO Blow, Boot of Doom (TM). I went Pyre for more AoE, but Body is more common. AS can replace Haymaker and Punch can replace Boxing, as shown. I just used Boxing over Punch once I finally took Fighting pool. I haven't noticed a difference overall.
Final notes on aggro:
1. I used to take Taunt early. Nowadays, Taunt's effectiveness is diminished. I now leave it out.
2. Guantlet is currently broken, or has a very short duration. Either way, plan for this. It's not enough alone like it used to be, though Invincibility can help. Guantlet also, even when properly working does not function on Pool attacks.
3. This has been argued lately, no one's sure, but it seems I-7 introduced an aggro nerf. It looks like cyclic check for a full disengage. That is, every so often, every MOB will lose aggro for a second, if they have an attack ready use it on a random target, and then go back to where they were. I've seen it dozens of times only since I-7. There isn't much you can do about this. Hope the defender is good.
4. As far as PvP goes, I can't tell you much. I do imagine though that this build will perform not much better or worse than Vox's. Even if your ability to resist an alpha (assuming it hits) is a bit diminished from some esoteric sets, you still should survive well due to HP and S/L resist. At this point, DP will fully restore you, then smash.
Hey Vox, I also posted this in the main tank board, but I speciffically want your take on my Inv/SS tank.
Here is my current build it is a Inv/SS with Super jump . at lv 30 i took Teleport foe...I regret that wishing I had taken another INV power or attack power.
I'm a lvl 31 SS/Inv Tank
I spend a small amount of time in PVP.
50/50 on teaming and solo playing.
Here is what I currently have:
---------------------------------------
Invulnerability:
Temp Inv: 4x Dam Res
Dull Pain : 3x Recharge 3x Heal
Unyielding : 4x Dam Res
Invencibility : 3x Def Buf 2X Tohit Buff
Super Strenght
Jab : 1x Dam
Taunt : 1x Recharge
Haymaker : 3x Dam 1X end Red 1X incre att rate
Knockout Blow : 3x Dam 1X incre att rate
Hand Clap : 1x Acc
Rage : 1X Tohit Buff
Leaping powers
Combat Jump : 3x deff buff
Super Jump : 3x Enhance Jump
Fitness
Swift
Health : 3x health
Stamina : 3X end
Speed
Hasteen : 2x recharge
Teleport
Foe
----------------------------------------
Looking forward to contructive advice on how to change this build to be a better (Super)tank in an I7 world.
Thanks,
Gen_X
Hope you don't mind me stepping in here. It overall looks ok. I agree, another attack might do well, but you already realized that.
1. You have 4x DamRes slotted in your two toggles. The difference in TI is about 1% S/L resist, and far less in UnY. Those fourth slots would see more out of endred or other placement.
2. Rage is actually your best ToHitBuff. 3 slot it for recharge (so you can run it perma when you want). It's base buff will cap your ToHit against even cons even without accuracy or Invincibility. Adding accuracy more ToHits to either just increases your buffer zone, but you'll see more out of Rage (each ToHit in Rage is 4%, versus 0.3% per invinc, which will cap at 3% with 10 enemies).
3. I see CJ slotted with 3 DefBuffs. They only provide 0.5% DEF each. If you want to take advantage of a high DEF, you should look at getting and slotting TH, and maybe Weave (Tough while you're at it will cap your S/L). Either of these performs better than CJ, but performs best STACKED with CJ. Of course, if you're not really interested in the DEF aspect, I advise you place those 2 slots elsewhere, they're not helping substantially where they are.
DaemonDivinity,
Thanks for the input.
I see what you are saying and agree that I need to use that 4th slot on TI with endred.
I didn't realize I was pretty much waisting the 2 slots on CJ.
Good stuff...but i think there are more things that I want to tweek onmy build!...Time to go play in the test server!
Thanks,
Gen X
[ QUOTE ]
The radius is smaller than is used to be, since the targets were limited to 5.
[/ QUOTE ]
Yes i can see how hit taunt at the 7 guys punching me withtheir fists woulkd be to far to hit with my ranged taunt
AE # 67087: Journey through the Looking Glass - Save the World
LLX VirtueVerse! - Check out my crazy Toons
This is the size of group that we have balanced AVs for, 6.
-Positron 06/07/06 07:27 PM