Robobot's Guide to Inv/SS Tanking Pre-I9


Bobitron

 

Posted

The Inv/SS tank is a classic. Most everyone plays with one of these two powersets, and many play both at once.

For some reason, the Invulnerability powerset is very difficult to work with and/or optimize without knowing the numbers. The numbers I use here are pulled directly from coh.nofuture.org/uk.



1) Resist Physical Damage [7.5% resist to S/L, passive]

It's odd to start a defense powerset with such a lame power. It's a passive power, so it costs you no endurance, but I rate it as the weakest power in the set. Without it, your S/L resistance can be as high as 56% (or thereabouts). If you're facing lethal or smashing damage, you shouldn't be worrying about it (unless it's all ranged attacks).

2) Temp Invulnerability [30% resist to S/L, 1.3 end/sec toggle]

This is one of the 5 core powers of Inv. It provides amazing protection to smashing and lethal damage only. The end cost is rather low and it should basically always be on (unless none of your foes use S/L). Slot it for 3 resistance and and an end reduc or two (but usually those slots are better spent in attacks).

3) Dull Pain [40% self-heal, +40% max hp (half of which is enhanceable), 10.4 end 360 recharge click]

The 2nd core power. This self-heal is amazing. Because of its very long recharge, you'll want to be careful when you use it (because you might need it later). Fully slotted with heals, it increases your max hp by 60% and heals you a full 80% of your base health. Many people click it before running into a large fight, but I strongly recommend you wait to use it until your'e at 80% damage or below. It's also a regen buff (because it increases your max hp) so it goes well with fully slotted Health. Slot with 3 heals and 3 recharges.

4) Resist Elements [7.5% resist to fire/cold/toxic, passive]

This power ... is in the same camp as RPD. I took it, but only because I refuse to take aid self. The crappy non-S/L resists make an Invulnerability tanker very vulnerable, but I do my best to minimize that. The max possible resist to fire/cold/energy/-energy/toxic comes out to a whopping 28.5% (or thereabouts), but without this power and Resist Energies you'll be a mere 16%.

5) Unyielding [-5 def, 5% resistance to S/L, 10% resistance to fire/cold/energy/-energy/toxic, immob/hold/sleep/stun protection, .13 end/sec toggle]

3rd core power. It sucks for a core power. Back in the day it came with a self-immobilize, which was changed to a def debuff in I3 or I4 (which didn't matter then because resists were so high). Now, we're left with resists that don't even keep up with the penalty from the def debuff. With slotting, you can tip the scales slightly towards effective damage mitigation, but until you get the later powers that boost your def (Invincibility and Tough Hide) you'll be underperforming. Slot with 3 resists and an end reduc or two (which might be better spent in attacks).

6) Resist Energies [7.5% resistance to energy/-energy, passive]

What can I say? Every reason you have to take or not take Resist Elements applies to this power. You either choose the 2 REs in this set or you find other ways to mitigate non-S/L damage. Aid Other and Aid Self will provide a lot more protection in most case. If you have any reason you don't want your character pulling out a tricorder and zapping green on himself you would want to take this power and Resist Elements. If not, go the medicine route.

7) Invincibility [PBAoE taunt, +5% def, +2% tohit per foe in melee, +1.5% def per foe in melee, .21 end/sec toggle]

The 4th core power on Invuln. You finally get a taunt aura (very important), but you also get a boost to defense and offense. When surrounded by 10 foes, you get your max defense boost to 20% (5 + 1.5*10), which can be enhanced to 23% because only the initial 5% is enhanceable. Unfortunately, that gets reduced to 15% or 18% because of Unyielding. That defense will end up reducing incoming melee damage by about a third, and further boosts to defense will be that much closer to capping your def. However, when fighting a single foe, your def will be mere 5% or 8% when slotted (0% or 3% with Unyileding). Keep everyone you can in melee range however you can, and you'll really be Invulnerable. Slot it with end reducs and defense - but if you've got a cytoskeleton exposure put it here!

8) Tough Hide [+5% def, passive]

Unlike the 3 previous passives, this is a really good power. I didn't like it much before the Global Defense Nerf, but you need to worry about defense as well as resists nowadays. Take it and slot it with 3 defense. This power can cancel out the def debuff of Unyielding and go a little bit farther if slotted. The benefit from this power alone reduces all incoming non-psi damage by about 10% to 16%. That's much better than a meager 7.5% to 12% of resistance spread across 3 powers.

9) Unstoppable [+70% resist to all non-psi for 180 seconds, immob/hold/sleep/stun protection, 2.3 end 1000 second recharge click]

The 5th core power of Invuln. 3 minutes of nigh unkillability. You don't need it to function as a tank, but with it you can rope up a catastrophe and your team will tank you for it. It's also great for PvP. I generally pop this bad boy after I've clicked Dull Pain and the situation is still out of hand. Just remember, it won't help you against psi damage - NOTHING (in Invuln) WILL! Slot with 3 recharges and maybe even a resist or two if you plan on facing resistance debuffs.

Super Strength, when used to its fullest, bring a constant, accurate, heavy stream of damage for 2 minutes straight, which will pause for 10 seconds, and pick back up again. It's got respectable AoE, good single-target (and almost perma knockback), and even a ranged attack.

1) Jab [about 2 BI, 10% chance short mag 2 stun, 3.54 end 2 second recharge]

You got no choice here. Slot it and use it if you have room, or don't slot it and shelve it if you don't. It's a pretty sucky attack.

2) Punch [about 3 BI, 30% chance knockdown/back, 5.2 end, 4 second recharge]

Well, it looks alright doesn't it? Air Superiority has the same damage and recharge, but it has a 90% knockdown chance (and a slightly higher end cost). Take Air Superiority, and then decide if you need another moderate damage attack. Chances are you don't. When slotting your attacks, Think about accuracy first, damage second, and endurance third. If you're decked out with hammi-Os, you can usually sneak a recharge in there too.

3) Haymaker [about 4.5 BI, 60% chance knockdown/back, 8.53 end 8 second recharge]

Your first solid attack. Take it, slot it, use it. As part of a solid attack chain with Air Superiority, you'll have your opponent off his feet for most of the fight.

4) Taunt [41 second PvE taunt, 10 second PvP taunt, 0 endurance 10 second recharge]

For most of the game you won't need taunt. And, if you know how to manage your aggro, you'll never need it (unless gauntlet and invince go on the fritz). However, its gotten a recent buff that lowered its activation time across most of the board. I would recommend getting this power for the sole purpose of taunting AVs and GMs from range. If you can keep about 50 feet away from your target and taunt like a jerk (say, by flying), you can keep your whole team safe from AoEs and sometimes even PBAoEs. It will also reduce your damage load to be out of melee. But the best part about this power is when you've got a tiny hole in your attack chain for any reaso, you've got something to do - TAUNT!

5) Hand Clap [15 foot PBAoE 9 second stun (50% chance mag 2, 50% chance mag 3) and knockback, 13 end 30 second recharge]

Knockback = bad. PBAOE knockack = horrible. The good news is that with proper "kiting", you can handclap a group and move back out from the middle before the knockback activates (but after the targets are set). Then you knocked them back in a cone and can easily get right back in, reclaiming your valuable invincibility boost. All the minions and half the lieutenants will be stunned. Also, they'll be rising from their butts for a few seconds of that. All in all, if you manage to not scatter your targets then this is a great damage mitigation tool if you're being overwhelmed (which will happen).

6) Knock Out Blow [about 10 BI, 100% chance knockup, 11 second mag 3 hold, 18.5 end 25 second recharge]

BOOM! This power is the first of 3 core Super Strength powers. Take it and slot it heavily. Use it to smash high threats to either hold (if a lieutenant or lower) or kill them. You should love this attack.

7) Rage [+20 tohit and +80 damage for 120 seconds followed by 10 seconds of only affecting self and -25 end and -20% def, 5 end activation 240 second recharge]

This power turns an underperforming attack chain to a river of SMASH! The accuracy buff is incredible, and only gets more so with slotting. You'll notice a difference when you're the only one on your team reliably hitting a defensive target. The crash really hurts though. Find a way to avoid damage for the duration of the crash (I recommend Hand Clap, even with the scatter). This impedes your ability to control aggro for the remainder of the crash because you cannot taunt and cannot attack and cannot affect your foes with your taunt aura. Don't use this power if you need to be a tanker first and a meleer second.

8) Hurl [about 4.5 BI with 50% chance knockback, 80 foot range, 9.3 end 8 second recharge]

LOOOONG activation time. This power doesn't belong in an attack chain, but it's great from taking down fliers or ranged menaces. Once I get my Nemesis Staff, I won't have a use for this power. That can even be used in the air!

9) Foot Stomp [about 4 BI 15 foot PBAoE, 80% chance knockdown/back, 18.5 end 20 second recharge]

The best tanker AoE in the game. Well slotted it can really hurt, and combined with some blaster or scrapper AoE will wipe out all minions. It's wonderful for area and damage, but even better for damage mitigation. That much knockdown keeps all your foes from attacking you for a precious few seconds. Love this attack as you love yourself.

Whew... I'll be around to answer any questions and/or apologize for inaccuracies.


 

Posted

Why is Foot Stomp the best Tanker AoE? Fire Sword Circle has better damage and a larger area of effect, it also comes ten levels earlier.


 

Posted

More damage? yes.

Larger AoE? nope (according to nofuture, the radius is 10 feet to footstomp's 15)

Also, I find the knockdown almost invaluable - but that's a personal preference.

But 10 levels earlier is very cool.


 

Posted

I'll agree with the knockdown being just as important as the damage and AoE for Foot Stomp.

My Inv/SS hit 40 recently and I think I'm pretty darn close to your recommendations. One thing I'd mention is that the Rage crash isn't nearly as big of a deal as some people make it out to be for me. I barely even noticed the -End until recently (as my attack chain fills, I've had more Endurance problems now than any other time from 20-38), the -Def is no biggie for a short bit, especially if you use Foot Stomp right before the crash to avoid a few attackers, and the 'Only Affecting Self' is rarely a problem unless there are some serious aggromagnets pulling baddies away from you while you stand there re-applying Rage or maybe using DP or some Insp. I tend to hit Taunt and Foot Stomp right before the crash to get some solid aggro.

Nice guide! I'll surely look at it again when I'm trying to decide slotting after a respec or crunching the numbers.

Lady Adamantium, Inv/SS on Justice