The SuperTank! Inv/SS/Fly Build (I6)
i appreciate this post a lot andi was gonna make a supertank buti couldntdecide between a energy or super strength... i dont wantto make both so im just gonna think on it but GREAT post!
[ QUOTE ]
i appreciate this post a lot andi was gonna make a supertank buti couldntdecide between a energy or super strength... i dont wantto make both so im just gonna think on it but GREAT post!
[/ QUOTE ]
I use close to this build with some success on both types. You're going to suffer end problems with both until your 20s but I found energy far more miserable of the two in this regard. It's worth it when you can stick with it but just be prepared to spend time on some low-level teams just standing there and sweating your toggles.
Attache
Attache @ deviantART
Attache's Anti-401k Art Collection
Thanks for putting this together. My tanker is feeling more super already.
Hey Cookie Monster, if "C" is for cookie, what is "N" for?
Golden Age & Early Silver Age Heroes (RPers) Wanted!
Batman PWND by The Insidious Termite!
The Internet
Is there away to make rage into an almost perma-toggle?
<QR>
You can 3 slot it with recharges. I actually 4 slot mine as I like it to overlap just a hair!
Hey there! I thought I'd update my guide with some other build ideas. Like the others, I just did them up to level 40, and just use them as a guideline, you don't necessarily have to follow them exatly. If you have any questions, ask away!
Here's one using Superjump instead of Flight:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)Taunt(34)
04) --> Haymaker==> Acc(4)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)Rechg(34)
06) --> Dull Pain==> Rechg(6)Rechg(15)Rechg(15)Heal(23)Heal(23)Heal(36)
08) --> Unyielding==> EndRdx(8)DmgRes(31)DmgRes(31)DmgRes(31)
10) --> Taunt==> Taunt(10)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Hurdle==> Jump(16)
18) --> Invincibility==> EndRdx(18)DefBuf(19)DefBuf(21)DefBuf(21)
20) --> Health==> Heal(20)Heal(40)
22) --> Stamina==> EndMod(22)EndMod(37)EndMod(37)
24) --> Knockout Blow==> Acc(24)Dmg(25)Dmg(25)Dmg(27)EndRdx(27)Rechg(34)
26) --> Tough Hide==> DefBuf(26)DefBuf(36)DefBuf(36)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)TH_Buf(37)
30) --> Resist Energies==> DmgRes(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Elements==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Here's a build for a "SuperTank" with the Leadership Pool.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Heal(31)Heal(31)Heal(40)
06) --> Air Superiority==> Acc(6)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)
08) --> Unyielding==> EndRdx(8)DmgRes(34)DmgRes(34)DmgRes(34)
10) --> Taunt==> Taunt(10)
12) --> Swift==> Fly(12)
14) --> Fly==> Fly(14)Fly(21)Fly(31)
16) --> Health==> Heal(16)
18) --> Invincibility==> EndRdx(18)DefBuf(19)DefBuf(21)DefBuf(27)
20) --> Stamina==> EndMod(20)EndMod(37)EndMod(37)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(27)
24) --> Assault==> EndRdx(24)EndRdx(36)
26) --> Tactics==> EndRdx(26)EndRdx(36)TH_Buf(36)TH_Buf(37)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)
30) --> Tough Hide==> DefBuf(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Physical Damage==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Here's my "official" Issue 8 SuperTank build. It's a very basic mix of offense and defense. Feel free to copy it or use it as a base for your own ideas.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: The SuperTank! (I8)
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)Rechg(31)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Heal(34)Heal(34)
06) --> Air Superiority==> Acc(6)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)Rechg(31)
08) --> Unyielding==> EndRdx(8)DmgRes(27)DmgRes(27)DmgRes(37)
10) --> Taunt==> Taunt(10)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(19)Fly(34)
16) --> Health==> Heal(16)Heal(37)Heal(37)
18) --> Invincibility==> EndRdx(18)DefBuf(21)DefBuf(21)DefBuf(36)
20) --> Stamina==> EndMod(20)EndMod(36)EndMod(36)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(31)
24) --> Resist Energies==> DmgRes(24)
26) --> Tough Hide==> DefBuf(26)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)TH_Buf(40)
30) --> Resist Elements==> DmgRes(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Physical Damage==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
If you want to swap in other powers, the passive Resists are probably the most droppable. You might want Handclap, or maybe Hasten and Superspeed, possibly the Leadership Pool, whatever. It's your character, build them how you like and have fun!
[ QUOTE ]
Here's my "official" Issue 8 SuperTank build. It's a very basic mix of offense and defense. Feel free to copy it or use it as a base for your own ideas.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: The SuperTank! (I8)
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)Rechg(31)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Heal(34)Heal(34)
06) --> Air Superiority==> Acc(6)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)Rechg(31)
08) --> Unyielding==> EndRdx(8)DmgRes(27)DmgRes(27)DmgRes(37)
10) --> Taunt==> Taunt(10)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(19)Fly(34)
16) --> Health==> Heal(16)Heal(37)Heal(37)
18) --> Invincibility==> EndRdx(18)DefBuf(21)DefBuf(21)DefBuf(36)
20) --> Stamina==> EndMod(20)EndMod(36)EndMod(36)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(31)
24) --> Resist Energies==> DmgRes(24)
26) --> Tough Hide==> DefBuf(26)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)TH_Buf(40)
30) --> Resist Elements==> DmgRes(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Physical Damage==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
If you want to swap in other powers, the passive Resists are probably the most droppable. You might want Handclap, or maybe Hasten and Superspeed, possibly the Leadership Pool, whatever. It's your character, build them how you like and have fun!
[/ QUOTE ]
I'm using this build, but I'm wondering how well this build solos at higher levels?
[ QUOTE ]
I'm using this build, but I'm wondering how well this build solos at higher levels?
[/ QUOTE ]
Soloing is never much of a problem (I soloed the new Faultline EBs with this build), and it just gets easier and easier as you get into higher levels.
[ QUOTE ]
[ QUOTE ]
I'm using this build, but I'm wondering how well this build solos at higher levels?
[/ QUOTE ]
Soloing is never much of a problem (I soloed the new Faultline EBs with this build), and it just gets easier and easier as you get into higher levels.
[/ QUOTE ]
Thanks Vox, you are now my tanker guru.
How well does the Super Jump version compare to the new I8 version?
Globals: @Nurse Midnight, @Red Kabuto, @Zeronos
Twitter: @NurseMidnight
Golden Age Heroes
[ QUOTE ]
How well does the Super Jump version compare to the new I8 version?
[/ QUOTE ]
Honestly, I can't really say. I'm not a big fan of Superjump myself, but I often get requests for a build that uses it. I would imagine it plays pretty much the same though, except for those couple extra levels it takes to get KO Blow. Also, Haymaker instead of Air Superiority would give a slower, but just as efficient, attack chain. Of course, there's nothing stopping a Superjumper from taking AS anyways.
Just wanted to say that while I've never been a big fan of playing Tanks, I decided to give it a try after reading your guide. I'm only at lvl 6 now but so far I'm having a blast! err... smash! =)
Thanks! I hope you keep having fun!
And if anyone is checking out this guide looking for an Issue 9 Update, it will probably be a little while yet. Right now I'm leveling up a new Tank in this new Inventions-filled world to see what it's like. Once I get some good, "SuperTank"-specific ideas, I'll report back here.
In the meantime, any other Inv/SS Tanks out there, feel free to contribute your own Invention-based builds and ideas!
I'm kinda new...well <.< not to new.Been playing for almost a month.lol any I'm wanting a super tank.Worlds biggest superman fan and now i can play like him.I just Extattic about it.But........>.> super man had ice breath to lol.Well nvm Your build looks good.Never been very good with builds.Not at all.I just want to do damage and stay alive.Dieing...well superman doesn't die....he did only once but came back.I made a energy/energy blaster.I DIE TO MUCH =(.Use snipe....Boom there on me like a fat kid chasing a cupcake.So i'm gonna make a tank.I love helping people in games.I'm gonna use your guide.I appreciate it.Up..Up...Up and away i go!
Forgot to mention....I9 is out.Any diffrence in builds or is this one ok.=)
Alright all
I will first start off by saying
to each their own
but
I have been playing the game for a little while.. just got my wings as a veteran reward.. and my first toon was a Inv/SS tank
I use to draw comic book characters and drew this guy up when I was 10.. so I am kind of attached to him.. and thank you COH for allowing me to make him.. any way here is my take on the powers in the sets
now I know that issue number 9 has came out and there are a bunch more IO combos that I dont talk about.. that is because I have been playing on supergroup mode for the past 4 levels and have no influence to do anything that I would like to do.. but below is based on my experience.. I am not going to tell you when I slotted anything because I have no idea when I slotted them the way I did.. but I will tell you what is there now.. This is up to lvl 40.
I. Invulnerability
A tanks main super power is the fact they dont die
they have the hit points and resistance to withstand a major onslaught.. I have even stood toe to toe with the clockwork king whos main attack is a massive psionic one
which is this sets major weakness.. and still came out victories.. my toon is a large individual.. he just takes shots.. grins and keeps on coming.. that was my vision and that is what I stuck with... So anything that offered damage resistance I took
Level 1 - Resist Physical Damage: It is a passive power that provides a base Damage Resistance of 7.5% versus Smashing and Lethal. Took it, but not till later in the game.. ie lvl 24.. Three slotted; 3 enhanced damage resistance..
Level 1 - Temp Invulnerability: This is a toggle power which provides a base of 30% Damage Resistance against Smashing and Lethal damage. Holy crap 30% and that is without any enhancements.. this is the power I took for my #1 choice.. Six slotted; 3 enhanced damage resistance and 3 reduced endurance modifiers.
Level 2 - Dull Pain: This is a click power, which increases your maximum Hit Points by 40% as well as heals you by that amount. Dull Pain lasts two minutes and has a long recharge time. But it is a permanent greenie in your belt.. I took this power, but not till later in the game.. ie lvl 18.. 6 slot.. 3 healing enh and 3 recharge redux
I just 6 slotted this.. hoping to set something up cool with the new invention system
Level 6 - Resist Elements: This is a passive power that provides a base of 7.5% Resistance to Fire, Cold and Toxic damage. Took it, but not till later in the game.. ie lvl 26.. Three slotted; 3 enhanced damage resistance..
Level 8 - Unyielding: This is a toggle power that provides 5% damage resistance against smashing and lethal, and 10% against heat, cold, energy, negative energy and toxic damage, but the best part is you are resistant to mez affects ie knock back, holds, sleep, immobilization and disorientation. You cant do your job as a tank if you are on your back or sleeping on the job. The resistances to the affects increases in effectiveness as you increase in level, but I cant remember ever having this puppy on and having anything affect me. The only draw back is that you are able to be hit more easily; your defense goes down 5%. I personally think the gain far out weighs the draw back. I took this right off the bat at lvl 8.. Six slotted; 3 enhanced damage resistance and 3 reduced endurance modifiers.
Level 12 - Resist Energies: This is a passive power which provides 7.5% Damage Resistance against Energy and Negative Energy attacks. Took it, but not till later in the game.. ie lvl 30.. Three slotted; 3 enhanced damage resistance..
Level 18 - Invincibility: This is a toggle power which boosts your Defense against all attacks types except Psionic as well as a boost to your accuracy. The accuracy boost depending on the number of enemies surrounding you maxing out at ten enemies, I think it is like a 1.5% for each baddie in melee range. I ran with this power before.. didnt do much for me.. plus it was another toggle to have to have on..
Level 26 - Tough Hide: This is a passive power which provides a base defense increase of 5% against all attack types except Psionic; you seeing a theme here with except psionic.. blah.. either way I didnt take this power.. you are so resistant let em hit you..
Level 32 - Unstoppable: This is a click power that lets you gain 70% Damage Resistance to all damage except Psionic, as well as boost your endurance recovery and virtual immunity to status effects ie knock back, holds, etc. This lasts three minutes which is actually a pretty long time. But after that three minutes you crash big time, losing all your Endurance.. bye bye toggles.. and drops your health to 10%. This power is the reason I became a flippin tank.. this power alone has stopped more party wipes than anything I can think of.. I use this solely as an OSP.. (oh S#$T power).. which some argue whether you should have a power like that or not
but it is awesome.. Put please.. if you are a tank and you use this power.. display your affects.. because it will start blinking on your screen when it is getting ready to wear out.. if you are still in the heat of battle get out of there.. youre going down.. if there is some down time and you see it blinking let your party know you are taking a knee.. and just take a knee and prepare for the crash
Got this at lvl 32 when it first came available.. Three slotted; 3 reduced recharge time..
Side note: My thoughts on not getting the passive resistance powers until later are.. with unyielding you already get some of the hot/cold/toxic/energies resistance, plus it isnt till later in the game when the baddies are whipping this stuff out that can actually do some major damage.
II. Super Strength
Before I get started my development with the powerset took a little while.. My first thought process was.. this is how I do damage and that is it.. but this set has great control powers in it
I took down an elite boss all by my lonesome and the elite boss didnt even hit me once
How do you say.. well I ground controlled him.. with this sequence.. Hasten first
the Knock out blow, Haymaker, Air Superiority, and Punch
lather rinse repeat
he never got off the ground.. now I didnt do them in all that order due to the fact that KOB has a longer recharge time.. but by the time I had to use a power one of them was up.. and I did this without Foot stomp King; of the ground control
add that in the mix.. you have a killer control combo
I used the same damage rating scale that Vox did earlier
ie Brawl has a rating of 1
Level 1 - Jab: (Damage Rating: 2) This is a quick, low damage attack which has a chance at Disorienting your target. You have to take this.. I wouldnt if I didnt have too
but that is just me
took lvl 1; Single Slotted
Acc
Level 2 - Punch: (Damage Rating: 3) Slightly slower than Jab, but does more damage and knocks your opponent down
took lvl 2; 4 Slot
3 Damage.. 1 Acc
Level 4 - Haymaker: (Damage Rating: 5) Much more damage than Punch.. but slower as well.. it also knocks your opponent down.. took lvl 4; 4 slot
3 damage 1 Acc
Level 10 - Taunt: Listen.. if you are a tank and you dont get Taunt and you team up with people.. they will make fun of you.. Taunt is exactly that.. it taunts people to attack you instead of your teammates
I dont care how many red skittles you pop.. or how many damage enh you have in an attack.. you will never and I repeat never do as much damage as a blaster or a scrapper has the ability to do.. so dont try.. you take the punches.. you keep your team alive.. took it right when I could get it.. lvl 10.. 3 Slotted 2 Taunt Enh 1 Rec Red
Level 16 - Handclap: It is PBAoE that looks hella cool.. but does no damage and can make your team angry when you herd everybody up in a nice little tight spot and you slam your hands together to creating a shockwave and knockback everybody. It also has a chance to disorient people too.. I had this power before.. trust me I know how cool it is.. I dont have it now.. but it is absolutely a hard one to pass up.. especially since there are only three powers in this set that make you feel like you actually have super strength
Level 20 Knock Out Blow: (Damage Rating: 10) aka stone cold stunner.. This is by far your best attack. It is so awesome I took this instead of stamina at lvl 20.. Not only does it do very high damage; it will knock your target into the air and has a high chance of holding themstunning. It has a long recharge time but with Hasten it comes up pretty quick.. lvl 20.. 4 slots, 3 dam 1 Acc..
Vox hit rage on the head so I am just going to leave it as is
but I do want to emphasize A LOT CAN HAPPEN IN 10 SECONDS.. but he did leave out that it also ups your ability to hit as well
this is one of many ways you get out of getting invincible
Level 28 - Rage: This is a click power that pumps up your attacks for two minutes, increasing their base damage by 80%! However, once Rage wears off you lose a lot of Endurance (20 or 25, I believe) and are unable to effect anyone else for 10 seconds, no attacking, not even Taunt. This is a must-have for soloing, but it should be used with caution when on a team, a lot can go wrong during that 10 second downtime, and you don't want to be caught unable to help
lvl 28.. 4 Slotted.. Three Rech Redux and 1 ToHitBuff
Level 35 - Hurl: (Damage Rating: 5) I lump Hurl and Footstomp together.. they look awesome and make you feel like you actually do have super strength.... but it is such a long animation you will never use it in combat.. it is a ranged attack which is really nice, but you will what.. use it as a pull?? if you are coming up to a group.. when you are level 35 or higher that you need to pull somebody.. holy crap.. that is one tough group.. plus.. just use taunt as a pull.. it wont get everybody in the room.. but you can take one group one by yourself.. will you use it as a lead?? Then it just became a short ranged weak sniper attack.. now that I said that.. I am not going to beat you up if you take this power.. it is hard to pass up because it looks pretty cool.. and does descent damage..
Level 38 Footstomp: (Damage Rating: 4, AoE) This is a PBAoE attack in which you stomp your foot on the ground damaging and knocking down enemies all around you. This power is the King of ground control.. it hits pretty easily and looks awesome.. it is your only AOE damage attack.. get it when you can at lvl 38.. I have 4 slots.. 3 Dam one Acc
III. Pool Powers
I am a super speed tank.. and love it.. and now with the jump pack that you get with the good vs evil back.. and the other safeguard travel packs.. makes super speed that much more viable
I do have to apologies.. I dont have the exact numbers for any of the power pools.. but you dont need it..
Speed
Level 6 - Hasten: It what? Its a click power that last for two minutes and reduces the recharge time on every power you have by virtually in half.. by far one of the most powerful abilities in the game.. there is only one character I have made that doesnt have this power and it is my mastermind
The only draw back is after the two minutes are up it drops your stamina down.. I think by 10% or something.. took at lvl 6 Three slotted with recharge redux
Level 14 - Super Speed: Its a toggle travel power that lets you run like the wind, second fastest travel power in the game next to teleport.. it also gives you a concealment bonus.. the only downfall on this one is you are limited on your vertical movement.. but like I mentioned earlier that has changed a bit.. took it at lvl 14 Single Slot with Speed enhancement
Fitness
Level 6 - Hurdle: inherently allows you to jump higher.. comes in handy since you as a super speeder you lack vertical movement.. I did have swift which inherently makes you faster.. I had that three slotted with a speed enhancement.. sprint three slotted with speed enhancements.. and super speed three slotted with speed enhancements.. and let me tell you The Flash had nothing on me.. what? Indy Port takes a while to travel across.. not anymore.. I picked it up at lvl 12 single slotted with a jump enhancement
Level 14 - Health: inherently allow to regen your health faster.. it is a good power.. but if it wasnt a precursor to stamina.. I dont know if I would take it.. you have enough hit points.. that I cant really see that much difference.. I picked it up at lvl 16; 3 slotted with healing enh..
Level 20 - Stamina: inherently allow to regen your stamina faster.. it is a greatpower.. with running two toggles and you always having to be swinging at things let Gauntlet take some effect too.. endo is a hard thing to come by sometimes
plus KOB and FS take a lot of endo to activate
this power is an absolute must to be an effective tanker.. I picked it up at lvl 22 and not 20 because I think KOB is to Awesome to pass up.. 3 slotted with stamina enh..
Flight
Level 6 - Air Superiority: (Damage Rating: 3.5) I would equate this to about a jab and maybe a little bit more.. it is about as fast as jab is on recharge.. and it knocks people down.. I picked this up at lvl 35.. 4 slotted.. 3 Dam 1 Acc..
Between Jab, Haymaker, Air Superiority, Knock Out Blow, and Foot stomp, that is 5 powers that will put an opponent to the ground
pretty rocking.. makes soloing easy.. and I have been in inv mode since I was lvl 14..
What I do if I am in a big team and going against a lot of foes.. I will usually run into the middle of a group.. maybe even super speed.. drop a foot stomp.. that gets everybodys attention.. and knocks them on the deck.. then drop a taunt.. by this time if you have a good team.. they already have taken out a couple of guys before they are off the floor from your foot stomp then the alpha strike against you isnt so bad
because let me tell you from experience.. that alpha strike can be a doozy..
One thing you have to know.. you could have the best build in the world.. that means nothing if you dont know how to play it.. and how you best impact your team
and only playing will let you do that..
Please feel free to comment
Welcome to my Issue 9 / Inventions update for the "SuperTank" guide!
Inventions are a very interesting addition to the game, and can give your Tank a lot of extra abilities and power. But they're very tricky to give advice on, because there's so many different factors that can't be accounted for in a guide- your hero's amount of Influence, fluctuating market prices and general availability of different recipes and salvage. It's very easy to tell someone to put "Luck of the Gambler" IOs in Tough Hide, it's much tougher to actually do it.
So to keep this guide as simple as possible, I'll just offer a single basic build which can be used as a skeleton for adding Inventions (but can also be used with regular Single Origins or Common IOs) then give advice on different Invention "combos" available and bonuses they give.
I don't give any exact levels for IOs- some max out at 25 or 30, some aren't available until those levels or later. Generally, level 25 IOs or better are good enough, with slight increases in power as you get higher. With special IOs that add an extra effect (Change to Knockdown, Chance to Heal, etc.), level doesn't matter, grab whatever is available. (Remember you will lose abilities and set bonuses when exemplared below the minimum levels for accessing powers and Enhancements.)
So when should you start inventing/buying Invention Sets? That depends on what sets you want and when they're available, and how much Influence you have at your disposal. I'd say don't even bother thinking about it until level 25s become available at level 22, just save up and earn Influence by selling your Salvage and Recipes. And even then, you might want to wait longer. Don't be afraid to try different things, even when your broke you're only one lucky drop from being rich again. Have fun and happy inventing!
I. Build Guide
II. Attack Combos
III. Defense Comnos
IV. Other
Build Guide
Here's my basic build for Issue 9. It's not too different from earlier builds in this guide, so if you used one of them, you probably don't need to respec. If you're starting a new Tanker, this build will work just fine for leveling up.
As always, feel free to make changes to fit your style. I know many of you prefer taking Haymaker instead of Punch, which is fine, anytime I mention "Punch" later in this guide, just substitute Haymker. They both take the same Invention Sets. And the final power is completely optional, I took Hurl just to get access to another Ranged Damage Set. You may want to take something else to access a different set (Combat Jumping or Maneuvers for Defense Sets, for example.)
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: SuperTank
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
+---------------------------------------------
01 => Jab ==> Acc(1),Acc(3),Dam(3),Dam(11),Dam(19),EndCost(34)
01 => Temp Invulnerability ==> EndCost(1),DamRes(11),DamRes(13),DamRes(13)
02 => Punch ==> Acc(2),Acc(5),Dam(5),Dam(9),Dam(17),EndCost(34)
04 => Dull Pain ==> Rech(4),Rech(15),Rech(15),Heal(31),Heal(31),Heal(42)
06 => Air Superiority ==> Acc(6),Acc(7),Dam(7),Dam(9),Dam(17),EndCost(34)
08 => Unyielding ==> EndCost(8),DamRes(27),DamRes(27),DamRes(37)
10 => Taunt ==> Taunt(10)
12 => Swift ==> RunSpd(12)
14 => Fly ==> EndCost(14),Flight(19),Flight(31),Flight(40)
16 => Health ==> Heal(16),Heal(37),Heal(37)
18 => Invincibility ==> EndCost(18),DefBuff(21),DefBuff(21),DefBuff(36)
20 => Stamina ==> EndMod(20),EndMod(36),EndMod(36)
22 => Knockout Blow ==> Acc(22),Acc(23),Dam(23),Dam(25),Dam(25),EndCost(33)
24 => Resist Physical Damage ==> DamRes(24),DamRes(43),DamRes(46)
26 => Tough Hide ==> DefBuff(26),DefBuff(42),DefBuff(42)
28 => Rage ==> Rech(28),Rech(29),Rech(29)
30 => Resist Energies ==> DamRes(30),DamRes(43),DamRes(48)
32 => Unstoppable ==> Rech(32),Rech(33),Rech(33)
35 => Resist Elements ==> DamRes(35),DamRes(43),DamRes(48)
38 => Foot Stomp ==> Acc(38),Acc(39),Dam(39),Dam(39),Dam(40),EndCost(40)
41 => Conserve Power ==> Rech(41)
44 => Laser Beam Eyes ==> Acc(44),Acc(45),Dam(45),Dam(45),Dam(46),EndCost(46)
47 => Hand Clap ==> Acc(47),DisDur(48)
49 => Hurl ==> Acc(49),Acc(50),Dam(50),EndCost(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
Attack Combos
It may seem strange to start with attack combinations in a Tanker guide, but they are your heaviest slotted powers in early levels, so they will be the first place you start looking for possible Set Bonuses. By level 25, you should already have Jab, Punch, Air Superiority and KO Blow all five-slotted, and that provides some interesting possibilties. They should all be six-slotted by level 34, then of course you add Footstomp later and other powers depending on your choices (I assume most "SuperTanks" will want Laser Beam Eyes!)
Melee Damage
You have four Melee Damage attacks, giving you the opportunity to stack Set Bonuses so they become really noticable. There's two different combos I recommend: pure Crushing Impact, or a mix of Kinetic Combat and Pounding Slugfest.
Combo 1: (Jab, Punch, Air Superiority and KO Blow)
Crushing Impact: Accuracy/Damage
Crushing Impact: Damage/Endurance
Crushing Impact: Damage/Recharge
Crushing Impact: Accuracy/Damage/Recharge
Crushing Impact: Accuracy/Damage/Endurance
Crushing Impact: Damage/Endurance/Recharge
Total Set Bonuses (All six IOs in all four powers):
8.8% Reduce Immobilization
+4.52% Maximum Health
+28% Accuracy for all your powers
+20% Recharge for all your powers
10% Resistance to Psionic Damage
Combo 2: (Jab, Punch, Air Superiority and KO Blow)
Kinetic Combat: Accuracy/Damage
Kinetic Combat: Damage/Endurance
Kinetic Combat: Damage/Recharge
Kinetic Combat: Damage/Endurance/Recharge
Pounding Slugfest: Accuracy/Damage
Pounding Slugfest: Damage/Endurance
Total Set Bonuses (All six IOs in all four powers):
11% Reduce Immobilization
+6% Maximum Health
+15% Smashing Defense
+32% Regeneration
(Note: I recommend replacing Kinetic Combat: Damage/Recharge in Jab with Kinetic Combat: Chance to Knockdown. It's just cool.)
So which is better? Crushing Impact has great bonuses to Accuracy and Recharge, but Kinetic/Pounding has a great buff to Smashing Defense (the most common attack type in the game) and nice Regen bonus. Combo 1 works well with other sets that add Psionic defenses, Combo 2 works well with other +Regen bonuses.
PBAoE Damage
You have one Point-Blank Area of Effect attack: Footstomp. No need to give options here, the "Scirocco's Dervish" set is the best option, you will want to slot all six IOs from the set in Footstomp. However, getting all six may not be easy. What I did was manage to slot four Scirocco's Dervish IOs, then use a couple "Cleaving Blow" IOs to fill in the rest while I wait.
Total Set Bonuses (six-slotted Scirocco's Dervish in Footstomp):
+10% Regeneration
3.13% Resistance to Neg. Energy Damage
+9% Accuracy for all your powers
+3.13% Area of Effect Defense
+3.13% Psionic Defense
Ranged Damage
If you used my build guide, you'll eventually have access to two Ranged Damage attacks: Laser Beam Eyes and Hurl. In these combos, I assume Hurl is four-slotted (so it doesn't get the last two IOs listed), but you may want to switch powers around so it can be six-slotted, up to you. Combo 1 gives you a crazy amount of Regeneration bonuses, while Combo 2 gives a few different bonuses.
Combo 1: (Laser Beam Eyes and Hurl)
Devastation: Accuracy/Damage
Devastation: Damage/Endurance (or maybe "Chance to Hold" for fun)
Entropic Chaos: Accuracy/Damage
Entropic Chaos: Damage/Endurance (or maybe "Chance to Heal" for fun)
Volley Fire: Accuracy/Damage
Volley Fire: Damage/Endurance
Total Set Bonuses (All six in Laser Eye Beams, first four in Hurl):
+48% Regeneration
Combo 2: (Laser Eye Beams and Hurl)
Thunderstrike: Accuracy/Damage
Thunderstrike: Damage/Endurance
Thunderstrike: Accuracy/Damage/Recharge
Thunderstrike: Accuracy/Damage/Endurance
Devastation: Accuracy/Damage
Devastation: Damage/Endurance (or maybe "Chance to Hold" for fun)
Total Set Bonuses (All six in Laser Eye Beams, first four in Hurl):
+4% Recovery
+5% Energy Defense
+14% Accuracy for all your powers
+12% Regeneration
Stuns
And finally, there's Handclap. I recommend putting two "Rope A Dope" IOs in it for the +6% Regeneration bonus.
Defense Combos
You have two types of defense sets: Resistance (Temp Invulnerability, Unyielding, and the passive Resist powers) and Defense (Invicibility and Tough Hide). Most of these powers don't get much slotting until late in your hero's career, so you can't make use of many Set Bonuses until then. However, there may be some special IOs you can use to give added effects.
Resist Damage
Normally I would recommend the "Impervium Armor" set for its great defense against Psionics, but it has one big problem. The special "+Psi Resistance" IO has a special effect attached to it, a pulsing glow, which means if you put it in a passive power you're stuck with that effect all the time. So until that is changed, I'm not taking the Impervium set, but you might be okay with it.
The other two decent sets are Aegis, which buffs your run speed (which is fairly "Super") and gives some fire/cold Defense, and Reactive Armor, which gives some extra typed Defense. For these combos, I assume Temp Invulnerability and Unyielding are four-slotted, while Resist Physical Damage, Resist Energies and Resist Elements are three-slotted.
Combo 1: (TI, Unyielding, RPD, ResEng, ResEle)
Impervium Armor: Psionic Resistance
Impervium Armor: Resistance
Impervium Armor: Resistance/Endurance
(Temp Invulnerability and Unyielding should just use a common Resist IO for the 4th slot.)
Total Set Bonuses (All three IOs in all five powers):
15% Resistance to Psionic Damage
+12.5% Recovery
+9.4% Psionic Defense
Combo 2: (TI, Unyielding, RPD, ResEng, ResEle)
Aegis: Resistance
Resistance/Endurance
Resistance/Recharge
(Temp Invulnerability and Unyielding should just use a common Resist IO for the 4th slot.)
Total Set Bonuses (All three IOs in all five powers):
+25% Run Speed
+7.9% Fire and Cold Defense
Combo 3: (TI, Unyielding, RPD, ResEng, ResEle)
Reactive Armor: Resistance
Reactive Armor: Resistance/Endurance
Reactive Armor: Resistance/Recharge
Reactive Armor: Resistance/Endurance/Recharge
Total Set Bonuses (All four in TI and Unyielding, first three in the passives):
5.5% Reduce Immobilization
+6.25% Energy Defense
+2.5% Lethal Defense
Defense
The best Defense set is "Luck of the Gambler", it gives nice Recharge and Regeneration bonuses, so I would obviously recommend it. But, it might be hard to get or extremely expensive. So I'll add a second option, "Gift of the Ancients", which... isn't terrible.
Combo 1: (Invincibility and Tough Hide)
Luck of the Gambler: Defense/Increased Recharge Speed
Luck of the Gambler: Defense
(Invincibility only)Luck of the Gambler: Defense/Endurance
(Invincibility only)Luck of the Gambler: Defense/Recharge
(Tough Hide should just use a common Defense IO for the 3rd slot.)
Total Set Bonuses (All four in Invincibility, first two in Tough Hide):
+15% Recharge for all your powers
+20 Regeneration
+1.13% Maximum Health
+9% Accuracy for all your powers
Combo 2: (Invincibility and Tough Hide)
Gift of the Ancients: Defense/Run Speed
Gift of the Ancients: Defense
Gift of the Ancients: Defense/Endurance
(Invincibility only)Gift of the Ancients: Defense/Endurance/Recharge
Total Set Bonuses (All four in Invincibility, first three in Tough Hide):
[b]+15% Run Speed
+4% Recovery
5% Fire Resistance
+1.8% Maximum Endurance
Other
As far as the "SuperTank" is concerned, there is two remaining types of Invention Sets- Healing (used in Dull Pain and Health) and Flight (guess what it's used in?) Powers like Taunt, Rage, Swift, Stamina and Conserve Energy have no corresponding Invention Set.
Healing
Healing Sets are a bit tricky to recommend. There's a few Unique IOs that I'd obviously recommend if you can get them (and put all three in Health), but for the purposes of this guide I'll assume you can't afford them and haven't yet been lucky enough to have one drop. (The Unique IOs are Regenerative Tissue: +25% Regeneration, Miracle: +15% Recovery, and Numina's Convalesence: +20% Regeneration/ +10% Recovery.)
So putting them aside, for Dull Pain I recommend two options. The first is simply to six-slot Doctored Wounds. It's a nice set that seems made for Dull Pain (it's heavy on Heal and Recharge.) The second option is good for builds trying to max out Regeneration bonuses, and I'd use it for Health as well:
Combo 2: (Dull Pain and Health)
Numina's Convalesence: Healing
Numina's Convalesence: Healing/Recharge
Numina's Convalesence: Healing/Endurance
Triage: Healing/Recharge
Healing/Endurance/Recharge
(Dull Pain should just use a common Recharge IO for its sixth slot)
Total Set Bonuses (All five in Dull Pain, first three in Health):
+28% Regeneration
+3.76% Maximum Health
Flight
And finally, Flight. This one is easy- slot two "Freebird" IOs, one Endurance and one Flight. This will give a +8% Regeneration bonus. Use common Flight IOs for the other two slots.
That's it for the update. I hope my method of presentation wasn't too confusing, I honestly had no idea how I should present the Invention information. Feel free to give ideas of better ways to present the information and I'll redo it.
As always, post any questions you have and give advice of your own. I'd love to hear what you other SuperTanks are doing with Inventions!
[ QUOTE ]
Build Guide
Here's my basic build for Issue 9. It's not too different from earlier builds in this guide, so if you used one of them, you probably don't need to respec. If you're starting a new Tanker, this build will work just fine for leveling up.
As always, feel free to make changes to fit your style. I know many of you prefer taking Haymaker instead of Punch, which is fine, anytime I mention "Punch" later in this guide, just substitute Haymker. They both take the same Invention Sets. And the final power is completely optional, I took Hurl just to get access to another Ranged Damage Set. You may want to take something else to access a different set (Combat Jumping or Maneuvers for Defense Sets, for example.)
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: SuperTank
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
+---------------------------------------------
01 => Jab ==> Acc(1),Acc(3),Dam(3),Dam(11),Dam(19),EndCost(34)
01 => Temp Invulnerability ==> EndCost(1),DamRes(11),DamRes(13),DamRes(13)
02 => Punch ==> Acc(2),Acc(5),Dam(5),Dam(9),Dam(17),EndCost(34)
04 => Dull Pain ==> Rech(4),Rech(15),Rech(15),Heal(31),Heal(31),Heal(42)
06 => Air Superiority ==> Acc(6),Acc(7),Dam(7),Dam(9),Dam(17),EndCost(34)
08 => Unyielding ==> EndCost(8),DamRes(27),DamRes(27),DamRes(37)
10 => Taunt ==> Taunt(10)
12 => Swift ==> RunSpd(12)
14 => Fly ==> EndCost(14),Flight(19),Flight(31),Flight(40)
16 => Health ==> Heal(16),Heal(37),Heal(37)
18 => Invincibility ==> EndCost(18),DefBuff(21),DefBuff(21),DefBuff(36)
20 => Stamina ==> EndMod(20),EndMod(36),EndMod(36)
22 => Knockout Blow ==> Acc(22),Acc(23),Dam(23),Dam(25),Dam(25),EndCost(33)
24 => Resist Physical Damage ==> DamRes(24),DamRes(43),DamRes(46)
26 => Tough Hide ==> DefBuff(26),DefBuff(42),DefBuff(42)
28 => Rage ==> Rech(28),Rech(29),Rech(29)
30 => Resist Energies ==> DamRes(30),DamRes(43),DamRes(48)
32 => Unstoppable ==> Rech(32),Rech(33),Rech(33)
35 => Resist Elements ==> DamRes(35),DamRes(43),DamRes(48)
38 => Foot Stomp ==> Acc(38),Acc(39),Dam(39),Dam(39),Dam(40),EndCost(40)
41 => Conserve Power ==> Rech(41)
44 => Laser Beam Eyes ==> Acc(44),Acc(45),Dam(45),Dam(45),Dam(46),EndCost(46)
47 => Hand Clap ==> Acc(47),DisDur(48)
49 => Hurl ==> Acc(49),Acc(50),Dam(50),EndCost(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
[/ QUOTE ]
Is this a Very Good Build for PvP too? Becouse I need it for pvp I go there some Times.
Nacht Nova Thunder = Level 50 (Liberty) Dark Blaster/Storm Summoning - Defender
Nova Ninja = Level 50 (Liberty) spines/ Regeneration - Scrapper
CanadianMan = Level 50 (Liberty) Super Strength/Invulnerability - Tanker
LibertyBoy = Level 35 (Liberty) Stone Armor
/Fiery Melee - Tanker
Wasted isn't the word I'd use. Underutilized sounds better. I'll put up a build through 30 or so at some point. Odds are if you took the two DefBuffs out of CJ, you wouldn't notice a difference. However if you added TH you would, Weave more so, and once you get further along, because of mathematical oddities, you would THEN start to notice the extra slots in CJ. I too three slotted it, but not until I had TH and Weave each with 3.
Another reason I'm posting is to correct myself, the Invincibility buff is actually 2%. This means that each enhancement is worth 0.4%, or 4% if maxed with 10 enemies, and there is a base of around 5%.
This means that a slot in Invincibility will ONLY be better than a slot in Rage if you have 9 or more foes in melee. Rage is just more reliable in this respect. However if you team more or for another reason don't usually run Rage, Invincibility can start to make more sense. Overall even then though, Rage is still more reliable.