I9 Invul/Fire Slotting Guide - Three Builds
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EXTRA STUFF
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WARNING: Ive tried to make the main part of the Guide as lean as possible, though I admit its much longer than I anticipated. For the remainder of this Guide, the discussions can get long winded, opinionated and completely irrelevant. You have been warned!
Appendix A has the three builds inputted into Mids Planner. In Appendix B, I will be discussing in further detail how you can go about choosing the IO sets that are right for you. Appendix C describes some alternatives to the three builds I described in the main section. Finally, I conclude in Appendix D by going over some math justifying how the three builds stack up against each other. They are purely optional, except maybe for copying the data chunks into Mids.
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APPENDIX A MIDS PLANNER BUILDS
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Regen Build
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
g0dWrath-Regen Build: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam/Rchg:50(5)
Level 1: Scorch -- B'ngBlow-Acc/Dmg:30(A), B'ngBlow-Dmg/EndRdx:30(15), B'ngBlow-Dmg/Rchg:30(15), P'ngS'Fest-Acc/Dmg:30(34), P'ngS'Fest-Dmg/EndRdx:30(34)
Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:50(3), Numna-EndRdx/Rchg:50(3), Mrcl-Heal:40(11), Mrcl-Heal/Rchg:40(11), Mrcl-EndRdx/Rchg:40(13)
Level 4: Combustion -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(13), C'ngBlow-Acc/Rchg:50(23)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 8: Unyielding -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(9), TtmC'tng-ResDam/Rchg:50(9)
Level 10: Taunt -- Taunt-I:50(A), RechRdx-I:50(50)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx:50(17), Mrcl-Heal/EndRdx:40(37), Mrcl-Heal:40(37), Mrcl-Heal/Rchg:40(40)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Boxing -- Stpfy-Acc/EndRdx:50(A), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:30(33), Stpfy-EndRdx/Stun:50(40)
Level 24: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-ResDam/Rchg:50(25)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(29), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), C'ngBlow-Acc/Rchg:50(33)
Level 30: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), RechRdx-I:30(33), RechRdx-I:30(34)
Level 35: Incinerate -- B'ngBlow-Acc/Dmg:30(A), B'ngBlow-Dmg/EndRdx:30(36), B'ngBlow-Dmg/Rchg:30(36), P'ngS'Fest-Acc/Dmg:30(36), P'ngS'Fest-Dmg/EndRdx:30(37)
Level 38: Greater Fire Sword -- B'ngBlow-Acc/Dmg:30(A), B'ngBlow-Dmg/EndRdx:30(39), B'ngBlow-Dmg/Rchg:30(39), P'ngS'Fest-Acc/Dmg:30(39), P'ngS'Fest-Dmg/EndRdx:30(40)
Level 41: Char -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(42), Volly-Acc/Dmg:30(42), Volly-Dmg/Rchg:30(46)
Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Volly-Acc/Dmg:30(46), Volly-Dmg/Rchg:30(48)
Level 47: Resist Energies -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/Rchg:50(48)
Level 49: Resist Elements -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(50), TtmC'tng-ResDam/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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7^BO%[V?_W?D_.P?/6L$$0``
|-----------------------------------------------------------------------------|
</pre><hr />
Defense Build
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
g0dWrath-Defense Build: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 1: Scorch -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(11), KntkC'bat-Acc/Dmg:35(11), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(42), KntkC'bat-Dmg/Rchg:35(43)
Level 2: Dull Pain -- Numna-EndRdx/Rchg:53(A), Numna-Heal:53(3), Numna-Heal/Rchg:53(3), Mrcl-Heal/Rchg:40(13), Mrcl-Heal/EndRdx/Rchg:40(13), Mrcl-EndRdx/Rchg:40(15)
Level 4: Combustion -- C'ngBlow-Acc/Dmg:53(A), C'ngBlow-Acc/Rchg:53(7), C'ngBlow-Dmg/EndRdx:53(7), Sciroc-Dmg/Rchg:53(15), Sciroc-Dmg/EndRdx:53(23), Sciroc-Acc/Rchg:53(23)
Level 6: Combat Jumping -- LkGmblr-Def:53(A), LkGmblr-Def/EndRdx:53(46), LkGmblr-Def/Rchg:53(46), LkGmblr-Def/EndRdx/Rchg:53(46)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(45)
Level 10: Taunt -- RechRdx-I:50(A)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Heal/EndRdx:53(A), Numna-Heal/Rchg:53(17), Numna-Heal:53(17)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(43)
Level 26: Tough Hide -- LkGmblr-Def:53(A), LkGmblr-Def/EndRdx:53(27), LkGmblr-Def/Rchg:53(27), LkGmblr-Def/EndRdx/Rchg:53(43)
Level 28: Fire Sword Circle -- C'ngBlow-Acc/Dmg:53(A), C'ngBlow-Acc/Rchg:53(29), C'ngBlow-Dmg/EndRdx:53(29), Sciroc-Dmg/Rchg:53(31), Sciroc-Dmg/EndRdx:53(31), Sciroc-Acc/Rchg:53(31)
Level 30: Weave -- LkGmblr-Def:53(A), LkGmblr-Def/EndRdx:53(33), LkGmblr-Def/Rchg:53(33), LkGmblr-Def/EndRdx/Rchg:53(33)
Level 32: Unstoppable -- Aegis-ResDam:53(A), Aegis-ResDam/EndRdx:53(34), Aegis-ResDam/Rchg:53(37)
Level 35: Incinerate -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(36), KntkC'bat-Acc/Dmg:35(36), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(37), KntkC'bat-Dmg/Rchg:35(37)
Level 38: Greater Fire Sword -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(39), KntkC'bat-Acc/Dmg:35(39), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(40), KntkC'bat-Dmg/Rchg:35(40)
Level 41: Char -- Thundr-Acc/Dmg/Rchg:53(A), Thundr-Acc/Dmg/EndRdx:53(42), Thundr-Dmg/EndRdx/Rchg:53(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg:53(A), Thundr-Acc/Dmg/EndRdx:53(45), Thundr-Dmg/EndRdx/Rchg:53(45)
Level 47: Resist Energies -- Aegis-ResDam:53(A), Aegis-ResDam/Rchg:53(48), Aegis-ResDam/EndRdx:53(48)
Level 49: Resist Elements -- Aegis-ResDam:53(A), Aegis-ResDam/Rchg:53(50), Aegis-ResDam/EndRdx:53(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />
Health Build
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
g0dWrath-Health Build: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(5), TtmC'tng-ResDam/Rchg:50(5)
Level 1: Scorch -- B'Snap-Acc/Dmg:25(A), B'Snap-Dmg/EndRdx:25(15), B'Snap-Acc/Rchg:25(15), B'ngBlow-Acc/Dmg:30(34), B'ngBlow-Dmg/EndRdx:30(34), B'ngBlow-Dmg/Rchg:30(37)
Level 2: Dull Pain -- Numna-Heal:50(A), Numna-Heal/Rchg:50(3), Numna-EndRdx/Rchg:50(3), Mrcl-Heal:40(11), Mrcl-Heal/Rchg:40(11), Mrcl-EndRdx/Rchg:40(13)
Level 4: Combustion -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/EndRdx:50(7), Sciroc-Dmg/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(13), C'ngBlow-Acc/Rchg:50(23)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(43), LkGmblr-Def/Rchg:50(43), LkGmblr-Def/EndRdx/Rchg:50(46)
Level 8: Unyielding -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(9), TtmC'tng-ResDam/Rchg:50(9)
Level 10: Taunt -- Taunt-I:50(A), RechRdx-I:50(50)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Numna-Heal/EndRdx:50(17)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Boxing -- Stpfy-Acc/EndRdx:50(A), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:30(33), Stpfy-EndRdx/Stun:50(40), Stpfy-Acc/Stun/Rchg:50(42)
Level 24: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-ResDam/Rchg:50(25)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx/Rchg:50(43)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(29), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), C'ngBlow-Acc/Rchg:50(33)
Level 30: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(45)
Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), RechRdx-I:30(33), RechRdx-I:30(34)
Level 35: Incinerate -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(36), C'ngImp-Dmg/Rchg:30(36), B'ngBlow-Acc/Dmg:30(36), B'ngBlow-Dmg/EndRdx:30(37), B'ngBlow-Dmg/Rchg:30(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), B'ngBlow-Acc/Dmg:30(39), B'ngBlow-Dmg/EndRdx:30(40), B'ngBlow-Dmg/Rchg:30(40)
Level 41: Char -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(42), Dev'n-Dmg/Rchg:50(42), G'Wdw-Acc/Rchg:53(46), G'Wdw-EndRdx/Hold:53(46), G'Wdw-Acc/Hold/Rchg:53(48)
Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45)
Level 47: Resist Energies -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/Rchg:50(48)
Level 49: Resist Elements -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(50), TtmC'tng-ResDam/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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</pre><hr />
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APPENDIX B - CHOOSING THE RIGHT SETS FOR YOU
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I hope youve come across stuff where youve thought, Thats crazy! I wouldnt [insert something Ive done], I would [insert something you would do]. Thats great. In fact, thats the point of the Invention System. IO sets and their bonuses are about choices and trade offs. No one can tell you what is best for your build and play style except you.
So, here is a summary of how Ive identified the sets Ive chosen in the hope that you find it useful when customizing your build. The process is nothing new. I distilled it from Scrapulous Fire/Fire Guide.
Step #1 Decide what powers you want.Generally, I chose them without consideration of IOs or set bonuses. Its easy to gimp a build if you chose powers only for their set bonuses.
Step #2 Categorize your powers and look at the IO sets they acccept.You can find the set bonuses at Paragonwiki. Each set offers bonuses based on the number of enh from that set you slot into one power, starting with two. Lets take a quick look at the sets by category:
<ul type="square">[*]Resistance: Ive found the Resistance sets to offer some solid choices for different Invul builds. Impervium Armor, and its Global +Psi Res, is the obvious candidate if you want to create a Psi Warrior. Titanium Coating and Steadfast Protection provide +Health. Steadfast also has the Unique/Global of Res/+3% Def (All). Reactive Armor provides both Eng and Lethal Def. Aegis rounds them out by offering 5% RunSpd, F/C Def and a Unique/Global of +Psi Res + Mez Res. Overall, Im pretty happy. They couldve been worse.[*]Defense: I think LotG eclipses the other sets, unfortunately, by providing +10% Regen, 1.125% Health, 9% Acc and a -7.5% Rech Time all in one set. Red Fortunes is a distant second IMO with 1.26% F/C Res, 2% Dam and -5% Rech. If I was going after Fire Res, Id go for Gift of the Ancients +2.5% Fire Res and 2% Recov and 1.8% End. Kismet has the +6% To Hit Global/Unique. Karma offers KB/KD Protection that an Invul would probably not care about.[*]Heal: The Unique/Globals really stand out here: Numinas +20% Regen, +10% Recov, Miracles 15% Recov and Regenerative Tissues 25% Regen. Otherwise, I like Numinas and Miracles +Heal. Overall, I like Doctored Wounds, for its dedicated Heal and Rech and its -5% Rech.[*]Melee: If you look only at the 2-3 slot bonuses, Melee sets become almost interchangeable. Most provide +Health. Pounding Slugfest is unique by offering +8% Regen. Both Slugfests and Fisticuffs offer 0.63% Eng/Neg Def.
Melee sets distinguish themselves by their 4-6 set bonuses and procs. Makos, Touch of Deaths and Slugfests provide +Dam. Makos have the Lethal Proc, Touch of Death has the Neg dmg proc, while Slugfests have the Stun Proc. Kinetic and Smashing Haymaker give +Smashing Def.
If I had to pick one fave set, Id pick Crushing Impact, with offers +1.125% Health, 7% Acc and -5% Rech. If I was going for a Rech build, I would try to slot my Melee powers first, since it is quite common to have 3-5 Melee attacks with 5-6 slots each. [*]PBAOE: Sciroccos, like LotGs, overshadows the other sets. One can see why: it offers +10% Regen, +3.125% Neg Res, and 9% Acc. The sets are ok, but they certainly are easier to obtain. Cleaving Blows +Eng Def stacked with Reactive Armors. Multi-strikes provide some F/C Res which can be stacked if youre looking for that.[*]Stun: Im very surprised with Stun bonuses. Stupefy offers +Recov, +1.875% Health and a whopping -6.25% Rech. Rope A Dope gives +Regen and F/C Res. Some builds can really take advantage of this. Also, Boxing, an unused power I took from Fighting, now becomes a bit more valuable.[*]Ranged/Targeted AOE/Mezes (Hold, Immobilize, Fear, etc.): These sets provide some nice bonuses but since we dont have too many, our stacking opportunities are limited. However, they do make our ancillary powers and the Presence pool more enticing.[/list]By categorizing your powers and looking at the sets, you can identify your opportunities. Opportunities arise not only from high bonuses (e.g. Numinas +12% Regen) but also from having multiple powers that can stack those bonuses. Remember also that some powers may take more than one type of set (e.g. Jab takes Melee and Stun sets).
This Guide mainly focused on maximizing the 2-3 slot bonuses of Regen/Health/Typed Def. I developed this approach after reviewing the bonuses and noticing some trends across all the IO sets:
<ul type="square">[*] The 2-slot bonuses generally were insignificant to Tankers (e.g. Fear or Immobilization Res) except for two things: +Regen and +Recovery. I listed all the sets that provided +Regen and +Recov so I could match them up with the powers Ive chosen. Here are the sets that give +Regen, as their 2-slot bonuses:
Regen Bonuses (Category)
+12% Regen: Numinas (Heal), Devastations (Ranged)
+10% Regen: LotG (Def), Scirocco (PBAOE), Entropic Chaos (Ranged)
+8% Regen: Pounding Slugfests (Melee), Time & Space Manipulation (Teleport), Freebirds (Flight)
+6% Regen: Rope A Dope (Stun)
+4% Regen: Serendipity (Def), Jaunt (Teleport), Volley Fire (Ranged)
[*]The 3-slot bonuses contained many gems that most Tankers would want: +Health and typed Defense or Resistance. Lots of IO sets give +Health, for their 3-slot bonus (I may have missed some, as I focused on sets that Tankers would get):
Health Bonuses (Category)
+2.25% Health: Devastations (Ranged)
+1.875% Health: Numinas (Heal), Miracles (Heal), Stupefy (Stun), Trap of the Hunter (Immobilize), Ghost Widow's Embrace (Hold), Glimpse of the Abyss (Fear)
+1.5% Health: Impervious Skin (Resis), Steadfast Protection (Resis), Titanium Coating (Resis), Karma (Def), Kinetic Combat (Melee), Mako's Bite (Melee), Touch of Death (Melee), Razzle Dazzle (Stun), Neuronic Shutdown (Hold), and the Travel IOs
+1.125% Health: LotG (Def), Crushing Impact (Melee), Smashing Haymaker (Melee), Decimation (Ranged), Ruin (Ranged)
+0.75% Health: Triage (Heal), Serendipity (Def), Bonesnap (Melee), Bruising Blow (Melee), Rooting Grasp (Immobilize), Air Burst (Targeted AOE), Far Strike (Ranged), Volley Fire (Ranged), Horror (Fear), and travel IOs
[*]The four-slot bonuses tended to favor offense, through +Acc and +Damage. In a few instances, one can gain +Smashing/Lethal Defense. Now, originally, I had thought that S/L Def was not worth it. But I noticed that many mobs do mixed damage, one type of which is lethal or smashing. So, I did find these bonuses valuable for my Defense build. Here are the bonuses for Typed Defense (excluding Psi), which appear in the 3 or 4-slot bonuses:
Defense Bonuses (Category)
+3.75% Smashing Def: Kinetic Combat (Melee)
+2.5% Energy Def: Thunderstrikes (Ranged)
+2.5% Lethal Def: Enfeebled Operations (Immobilize)
+1.875% Neg Def: Nightmares (Fear)
+1.875% Smashing Def: Smashing Haymaker (Melee)
+1.875% Cold Def: Maelstroms Fury (Ranged)
+1.575% Fire/Cold Def: Aegis (Resis)
+1.25% Energy Def: Reactive Armor (Resis), Cleaving Blow (PBAOE)
+1.25% Lethal Def: Reactive Armor (Resis)
+0.945% Energy/Neg Def: Tempest (Ranged)
+0.63% Energy/Neg Def: Pounding Slugfests (Melee), Pulverizing Fisticuffs (Melee)
You may notice that there is a lot of Fire/Cold Res. It is quite possible to get a decent amount of F/C Res (and Gift of the Ancients 2.5% Fire Res is especially nice). Given how rare/expensive LotG are, Im actually thinking of going for Red Fortunes/GotAs.
[*] Five-slot bonuses were often positional defense (i.e. AOE or Melee Def), which unfortunately would not stack with Invuls typed Def. Profit and Maltese_Knight opened my eyes to another valuable benefit, -Recharge, which many tankers would want. Due to the slot cost and my objectives, these Builds do not seek to maximize Rech.[*] Six-slot bonuses gave something of great value, namely Toxic and Psi Res or Psi Def, but at high cost. Given the slot cost, I realized quickly that this is not the set bonus level I wanted to pursue. They also included the positional defenses.[/list]Pursuing the two and three slot bonuses offer some benefits. First, its not that expensive in terms of slots, especially the Regen bonuses. Second, you can go after multiple bonuses within the same power. With 4 slots, you can get the 4-slot bonus or two 2-slot bonuses. With 5 slots, you can get a 3-slot bonus and 2-slot bonus. With 6 slots, you can get two 3-slot bonuses or a 4-slot bonus and 2-slot bonus. Of course, you can get the 5-6 slot bonus instead. By getting multiple bonuses in one power, you can max out the five set limit even if you have only three powers in that category.
Each IO set has its own flavor so I would look not only at the bonuses but at what each set has to offer. One obvious example is that some sets offer Uniques/Globals/Specials/Procs. Another example, discussed in the next step, is that some sets may be better designed for your needs based on what aspects they enhance.
Step #3 Choose sets and play around with the numbers. Dont just look at set bonuses. Look at the numbers. This is an important step that I hope you wont forget since there is a risk of gimping your build. You should see, by playing around with the numbers, how some sets are better for what you want to accomplish. Ill illustrate this with two examples.
<ul type="square">[*]Impervious Skin: Impervious Skin, on its face, looks really nice. It offers 2.2% Sleep Res, 1.5% Health, 2% Debt Protection and -5% Rech Time for its bonuses (it doesnt have 6 enh in its set so no 6 slot bonus). It is a good set to pursue, but you have to realize something if you do: slotting all five Impervious Skins and only those five will leave your Resistance power underslotted (i.e. below SO benchmarks). This is because its five enh are: End/Rech, End/Res, End/Rech/Res, Rech/Res, and +Mez Res (Global).
The last one, +Mez Resistance, does not improve the Resistance aspect of that power. The first one, End/Rech, does not improve a passive resistance power like RPD at all. The enh that improves two aspects do so by 13.1% (Schedule B) or 21.8% (Schedule A). The End/Rech/Res improves End/Rech by 17.4% each, and Res by 10.5%. With all five enh, at its highest level (30), youll end up with Res 36.7% (< 56%), End 61%, Rech 61%. To get at least 56% Res, youll need to add another Res enh (i.e. youll need to six slot that power). Something to consider if you wanted to slot Impervious in say, Temp Invul. The same risk would be present if you wanted to slot Dull Pain with only Regenerative Tissue.[*] Numinas vs Doctored Wounds: I like Numinas a lot (and apparently everyone else given its exorbitant cost). But Doctored Wounds are also a good set, if thats what youre after. The set bonuses are:
* Numina 12% Regen, 1.875% Health, 6% Improved Heal, 3.3% Hold Res, 3.75% Ranged Def
* Doctored Wounds 2.2% Fear Res, 1.26% Fire/Cold Res, 4% Improved Heal, -5% Rech Time, 1.26% Toxic/Psi Res
For both sets, I didnt care for the 4-6 slot bonuses except for Doctored Wounds -5% Rech. If Rech is what you want, go for DW. Otherwise, Numina is superior to Doctored Wounds, right?
Not necessarily. One thing that Doctored Wounds offers that Numina doesnt is an enh dedicated to Rech. This makes me think it was designed with something like Dull Pain in mind. The difference between a dual aspect and a single aspect IO is significant: a Doctored Wounds-Rech:50 improves Rech by 42.4%. A Numina-Heal/Rech:50 improves each by only 26.5%.
So, say youre going for a minimalist approach with DP (i.e. you want to slot the minimum number of slots in DP to get it to I8 effectiveness). Youre focusing on both Heal and Rech. If you 4 slot with Numina (Heal, Heal/Rech, End/Heal/Rech, End/Heal:50), you get Heal 97.5%, Rech 47.7%. If you slotted End/Rech instead of End/Heal (for more Rech), you get Heal 88.1%, Rech 74.2%.
OTOH, if you slotted Doctored Wounds-Heal, Rech, Heal/Rech, End/Heal/Rech:50, you get Heal 88.1%, Rech 88.1%. If you didnt care for DWs 4-slot bonus (which I wouldnt), you can drop End/Heal/Rech and replace it with say Numinas Heal/Rech:50, which would bring it to Heal 91.8%, Rech 91.8% for only 4 slots.[/list] Step #4 Evolve your build. I find that the hard and fun part is actually collecting the salvage/recipes required for the build. My build has changed based on what I am able to acquire. For example, I was able to buy some rare Unique/Globals that I originally thought was out of reach. OTOH, Im finding even some common sets to be too darn expensive. Im also outfitting my I8 build with the idea of respecing into my I9 build, but Im finding that I like the powers I have now, so I might stick with it except for moving some slots around.
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APPENDIX C - ALTERNATIVE BUILDS
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Playing Around with Slotting
As I mentioned, this is just one out of several ways to try to maximize Health/Regen/Typed Def. My slotting decisions were based on the order in which I slotted my powers. Basically, I went from Resistance => Defense => Heal => PBAOE => Melee => Stun/Hold/Ranged sets. I want to make it clear that you dont have to do it this way. For example, what if you wanted to slot your four Melee attacks with 4 Makos each, before your armors? Makos provide 1.5% Health as bonuses. How would this change affect this build?
To approach this, I would list out how the bonuses would be allocated. Lets just focus on the +1.5% Health bonus:
+1.5% Health: Melee Scorch, Incinerate, GFS, Boxing; Resistance - TI, UY, REl, REn, Tough
Here, we can see that 9 powers provide 1.5% Health. That means that 4 bonuses are wasted. So, if you really want to slot Makos (say you just crafted them), then all you need to do is to slot 4 of the Resistance powers with something that doesnt give +1.5% Health as any of its bonuses, say Aegis (which gives 1.575% Fire/Cold Def as its 3-slot bonus). OTOH, Id avoid slotting Impervious Skin since they also provide 1.5% Health.
Making changes to the build in the above example was fairly simple. It can become more complex as you try to min/max multiple sets for multiple bonuses. In short order, you will find that I9 builds are more integrated than before since slotting less in one power and more in another power not only means moving slots around but may also result in different bonuses (for more or less). Sometimes, you just dont have to worry about it. Wasted bonuses are not that big of a deal.
Slotting Unique/Global/Special/Proc Enhancements
I purposely avoided slotting the rare (Unique/Global/Special) enhancements for two main reasons. First, I wanted these builds to be more accessible to those who dont have them, like me. L Second, I see that this design could be a starter IO build that you can slot (relatively) much quicker than if you waited for those rare enhancements to drop or appear on the market (at a cost you could afford). If you wanted to jump onto the I9 bandwagon and add more Health/Regen/Typed Def, these builds might be the first step. But dont let this fool you. Some enh, even though they are not unique, are still quite rare or expensive (e.g. Numina, LotG).
But what if you did have some? I mentioned above where some of those could go. The most valuable ones to all three builds are the coveted +Regen from Regenerative Tissue and +Regen +Recov from Numina. Another one would be Steadfast Protections +Res/+3% Def (All). Where could you free up some slots?
Health Build / Regen Build
You can shave a slot from Taunt for the Health/Regen Builds. The slots in Char and Fire Blast could be reduced. Certainly, youll receive less bonuses, but itll be worth it.
For the Regen Build, you can drop the Miracles and slot in the Uniques from Numina, Miracle and Regenerative Tissue.
If youre open to more drastic changes, it probably wont make much of a difference if you four slot a Melee attack with Crushing Impact (which gives 2.2% Immob Res, 1.125% Health, 7% Acc). This will get you very close to the level of enhancement that you could achieve with a typical 6 SO-slotted attack (1 acc, 3 dam, 1 end, 1 rech) with only four slots. Those two extra slots could be moved to the power Health to accommodate the Uniques. Careful here; Crushing Impacts duplicate the +Health bonuses from Defense sets so you may want to change those.
Defense Build
The slotting of the Defense Build is more tight. It would be counterproductive to take slots away from the Resistance, Defense and Heal powers. If I had to sacrifice something, it would be Boxing since we have enough +3.75% Smashing Def. Just put one slot in it, say a Stun/KB proc. Then move the other 3 slots elsewhere.
Defense Build Alternative Presence Pool
In some ways, I did not meet my objective of mitigating Neg dam in my Defense Build. This is in large part due to where +Neg Def/Res are found. Sciroccos (PBAOE) is a popular set, and it provides our +Neg Res. Paralytic (Hold) provides 0.63% Eng/Neg Res.
But Eng/Neg Def can only be found in small amounts through Melees Pounding Slugfests and Pulverizing Fistcuffs (both 0.63% E/N Def) and Rangeds Tempest (0.945% E/N Def). Re-slotting our three Melee attacks to cap the 0.63% E/N Def and Char/Fire Blast for an additional 1.89% E/N Def, we can reach 5.04% E/N Def. We would lose the 5% Eng Def from the two Thunderstrike sets and 15% Smashing Def. Is it worth it? I didnt think so.
However, there is another great source of pure Neg Defense/Res in the Fear powers, namely Nightmares for +1.875% Neg Def and Unspeakable Terrors for +2.5% Neg Res. I toyed around with a Presence Build that dropped Taunt/Char/Hasten and picked up:
<ul type="square">[*]Provoke (2): 1 acc, 1 taunt (IOs)[*]Intimidate (4): Nightmare-Acc/Fear, Acc/Rech, End/Fear, Fear/Range:50 (bonuses: 1.65% Fear Dur, 1.875% Neg Def, 5% Acc)[*]Invoke Panic (4): Nightmare-Acc/Fear, Acc/Rech, End/Fear:50 and Fear-IO:50 (bonuses: 1.65% Fear Dur, 1.875% Neg Def)[/list]This would net me an additional 3.75% Neg Def. With the Slugfest/Fisticuff combo in my melee, I could get 6.9% Neg Def. Not bad (also coupled with Sciroccos Neg Res). Plus, I have the control that Intimidate/Invoke Panic brings.
But there are tradeoffs. First, I would lose the +Smashing Def of course. Second, Taunt > Provoke by a landslide. For example, Provoke only lasts 8 seconds. Taunt lasts 40. Provoke has to hit. Taunt is auto-hit. This was the deal breaker for me because of the Statemans Task Force. Third, Intimidate/Invoke Panic just didnt fit my play style. It felt more Controller than Tanker (though the PBAOE Fear was very sweet) and the fear didnt work that well with my PBAOEs (and I love spamming those). OTOH, Hasten helped me both offensively and defensively, and fit my play style more closely.
However, I have taken the Presence pool in past builds. Ive found it to be a very efficient power pool b/c it offered a Taunt power and significant control (e.g. a PBAOE fear) for only 3 powers. If I was just going to run normal mish, even the AVs found in the 40+ arcs, I would have picked Presence. Im certainly going to consider this for the tankers Im leveling up. Im not going in this direction for now with g0dWrath, but its something that the min/maxer in me still considers.
Health/Regen Build Alternative Aid Self
I thought Id add something on Aid Self. With more +Health and +Regen, why not go all the way and become a self-professed Regen Tank with Aid Self? Tankers using Aid Self have been controversial to say the least. I personally tried it on a past build, and as others have reported, Aid Self can dramatically increase the survivability of your Tanker, especially against mobs that do damage to which Invuls are more susceptible (Energy, Negative) or are in fact our designed weakness (Psionic). If you can overcome some conceptual (Tankers dont use Tricorders!) and play style hurdles (i.e. you have to heal occasionally during battle), Aid Self becomes a viable option.
You need to get either Aid Other or Stimulant in order to get Aid Self. You can do that in this build, without changing too much, by dropping two powers. Some possible candidates are: Taunt (no, Im not going there) and Unstoppable (maybe you dont need this emergency power).
Im not going to add more slots to Stimulant or Aid Other. Slot whatever you want. Since Unstoppable had 3 slots and Taunt had two, those 3 extra slots will go into Aid Self. My past SO-slotting was 3 Heal, 2 Interrupt Redux and 1 End (though 1 Rech could work). There are a lot slotting options, especially since weve already maxed out all the +Health to be had. In the end, I like Numinas because of the +12% Regen, which we havent capped yet.
Aid Self
Recommended Slotting: 4 slotted with Numina-Heal, End/Heal, Rech/Heal:50; Interrupt Redux-IO:50
Stats: Heal 91.8%, Interrupt Redux 50.8%, End 26.5%, Rech 26.5%
Set Bonuses: 12% Regen, 1.875% Health (wasted, though you could take away the 3 Ghost Widows Embrace from the Health Builds Char and move the slots around).
Comments: With only 4 slots, weve capped our 12% Regen bonus and weve added a power that makes a tremendous difference in our survivability. Were close to normal SO slotting in Heals but dont quite make the mark with End (though we have some Rech to compensate). Probably the only concern is that the Interrupt Redux is lower than the SO benchmark. Personally, Id be fine with this slotting. Aid Self is not the cornerstone of the build.
Perma-Dull Pain Build
When reviewing the draft of this Guide, Profit explained an interesting alternative to seeking +Health: Dull Pain will allow high level Tankers to reach the hit point cap (of around 3212 health IIRC). If one could make Dull Pain perma, why not just seek more +Regen (versus +Health)? You become, in effect, your own Aid Self! I thought that idea was pretty amazing, so I wanted to include it here so you can see the possibilities IOs can bring.
So, instead of maximizing +Health, this build optimizes Rech through the use of Impervious Skin (Resistance set), Stupefy (Stun set) and the -7.5% Rech Global enh from the beloved Luck of the Gambler set. It also adds some +Health (like most Tanker builds would) and a smattering of other bonuses.
Some caveats though. First, this build is for an Invul/Energy Melee, not Invul/Fire. Second, the secondary plays an important role in reaching the Rech necessary to make Dull Pain perma or close to perma, since most Energy Melee attacks can be slotted with either Melee or Stun sets. However, if you find multiple LotG-Rech+ at -7.5% Rech each, this shouldnt be a problem. Third, there are some trade offs here because it slots some attacks (Barrage, Energy Punch and Bonesmasher) with the Stun set instead of a Melee set, so their damage is not enhanced (though probably not a big deal for Barrage). Finally, you definitely need to take Hasten in this build. Overall, I consider a Rech build to be a competitor to a maxed Health Build and Regen Build. I am certain that there is a numerical way to calculate which is better, but sorry, Im not doing it.
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
PermaUnstoppable: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(3), ImpSkn-EndRdx/Rchg:30(5), ImpSkn-ResDam/EndRdx/Rchg:30(7), ImpSkn-Status:30(9)
Level 1: Barrage -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(3), Dct'dW-Heal/EndRdx:50(5), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(15)
Level 4: Bone Smasher -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(34), Stpfy-EndRdx/Stun:50(46), Stpfy-Acc/Rchg:50(46), Stpfy-Acc/Stun/Rchg:50(50)
Level 6: Resist Elements -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(15), ImpSkn-EndRdx/Rchg:30(17), ImpSkn-ResDam/EndRdx/Rchg:30(17), ImpSkn-Status:30(40)
Level 8: Unyielding -- ImpSkn-ResDam/Rchg:30(A), ImpSkn-ResDam/EndRdx:30(11), ImpSkn-EndRdx/Rchg:30(11), ImpSkn-ResDam/EndRdx/Rchg:30(13), ImpSkn-Status:30(13)
Level 10: Taunt -- RechRdx-I:50(A)
Level 12: Air Superiority -- Dmg(A)
Level 14: Fly -- Frbd-Fly:50(A)
Level 16: Swift -- Run-I:50(A)
Level 18: Invincibility -- Ksmt-ToHit+:30(A), Ksmt-Def/Rchg:30(19), Ksmt-Def/EndRdx:30(19), Ksmt-Def/EndRdx/Rchg:30(43), Ksmt-EndRdx/Rchg:30(43)
Level 20: Health -- Dct'dW-Heal:50(A), RgnTis-Regen+:30(21), Mrcl-Rcvry+:40(21), Numna-Regen/Rcvry+:50(23)
Level 22: Stamina -- EndMod-I:50(A), EndMod-I:50(23)
Level 24: Whirling Hands -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(25), Stpfy-EndRdx/Stun:50(25), Stpfy-Acc/Rchg:50(29), Stpfy-Acc/Stun/Rchg:50(29)
Level 26: Stun -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/Rchg:50(37), C'ngImp-Acc/Dmg/EndRdx:50(37)
Level 28: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(34)
Level 30: Resist Energies -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(31), ImpSkn-EndRdx/Rchg:30(31), ImpSkn-ResDam/EndRdx/Rchg:30(31), ImpSkn-Status:30(40)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Resist Physical Damage -- ImpSkn-ResDam/Rchg:30(A), ImpSkn-ResDam/EndRdx:30(36), ImpSkn-EndRdx/Rchg:30(36), ImpSkn-ResDam/EndRdx/Rchg:30(36), ImpSkn-Status:30(37)
Level 38: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(40)
Level 41: Total Focus -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(42), Stpfy-Acc/EndRdx:50(42), Stpfy-Stun/Rng:50(42), Stpfy-Acc/Stun/Rchg:50(43)
Level 44: Energy Punch -- Stpfy-Acc/Stun/Rchg:50(A), Stpfy-Acc/Rchg:50(45), Stpfy-EndRdx/Stun:50(45), Stpfy-Acc/EndRdx:50(45), Stpfy-Stun/Rng:50(46)
Level 47: Build Up -- RechRdx-I:50(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />
Profits Superman Build
Ok, this is an Invul/SS build. I wanted to include it here so you can see the variety in slotting that IOs can bring. It employs a multi-layered approach (versus just pursuing +Regen or +Defense) that I suspect most folks will follow. In actuality, all three builds are multi-layered as they did pursue more than one goal.
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Guardian Spirit: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx:45(A), Aegis-ResDam/EndRdx/Rchg:45(3), Aegis-ResDam:45(5), S'fstPrt-ResDam/Def+:30(7)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(36), P'ngS'Fest-Dmg/Rchg:30(36)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg:45(A), Dct'dW-Heal/Rchg:45(3), Dct'dW-Rchg:45(5), Numna-Heal/EndRdx:45(7), Numna-Heal/Rchg:45(9), Numna-Heal:45(11)
Level 4: Haymaker -- P'ngS'Fest-Dmg/Rchg:30(A), P'ngS'Fest-Acc/Dmg:30(21), KntkC'bat-Acc/Dmg:35(37), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(40), KntkC'bat-Acc/Dmg:35(42), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 8: Unyielding -- HO:Ribo(A), Aegis-ResDam/EndRdx:45(9), Aegis-ResDam/EndRdx/Rchg:45(11), Aegis-ResDam:45(13)
Level 10: Taunt -- RechRdx-I:45(A), Range-I:45(15), Range-I:45(17), Taunt-I:45(17), Taunt-I:45(36)
Level 12: Hasten -- RechRdx-I:45(A), RechRdx-I:45(13), RechRdx-I:45(15)
Level 14: Fly -- Flight(A)
Level 16: Swift -- Flight(A)
Level 18: Health -- Numna-Regen/Rcvry+:45(A), Numna-Heal:45(19), RgnTis-Regen+:30(19)
Level 20: Stamina -- EndMod-I:45(A), EndMod-I:45(21)
Level 22: Invincibility -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(23), LkGmblr-Def:45(25), LkGmblr-Def/EndRdx:45(27), Taunt(27)
Level 24: Knockout Blow -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/Rchg:30(25), KntkC'bat-Acc/Dmg:35(29), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 26: Tough Hide -- LkGmblr-Def:45(A), LkGmblr-Def/EndRdx:45(29), LkGmblr-Def/Rchg:45(31), LkGmblr-Rchg+:45(50)
Level 28: Rage -- HO:Membr(A), HO:Membr(34), HO:Membr(34)
Level 30: Handclap -- Rope-Acc/EndRdx:45(A), Rope-Acc/Rchg:45(46), Rope-EndRdx/Stun:45(48)
Level 32: Unstoppable -- RechRdx-I:45(A), RechRdx-I:45(33), RechRdx-I:45(33), ResDam-I:45(33)
Level 35: Hurl -- Dev'n-Acc/Dmg/EndRdx/Rchg:45(A), Dev'n-Dmg/EndRdx:45(48), Entrpc-Acc/Dmg:35(50), Entrpc-Dmg/Rchg:35(50)
Level 38: Foot Stomp -- M'Strk-Acc/EndRdx:45(A), M'Strk-Dmg/EndRdx:45(39), M'Strk-Dmg/EndRdx/Rchg:45(39), Sciroc-Acc/Dmg:45(39), Sciroc-Dmg/EndRdx:45(40), M'Strk-Acc/Dmg/EndRdx:45(40)
Level 41: Conserve Power -- RechRdx-I:45(A), RechRdx-I:45(42), RechRdx-I:45(42)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg/EndRdx/Rchg:45(A), Dev'n-Dmg/EndRdx:45(45), Entrpc-Acc/Dmg:35(45), Entrpc-Dmg/Rchg:35(45), Dmg(46), Dmg(46)
Level 47: Super Speed -- Run-I:50(A)
Level 49: Whirlwind -- EndRdx-I:45(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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|-----------------------------------------------------------------------------|
</pre><hr />
***************************
APPENDIX D - THE MATH
***************************
I was going to post my calculations that compared the three builds. The Guide is already pretty long, and it's not so interesting, so I'm not going to post it. If you're interested, just PM me.
Good luck with your build!
Wow, that is insane man, my head almost exploded from just glancing at this. Awesome work, thanks!
Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata
Thanks. It was a labor of love, at the end. In fact, I had more to say (e.g. the "math part"), but I think I've said enough.
In the end, enjoy IO sets. I think they're awesome. I'm almost done with g0dWrath. It took a lot less time than I expected. They are expensive though (but for a lvl 50, it's not too bad).
Nice job dude
Lots of options for anyone to consider!
Very nice work. If I still had love for my invul/fire I'd use your IO guide. I did like how you added profits invul/SS and your invul/energy, those I will gander at.
Overall good work!
Thanks to all those who have read the Guide! I am about 90% done with my I9 build, and it includes uniques and procs. I'm waiting to freespec into my "final" build for I10 and test it vs the Invasion before I report an update.
I have to say, that this guide is one of the best I have ever read on any gaming topic online! Many thanks for all the hours you must of put into researching and compiling this guide! I was an absolute novice with IO sets...now I feel like somewhat of an expert and I have only just finished reading this guide!
Knowledge is power and to share knowledge is to empower those around you. Thanks again for offering the community your services and time with such a great guide!
Thanks, Cosmic_Combatant!
A few posters asked for Appendix D The Math, to help them decide which build is better. I've copied the original version below. Remember though, each build is really a hybrid build, i.e. they don't just go for Regen or Health or Typed Defense. I've found mixing them up to be the best way. Plus, you probably will get some +Regen, whether through the Uniques or set bonuses.
I've completed my IO build last night. I have pursued a Typed Defense/Regen Build, very similar to the Typed Defense build described in this Guide. But in the meantime, I've "discovered" the Uniques/Globals and Procs. I'm writing a I10 update which I'll post later in this thread.
The problem with pure Regen is that it can be overcome once the dmg reaches a certain point (e.g. during an alpha). The beauty of Defense, coupled with Resistance, is that they scale to the amt of dmg thrown at you, which can ensure that that dmg is at or below the "immortality line" of your regen.
I've found that Typed Defense and Regen work great together b/c the longer you are not hit (seeing those DEFLECTED! fly over your head), the more time Regen is working to bring your health back to full. Awesome combination!
Now, Appendix D....
***************************
APPENDIX D - THE MATH
***************************
Regeneration Calculations
Taken from Stupid_Fanboys post on calculating regen (which will probably be lost by the time you read this):
HP/Min=(MaxHP*HPBuffs) *(0.25*(1+RegenBuffs))
<font class="small">Code:[/color]<hr /><pre> Build HPBuffs MaxHP +Regen HP/Min HP/Sec
Regen Build 27.75% 2,395.31 220.70% 1,920.44 32.01
Health Build 30.00% 2,437.50 182.70% 1,722.70 28.71
Defense Build 13.13% 2,121.19 174.70% 1,456.73 24.28
</pre><hr />
Number of Mobs Tanked Formula
This is the section where I ran some numbers. Feel free to ignore them and decide for yourself. Im decent with math, and know my way around a spreadsheet (which Ive created several for this Guide). But I do not consider myself an expert by any means. However, I wanted to decide which build to pursue, so I attempted to compare the builds.
The way I tried to determine this is by modifying Arcanavilles dmg mitigation formulas found in Arcanavilles Scrapper Comparison Guide here. I took the damage mitigation formula:
DamageTaken = DPS*(0.5-TotalDef)*(1-TotalRes)*NumofMobs
and reversed it to calculate the NumofMobs (Number of Mobs):
NumofMobs = DamageTaken/(DPS*(0.5-TotalDef)*(1-TotalRes))
I assumed that even-con mobs did 30 dps each (a convention Arcana used in her guide). Using the formula, I solved for the # of mobs that would equal the regen rate of each Build (using Arcanavilles concept of the immortality line). Specifically, how many mobs can that Build withstand indefinitely by mitigating the damage (in dps) to equal that Builds Regen Rate (in hp/sec)?
In order to do this, we have to discriminate by damage type: Smashing, Energy, Fire/Cold, Lethal, Negative. I chose only these types because I had specific bonuses for them, and ordered them from highest to lowest. For S/L dam, I included TI, UY + Tough Res. For F/C/E/N, I included UY + Resist Elements or Energies, as applicable. For Defense, I added Invincibility (1 mob in melee) with TH, Weave and CJ. Of course, I added set bonuses when appropriate.
Arcana used a variety of metrics to compare scrapper secondaries (e.g. the alpha strike situation), but since my goal was much more modest, Ive decided against doing the same atm. Suffice it to say, the higher the DPS (say they were +2 minions), the lower # of mobs one could withstand indefinitely.
DamageTaken = the HP/sec regenerated for each Build
Defense Build = 24.28 hp/s
Health Build = 28.71 hp/s
Regen Build = 32.01 hp/s
DPS = 30 dps (150 damage once every 5 seconds, a convention used in Arcanas guide)
TotalDef = Base Def + Def Bonuses
BaseDef (Regen/Health/Defense Builds) = 29.8% (includes 1 mob for Invincibility, TH, Weave and CJ)
TotalRes = BaseRes (by type) + Res Bonuses
BaseRes-S/L (Regen/Health Builds) = 77.1% (includes TI, UY, Tough)
BaseRes-S/L (Defense Build) = 78.3% (slight increase over the Regen/Health Builds due to 4 slotting TI and Tough)
BaseRes-F/C/E/N (Regen/Health Builds) = 27.0% (includes UY, Resist Energies/Elements)
BaseRes-F/C/E/N (Defense Build) = 27.2% (slight increase over the Regen/Health Builds due to 4 slotting UY)
[u]Pure Damage Type[u]
<font class="small">Code:[/color]<hr /><pre>
Pure Smashing
Situation +Def +Res Mobs
Defense Build 15.00% 0% 71.7
Health Build 0.00% 0% 20.7
Regen Build 0.00% 0% 23.1
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
Pure Energy
Situation +Def +Res Mobs
Defense Build 11.25% 0% 12.4
Health Build 0.00% 0% 6.5
Regen Build 0.00% 0% 7.2
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
Pure Fire/Cold
Situation +Def +Res Mobs
Defense Build 4.73% 0% 7.2
Health Build 0.00% 0% 6.5
Regen Build 0.00% 0% 7.2
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
Pure Lethal
Situation +Def +Res Mobs
Defense Build 3.75% 0% 22.7
Health Build 0.00% 0% 20.7
Regen Build 0.00% 0% 23.1
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
Pure Negative
Situation +Def +Res Mobs
Defense Build 0.00% 6.25% 6.0
Health Build 0.00% 6.25% 7.1
Regen Build 0.00% 6.25% 7.9
</pre><hr />
[u]Mixed Damage Type[u]
The formulas were a bit trickier because separate calculations had to be made for each damage type. I assumed 33.3% Smashing or Lethal damage and 66.6% Fire, Cold, Energy or Neg.
NumofMobs = DamageTaken/((DPSsl*(0.5-TotalDef)*(1-TotalRes))+(DPSfcen*(0.5-TotalDef)*(1-TotalRes)))
DPSsl = 30 dps * 33.3%
DPSfcen = 30 dps * 66.6%
The numbers were better than the pure damage types in most cases because the higher Def value applied in mixed damage attacks. There were multiple damage combinations, so I chose only the following:
<ul type="square">[*] Smashing + Fire/Cold/Energy (Smashing Def applied)[*] Smashing + Negative (Smashing Def applied, Neg Res added)[*] Lethal + Energy (Energys Def applied)[*] Lethal + Fire/Cold (Fire/Colds Def applied)[*] Lethal + Negative (Lethals Def applied, Neg Res added)[/list]
<font class="small">Code:[/color]<hr /><pre>
1/3 Smashing 2/3 F/C/E (Smashing applied)
Situation +Def +Res Mobs
Defense Build 15.00% 0% 27.9
Health Build 0.00% 0% 8.4
Regen Build 0.00% 0% 9.4
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
1/3 Smashing 2/3 Neg (Smashing applied)
Situation +Def +Res Mobs
Defense Build 15.00% 6.25% 30.2
Health Build 0.00% 6.25% 9.1
Regen Build 0.00% 6.25% 10.1
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
1/3 Lethal 2/3 Energy (Eng applied)
Situation +Def +Res Mobs
Defense Build 11.25% 0% 16.2
Health Build 0.00% 0% 8.4
Regen Build 0.00% 0% 9.4
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
1/3 Lethal 2/3 Fire/Cold (F/C applied)
Situation +Def +Res Mobs
Defense Build 4.73% 0% 9.5
Health Build 0.00% 0% 8.4
Regen Build 0.00% 0% 9.4
</pre><hr />
<font class="small">Code:[/color]<hr /><pre>
1/3 Lethal 2/3 Neg (Lethal applied, Neg Res added)
Situation +Def +Res Mobs
Defense Build 3.75% 6.25% 9.6
Health Build 0.00% 6.25% 9.1
Regen Build 0.00% 6.25% 10.1
</pre><hr />
THE END (really, its done!)
I just moved my level 30 Inv/SS tank to Freedom.... and I was completely lost with the new IO system. (I just came back after a few months off).
And then I stumble on this guide. Wow, what a fantastic job. Some of this guide makes my head hurt, but what a great, detailed job you've done.
Stupid question time. As I make builds based on some info you have shared here, I can't help but wonder, would there be such a thing as a pure 'offensive' based tank build?
All of your builds are great but they focus on complimenting the defensive nature of the tank. Would it be possible instead to emphasize the damage output of the character with I/O's?
I see some I/O's with smashing/lethal damage possiblities or something like that. I'm not sure how it would fit or even if it's worth the effort. Do you have any thoughts?
Thanks again for this. I'm tearing my tank apart right now, and rebuilding him using this advice (probably do the same with my DM/REG scrapper (38) too.)
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Sorry for the late reply.... I was thinking about this a bit.
I think there are four main strategies you could pursue to focus more on the tanker's offensive side:
#1 Pursue -Rech set bonuses. This is probably the best strategy. If you visit the Tanker boards, a lot of folks go after -Rech. It's beneficial not only offensively (a tighter attack chain, your heavy hitters are coming up more often) but defensively as well (DP and US are up more often).
The -Rech set bonuses occurs at the 5 slot bonus. Here are the common sets to consider:
<ul type="square">[*]Resistance: Impervious Skin (5% - you have to be careful here b/c the enhancement lvls may not reach SO lvls).[*] Defense: Red Fortunes (5%), Kismet (3.75%)[*] Heal: Doctored Wounds (5%), Regenerative Tissue (5%)[*] Melee: Crushing Impacts (5%)[*] Targeted AOE: Positron's Blast (6.25%)[*] Ranged: Decimation (6.25%), Entropic Chaos (6.25%)[*] Stun: Stupefy (6.25%), Stagger (2.5%)[*] Immobilize: Enfeebled Operation (5%), Rooting Grasp (3.75%)
There are a few others, like those found in the Fear and Snipe sets too.[/list] #2 Pursue +Dmg set bonuses. +Dmg set bonuses are found when 4 slotting. Here are some common sets to consider:
<ul type="square">[*] Defense: Red Fortune (2% - remember that with 5 slots they also reduce your rech. Plus, they're still cheap).[*] PBAOE: Cleaving Blow (1%)[*] Melee: Mako's Blow (3%), Touch of Death (2.5%), Pounding Slugfest (2%)[*] Ranged: Devastation (3%), Tempest (2%)[*] Immobilize: Rooting Grasp (1.5%)
Overall, I'd look to Red Fortunes and Melee sets to increase +Dmg.[/list] #3 Frankenslotting Strategy. My guide focused slotting for certain set bonuses. But another strategy is to maximize the enhancement of a power by buying IOs that have multiple aspects (e.g. acc/dam/end) from different sets.
Here's a personal example with my Fire/SS that I'm lvlling. We know that KO Blow is one of the best powers of the set. It often recieves 6 slots. Typical slotting with SOs would be something like 1 acc, 3 dmg, 1 end, 1 rech. I wanted to max out dmg (95% enhancement), rech (95% so it comes up more often) and one SO worth in Acc and End (33.3% each). If possible, I wanted to get Hold as high as possible (33.3% or more). How would I go about doing this?
Focus on the multi-aspect IOs. Let's assume lvl 35 IOs. I chose lvl 35 to show that you don't need to obtain only lvl 45+ IOs. Lower levels could work just as well esp if you have a lot of slots.
Crushing-Acc/Dam/Rech:35
Crushing-Acc/Dam/End:35
Crushing-Dam/End/Rech:35
[ToD, Smashing Haymaker,Pounding Slugfest]-Dam/End/Rech:35
[Any Melee set at lvl 35]-Dam/Rech:35 (preference would be another Crushing for the set bonuses)
Essence of the Curare (Hold set)-Acc/Hold/Rech:35
Post ED, this gives us 55.2% Acc and End, 92.6% Dam and Rech and 18.4% Hold. Didn't quite achieve the 33.3% Hold I wanted, but this is good enough. With that level of Rech, KO Blow would be up around every 20 sec/(1+92.6%) = 10.39 seconds!
I have this on my Fire/SS (using the second tier sets actually) and it's nice. Now KO Blow is not a heavy hitter I have to wait for...it's part of my regular attack chain!
#4 Melee Set Procs. Both Mako's and Touch of Death have a dmging proc (20% for lethal or neg dmg respectively). I have ToD on two of my attacks. Given the nature of the proc, you want to slot these on fast activating, low dmg attacks so that they can occur more often. It's not much, but they can distinguish your offensive build from a more general or defensive build.
Good luck with your build. Post your build on the Tanker forum for more advice!
[ QUOTE ]
#4 Melee Set Procs. Both Mako's and Touch of Death have a dmging proc (20% for lethal or neg dmg respectively). I have ToD on two of my attacks. Given the nature of the proc, you want to slot these on fast activating, low dmg attacks so that they can occur more often. It's not much, but they can distinguish your offensive build from a more general or defensive build.
[/ QUOTE ]
Something else to consider is obtaining Decimation-Chance for BuildUp:[any level] (Ranged Set). The best bet seems slotting it in Fire Blast, which recharges in 6 seconds and has a 1.2 sec animation. Expensive to get (and it requires a rare arcane salvage) but well worth it.
Decisions. Decisions.
I have a Inv/Nrg (lvl 42) and a Stoner/Fire (lvl 31) and your guide has helped me answer alot of questions on both the Inv and Fiery parts of my two Tanks...great guide!!!
www.paragonianknights.com
Prestige Award
My DA page
@Fire Chief
Thanks gWrath for such a thorough and actually comprehensible guide! Holy crap, labor of love indeed; this obviously took heart to do.
Incidentally I also got a better picture of choosing set enhancements thanks to this. Especially, since I've just come back from a 10-month absence, and thought that IOs would be really complicated and hard to get into.
Now to all of you... I'm trying to "update" my Inv/Fire Tanker to current game status (that is, from Issue 5-ish slotting). First I want to do it w/o IOs, and then after I've gotten better reacquainted with the game (likely around level 50), I'll start working on actually getting the IOs. I'd really like some help with the build.
Some notes for the SO-only build, as follows.
<ul type="square">[*] Use Aid Self as mitigation for especially things like Toxic and Psionic.[*] Taking REn but skipping REl for reasons that people keep talking about.[*] I'd like to be able to tank for 8-person, Invincible missions... Of course, this means I'd likely receive buffs from teammates.[*] Flight is like the only "theme" thing in the build.[*] How could I fit Resist Energies in earlier? I was in an Ouroboros mission, exemp'ed down to 25, and died to a level 26 Shivan EB, while a helpful BS/Invul Scrapper took him out solo, albeit with low remaining health. Granted, I still had the old slotting in there and only two attacks -- Boxing and Scorch, but man that was disgraceful. [/list]
With that in mind, here's the build...
[ QUOTE ]
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Miss Marbles: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx(A), ResDam(3), ResDam(3), ResDam(5)
Level 1: Scorch -- Acc(A), RechRdx(5), EndRdx(7), Dmg(7), Dmg(9), Dmg(9)
Level 2: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(13), Heal(13), Heal(15)
Level 4: Combustion -- EndRdx(A), RechRdx(15), Acc(17), Dmg(17), Dmg(19), Dmg(19)
Level 6: Swift -- Flight(A)
Level 8: Unyielding -- EndRdx(A), ResDam(21), ResDam(21), ResDam(23)
Level 10: Resist Physical Damage -- ResDam(A), ResDam(23), ResDam(25)
Level 12: Hover -- Flight(A), Flight(25), Flight(27)
Level 14: Fly -- EndRdx(A), Flight(27), Flight(29), Flight(50)
Level 16: Taunt -- RechRdx(A)
Level 18: Invincibility -- EndRdx(A), DefBuff(29), DefBuff(31), ToHit(31)
Level 20: Health -- Heal(A), Heal(31), Heal(33)
Level 22: Stamina -- EndMod(A), EndMod(33), EndMod(33)
Level 24: Boxing -- Acc(A)
Level 26: Tough Hide -- DefBuff(A), DefBuff(34), DefBuff(34)
Level 28: Fire Sword Circle -- Acc(A), EndRdx(34), RechRdx(36), Dmg(36), Dmg(36), Dmg(37)
Level 30: Tough -- EndRdx(A), ResDam(37), ResDam(37), ResDam(39)
Level 32: Stimulant -- Range(A)
Level 35: Incinerate -- Acc(A), EndRdx(39), RechRdx(39), Dmg(40), Dmg(40), Dmg(40)
Level 38: Greater Fire Sword -- Acc(A), EndRdx(42), RechRdx(42), Dmg(42), Dmg(43), Dmg(43)
Level 41: Block of Ice -- Acc(A), RechRdx(43), RechRdx(45), Hold(45), Hold(46)
Level 44: Aid Self -- IntRdx(A), Heal(45), Heal(46), IntRdx(46)
Level 47: Weave -- EndRdx(A), DefBuff(48), DefBuff(48), DefBuff(48)
Level 49: Resist Energies -- ResDam(A), ResDam(50), ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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[/ QUOTE ]
After feeling better reacquainted with the game, I'd like to proceed with getting fully IO'ed up. I'd like to do this without purple IOs, cuz I'm kinda lazy. :P Notes are as follows:<ul type="square">[*] First goal is resistances, especially towards Psi and Toxic.[*] Then comes Maximum HP.[*] Finally comes Regeneration.[*] I'm not so concerned with having very fast DP, because I have Aid Self to help heal.[/list]
With this in mind, here's the build...
[ QUOTE ]
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Miss Marbles (IOs): Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx:39(A), ImpArm-ResDam/Rchg:39(3), ImpArm-EndRdx/Rchg:39(3), ImpArm-ResDam:39(5), ImpArm-ResDam/EndRdx/Rchg:39(45), ImpArm-ResPsi:39(50)
Level 1: Scorch -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(5), C'ngImp-Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/Rchg:39(7), C'ngImp-Acc/Dmg/EndRdx:39(9), C'ngImp-Dmg/EndRdx/Rchg:39(9)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:39(A), Dct'dW-EndRdx/Rchg:39(11), Dct'dW-Heal/Rchg:39(11), Dct'dW-Heal/EndRdx/Rchg:39(13), Dct'dW-Heal:39(13), Dct'dW-Rchg:39(15)
Level 4: Combustion -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(15), Sciroc-Dmg/Rchg:39(17), Sciroc-Acc/Rchg:39(17), Sciroc-Acc/Dmg/EndRdx:39(19), Sciroc-Dam%:39(19)
Level 6: Swift -- Flight-I:40(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx:39(A), Aegis-ResDam/Rchg:39(21), Aegis-EndRdx/Rchg:39(21), Aegis-ResDam/EndRdx/Rchg:39(23), Aegis-ResDam:39(46), Aegis-Psi/Status:39(46)
Level 10: Resist Physical Damage -- ResDam-I:40(A), TtmC'tng-ResDam:39(23), ImpArm-ResPsi:39(25)
Level 12: Hover -- Flight(A), Flight(25), Flight(27)
Level 14: Fly -- Frbd-EndRdx:40(A), Frbd-Fly:39(27), Flight-I:40(29)
Level 16: Taunt -- RechRdx(A)
Level 18: Invincibility -- LkGmblr-Def:39(A), LkGmblr-Def/Rchg:40(29), LkGmblr-Def/EndRdx:40(31), ToHit-I:40(31)
Level 20: Health -- Numna-Regen/Rcvry+:39(A), Numna-Heal:39(31), Numna-Heal/EndRdx:39(33)
Level 22: Stamina -- EndMod(A), EndMod(33), EndMod(33)
Level 24: Boxing -- Acc(A)
Level 26: Tough Hide -- RedFtn-Def/Rchg:39(A), RedFtn-Def/EndRdx:39(34), RedFtn-Def:39(34)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:39(A), Sciroc-Dmg/EndRdx:39(34), Sciroc-Dmg/Rchg:39(36), Sciroc-Acc/Rchg:39(36), Sciroc-Acc/Dmg/EndRdx:39(36), Sciroc-Dam%:39(37)
Level 30: Tough -- ImpArm-ResDam/EndRdx:39(A), ImpArm-ResDam:39(37), ImpArm-ResDam/Rchg:39(37), EndRdx-I:40(39)
Level 32: Stimulant -- Range(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(39), C'ngImp-Dmg/Rchg:39(39), C'ngImp-Acc/Dmg/Rchg:39(40), C'ngImp-Acc/Dmg/EndRdx:39(40), C'ngImp-Dmg/EndRdx/Rchg:39(40)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg:39(A), C'ngImp-Dmg/EndRdx:39(42), C'ngImp-Dmg/Rchg:39(42), C'ngImp-Acc/Dmg/Rchg:39(42), C'ngImp-Acc/Dmg/EndRdx:39(43), C'ngImp-Dmg/EndRdx/Rchg:39(43)
Level 41: Block of Ice -- G'Wdw-EndRdx/Hold:39(A), G'Wdw-Acc/Hold/Rchg:39(43), G'Wdw-Acc/Rchg:39(45)
Level 44: Aid Self -- IntRdx(A), Heal(45), Heal(46)
Level 47: Weave -- LkGmblr-Def/EndRdx/Rchg:39(A), LkGmblr-Def/EndRdx:39(48), LkGmblr-Def:39(48)
Level 49: Resist Energies -- ResDam(A), ResDam(50), ImpArm-ResDam:39(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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</pre><hr />
[/ QUOTE ]
I know this doesn't look very good; I'm quite new to this yet. How do you think this character can be made more survivable? Would it also be possible to improve her attacks?
What other kinds of advice do you guys have?
Thanks a lot in advance.
VIRTUE
Mister Marbles - Ice/Rad Controller
Glass Titan - Elec/En Blapper
Miss Marbles - Inv/Fire Tanker
Chef Jinglemerry - Spines/DA Scrapper
Blood Envy - WP/DB Tanker
Velvette - WS
My Custom Demos
gWraths I9 INVUL/FIRE SLOTTING GUIDE REGEN/HEALTH/TYPED DEFENSE BUILDS
**********************
ACKNOWLEDGEMENTS
**********************
I wanted to thank all the Tankers whove given me advice over the years. All their names are too numerous to mention. However, I especially wanted to thank Profit for his comments and wisdom (some of which are contained herein), Vox_Populi for your Inv/SS guide and other IO slotting strategies (some of which Ive shamelessly adopted), Maltese Knight for his many insightful posts (including the one on a Rech build) and Tiffany_Seville, the Queen of Invul/Fire, whose guide and advice sent me down this path and introduced me to the Tanker boards in the first place.
Thanks also to Scrapulous for his Fire/Fire Tanker guide (which started it all for me) and review of my first draft, Stupid_Fanboy for his Regen formula, and Arcanaville for her guides, formulas and discussions. I was looking for answers to some nagging questions (i.e. which Build is better), and found them in your posts.
******************
INTRODUCTION
******************
Im a casual player whos taken a more-than-casual interest in the invention system. I wanted to learn the invention system for the practical purpose of knowing what salvage and recipes to keep and what to sell. In order to do that, I had to know where I was going. So, I set off creating the dream build for my 50 Invul/Fire, g0dWrath. The product of this obsession is what you see here.
How This Guide Can Help
If you are new to tanking or the Invention System, this Guide probably wont be that helpful. It assumes that you are familiar with a bit of both. I purposely named this a Slotting Guide because I wanted to focus on how the Invention System affects the slotting decisions of Invul/Fire Tankers. I didnt want to address issues like what powers should I take? or what is an IO? I reference some sources below that should be helpful in this regard.
This Guide should prove to be the most useful to those who have some familiarity with the Invulnerability primary, the Fiery Melee secondary and the Invention System. Think of it as a how to guide on using Invention Origin (IO) enhancements and their set bonuses to increase your tankers Health, Regen and/or Typed Defense.
Increasing these aspects, at some level, is something that most Tankers would want to do. I compared the following three builds to show you how slotting decisions affected the same set of powers based on these objectives:
<ul type="square">[*]Regen then Health (Regen Build)[*]Health then Regen (Health Build)[*]Typed Defense then Regen (Defense Build)[/list]Each build has its pros and cons, though I find the Regen Build is better in terms of regenerating HP/sec. I am convinced that the Defense Build is worthy of pursuing if you want to go that way. I am personally pursuing the Defense Build with a slight tweak to the powers.
Veteran tankers may find some of my strategies useful enough to adopt. I hope you share how youve slotted your build, as I find I9 will make build construction much more diverse, complicated and interesting.
You can also use these builds as benchmarks with which to compare your builds. Essentially, thats why I did it. In summary, Ive been able to reach the following without any Uniques/Globals/Specials and without gimping the Builds:
<ul type="square">[*] Regen Build: 27.75% Health, 144% Regen, 9.5% Recov, 45% Acc [*] Health Build: 30% Health, 106% Regen, 8% Recov, 45% Acc [*] Defense Build: 13.13% Health, 98% Regen, 8.5% Recov, 27% Acc, 15% RunSpd, 15% Smashing Def, 11.25% Eng Def, 4.73% Fire/Cold Def, 3.75% Lethal Def, 6.25% Neg Res [/list]As always, these observations and recommendations are IMHO. I am not saying it is the only way to maximize Health/Regen/Typed Defense. I know for a fact that there are other approaches to do so. While I discuss it a bit later on, I am also not trying to convince you why you would want more Health, Regen or Typed Defense. Only you can decide that.
I hope both veteran and new Tankers find this Guide helpful. I9 has breathed new life into my lvl 50 Tanker. I hope it does the same to yours.
**************
SCOPE
**************
This Guide is geared toward Invul/Fire, though I think the slotting strategies apply to Invuls who want more Health/Regen/Typed Defense in their build. Given the nature of Invention Origin (IO) sets (e.g. the strategy for Melee sets apply to any Melee power, not specific powers), this Guide should also be of use to Tankers with other secondaries. However, take my advice with a grain of salt because your powers may take different sets. For example, Jab takes Stun sets. Scorch does not.
While I do go over specific powers, this Guide does not cover what a power does or whether it is worth taking. That topic has been thoroughly covered in other Tanker Guides. The ones Ive relied on in the past, and for this Guide specifically, are:
Buffy's Tanker Primary Information for Issue 7
Tiffany Seville's Inv/Fire Guide for I7
This Guide presents respec builds. I have no doubt that the slotting strategy would change if I had to level an Invul/Fire. I purposely wanted to avoid that complexity in this Guide.
There are also important issues with slotting IOs and exemplaring, mainly due to the fact that you will lose your set bonuses if they are beyond 3 lvls to which you exemplar. Because of this, the level of your enh will be a more important consideration when you exemplar. For the sake of brevity and my sanity, I chose to ignore those concerns in this Guide.
These builds are theoretical. I have not fully completed or run these builds. Of the three, I am pursuing the Defense build with minor changes. I am about 75% of the way there. I wanted to create these builds as benchmarks that I can use to compare with my final build.
Finally, I dont cover the Invention System in this Guide except to highlight some key points below. There are a growing number of great resources you should check out. The information found at Paragon.Wiki proved invaluable and a must read. I started my research with the I9 Guides including those found in the Tanker Forums. The information on the Invention System is always changing, and Im amazed with the number of great guides and tools that the community has made to help us along. So definitely check out the Invention Boards. That being said, knowing the Invention System is important to understand why I pursued certain slotting strategies. To that end, I wanted to discuss briefly how the system works.
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IO BASICS
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IO enhancements are similar to SOs and HOs in that they improve aspects of a power. For example, Doctored Wounds has 6 enhancements in its set: Heal, Rech, End/Heal, Heal/Rech, End/Rech, End/Heal/Rech. Slotting Doctored Wounds-Heal/Rech improves both the Heal and Rech aspects of that power. The amount of improvement is based on the level of the IO itself and the number of aspects it improves. For example, a lvl 50 Dam-IO improves a powers damage 42.4%. A Makos-Acc/Dam:50 improves an attacks Acc and Dam by 26.5% each. IO sets are also categorized by the powers that accept them (e.g. Defense sets, Resistance sets, etc.).
You cannot slot the same enhancement in the same power. For example, you cannot slot two Doctored Wounds-Heal (of any level) in Dull Pain. However, you can slot two or more different sets into the same power. For example, you can slot a Doctored Wounds-Heal and a Numina-Heal in Dull Pain. This ability is important because sometimes this build will slot more than one set in a particular power, to maximize set bonuses from two sets.
You receive set bonuses by slotting a number of enhancements from one particular set to a power that accepts those sets. These set bonuses are always on. You receive them even if you slotted a click power or toggle. However, the Unique/Global/Proc enhancements are affected by the power in which you slot them.
The enhancements can be of any level to get the bonus. So, if you slot Dull Pain with Doctored Wounds-Heal:50, Rech:30 and Heal/Rech:45, you will receive the bonus for slotting three enhancements (referred to as the three-slot bonus). One such three-slot bonus is +Health. Another is +Typed Defense (though they can be a four-slot bonus). +Regen is a two-slot bonus.
One reason why we want to maximize set bonuses is because they are not limited by Enhancement Diversification (ED). They also confer benefits, like +Health, that our powers may not.
However, the most important thing to remember about slotting IO sets is the five set rule, which means that you cannot stack more than 5 set bonuses of the same type. A particular bonus has both a strength (+1.5%) and an attribute (Health). So, +1.5% Health and 1.125% Health are separate bonuses which stack separately.
Slotting more than 5 powers for the same bonus wastes those extra bonuses. For example, if you slot 6 Resistance powers with Titanium Coating (to get the 1.5% Health bonus for each), the sixth bonus is wasted. The total bonus for +1.5% Health is capped at 1.5%*5=7.5% Health.
However, what if you also slotted 3 Defense powers with Luck of the Gambler to get the +1.125% Health bonus? Since LotGs set bonuses are a different type from Titanium (i.e. they give different bonuses), you can get an additional 1.125%*3=4.5% Health. Together, you get 4.5%+7.5%=12% Health from slotting both sets.
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BUILD STRATEGIES
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OVERVIEW
Invul is a Tanker primary set with a mixture of Resistance, Defense and Heal Powers. A variety of power pools also work well to enhance our survivability. Fiery Melee consists of a mix of single-target melee attacks with several PBAOE attacks. The Pyre Mastery ancillary pool expands the types of powers tankers have available, giving us access to Immobilization, Hold, Ranged Attacks and Ranged AOE Powers.
The beauty of IO sets is that they can offer you different choices on how you want to build your character. Do you want to increase your Hit Points? Do you want to mitigate more energy damage? This Guide obviously focuses on three goals. Check out Appendix B for a more detailed discussion of how to choose IO sets that are right for you.
POWER SELECTION
For purposes of this Guide, I wanted to maximize the Tanking aspects. So, I chose the core Invul powers (Temp Invul, Unyielding, Invincibility, Dull Pain), three passives (Resist Elements, Resist Energies, Tough Hide) and Unstoppable (for emergencies). From the secondary, I chose Scorch, Incinerate and GFS for my ST chain and Combustion and FSC for my AOEs.
I round out my build with the Fighting pool (Boxing/Tough/Weave), Leaping (CJ/SJ) and, of course, Fitness (Swift/Health/Stamina). I chose Char and Fire Blast from the Pyre Mastery ancillary powers.
I admit that choosing Fire Blast, without going all the way by selecting Fire Ball, was a bit unconventional. I chose Fire Blast, frankly, to illustrate how the different builds produced different bonuses which were based in part on the powers I chose. I wanted to apply three different strategies to the same powers, so we could compare the pros and cons.
In my past drafts, I discussed g0dWraths build. His build has evolved and will continue to do so. For brevity, I anticipate either writing a mini-guide just on his build, or appending it to this one.
POWER CATEGORIES
I took a cue from Scapulous excellent Fire/Fire Tanker Guide and arranged my powers according to their set category. I will discuss powers according to these categories, since I found that their slotting strategies were similar:
6 Resistance: TI, UY, REn, REl, Tough, US
4 Defense: CJ, Invincibility, TH, Weave
2 Heal: Dull Pain, Health
2 PBAOE: Combustion, FSC
3 Melee: Scorch, Incinerate, GFS
1 Melee/Stun: Boxing
1 Ranged/Hold: Char
1 Ranged: Fire Blast
1 Travel: SJ
3 None: Swift, Taunt, Stamina
SLOTTING STRATEGIES
After identifying the set bonuses I wanted, the following slotting strategies emerged, which I believe are uniquely tailored to Invul:
<ul type="square">[*]For the Health build, maximize the 3 slot bonuses of +Health, especially from sets that have +Regen or +Recov as the 2-slot bonus. For the Regen build, I reversed that order. For the Defense build, I looked first for increasing Typed Defense, followed by Regen then Health. [*]Consider 4-slot bonuses of +Acc or +Dam if slots are available.[*]When six slotting a power, try to get the 3-slot bonuses from two sets. [*]Avoid wasting slots that exceed the 5 set rule. [/list]When playing around with the numbers, another slotting strategy evolved:
<ul type="square">[*]Dont maximize set bonuses at the cost of gimping a power. [*]Consider 4-slot bonus of +Lethal or Smashing Def when the opportunity presents itself.[/list]When I got down to it, I found that the numbers didnt always work out the way I wanted. The beauty of IOs is that they can enhance multiple aspects (e.g. Acc/Dam/End/Rech) with a fewer number of slots, relative to SO-slotting. Many sets are designed to do that, and do that well.
The problem with many Invul powers is that only one or two aspects are important. For example, we only care about improving Resistance in our passives. We only want to enhance the Heal and Rech portion of Dull Pain. We also have a few powers, like Invincibility and Unstoppable, which IO sets dont seem to have been designed to benefit.
Thats why I started to consider the 4 slot bonuses. For my Defense Build, my Resistance powers would have been under-slotted if I just slotted 3 Reactive Armors, so I was forced to 4-slot some of them. Fortunately, they provided +1.25% Lethal Def, so I began to see the benefit of the 4-slot bonuses.
So when youre slotting IOs, keep in mind that there could be pitfalls when slotting. I have found, generally, that 3 slotting an IO set for one aspect (e.g. damage or resistance) results in less enhancement than a 3 SO version. Certainly, the IO sets tend to increase a bunch of aspects simultaneously, but if youre looking only to improve one aspect, be careful.
You may also have to decide to trade off the effectiveness of a power. In some cases, like attacks, the decision is to trade off one aspect (e.g. lower damage) for another in that power (e.g. higher recharge). In other cases, you may decide to trade off slotting less in one power, so you can move those slots to another power, to maximize set bonuses.
BUILD OBJECTIVES
After reviewing the set bonuses and the powers that took them, I identified the following objectives:
<ul type="square">[*] Health Build: This build focuses on Health first then Regen second. Maximizing +Health bonuses seem to be a popular tanker goal. I originally tried to design a build that did not focus on Health. But I wondered how much Health would I be leaving on the table if I ignored it? Naturally, +Regen is also a set bonus I wanted. The others would be gravy.
A fundamental question to ask is, why would I want more Health? On one level, it should be obvious: Health treats any type of damage, even Psi, the same. So any time we have more hit points, the better we should be. You also increase your Regen rate since you have more hit points.
[*] Regen Build: A more complicated question is, why is +Health better than +Regen when I can reach the Hit Point cap or make Dull Pain perma? Those are excellent questions that my fellow Tanker, Profit, had raised when reviewing my draft. So, to answer the Regen question, I created a build where Regen was the primary objective and Health was secondary. The slotting strategies are similar enough that I included both in this Guide.
[*] Defense Build: A Defense Build was my original goal before I wrote a draft guide on the Health Build. Why didnt I make a Resistance build? Well, the answer is, I tried. I really tried. But the set bonuses, as they are now, and the number of powers that can be used to gain those bonuses did not add up to much. Typed defense is much more prevalent. I personally wanted to increase Defense on my tanker and I had no personal bias that Invul should only be based on Resistance, so I created a Defense build as a benchmark.
I did not treat all Typed Defense the same. Based on my play experience, I believe that energy and negative energy damage to be the most significant threats to my survival, excluding Psionic and Toxic (which I consider to be truly exotic and a weakness of Invul). Cold is not common enough, or the damage does not tend to be that significant. Fire is much more prevalent (the third most prevalent damage type IIRC), but aside from Fir Bolgs (who shoot pure fire blasts from range), I have not found fire-damaging mobs to be that difficult to handle. In fact, in all my previous builds, including my I8 and I9 builds, I have not taken Resist Elements. So in short:
Energy Def > Neg Def > Fire Defense > other defenses
A trickier question to answer is, out of the three (Health, Regen, Defense), which would be best? Answering this question has led me to the damage mitigation formulas and discussion found in Arcanavilles complex and comprehensive scrapper comparison guide found here.
I also consulted her other guides. I have made an attempt to calculate the answer to this question later on, but I hope you simply rely on your common sense and play experience to determine whether pursing any of these objectives is a good thing.
[*]More of a Good Thing: Ive tried to maintain or exceed the I8 effectiveness of each power, both as to its intended function (e.g. a hold is treated as a hold, and not a ranged attack) and to its level of enhancement pre-I9. In other words, I wanted all my powers to meet or come close to the performance levels Ive grown accustomed to in past Issues. I just wanted more of it. I achieved that for all three builds, except in certain cases with Char, where I treated it as a Ranged Attack solely for the bonuses. I dont have a problem with that since I use Char primarily vs sappers.
To make sure I felt comfortable with slotting a power, I compared it to conventional SO-slotting. For example, since I do know what an attack slotted with 1 acc, 3 dam, 1 end, 1 rech feels like, I would feel comfortable with it.
While those standards may differ from power to power, my general benchmarks were:
* Melee and PBAOE Attacks: 1 Acc/End/Rech (33.3% each), 3 Dam (95% post-ED)
* Resistance/Defense Armors: 3 Res/Def (56%), 1 End (33.3%)
* Dull Pain: 3 Heal (95%), 3 Rech (95%)
* Invincibility: 3 Def (56%), 3 ToHit (95%)
[*]No Psi Def or Psi or Toxic Resistance: It became apparent early on that building for these exotic Def and Res requires a different strategy that would conflict with my objectives. OTOH, in my actual build, Ive gone after Impervium to a limited extent.
[*]No - Rech: Increasing the recharge rate of our powers provide obvious benefits. Our attacks come up faster. Our defensive powers, like Dull Pain, is up more often. With some builds, Dull Pain is able to be made perma. But being a 5-slot bonus, it became apparent early on that building for -Rech requires a different strategy that would conflict with my approach to maximize the 2 and 3-slot bonuses. I have toyed around with a -Rech build. But since the strategy is so different than the ones here, I have not fully addressed it in this Guide. But I will touch upon it later, when I discuss slotting alternatives.
[*]No Uniques, Globals, Specials or Procs: After an initial frenzy of designing maxed out builds with all the Uniques, Globals, Specials and Procs available, I set out finding or buying these coveted rare enhancements .Im still searching (hey, Im a casual gamer ). So, I adjusted my build to be more realistic on a short-term basis. I have no doubt that these wonderful enhancements would change how I slot my build. I do have a few respecs tucked away for the day I do find/buy the more rare ones like Numinas +Regen/+Recov and Regenerative Tissues +Regen. In the Appendices, I will discuss a few options, when I discuss slotting alternatives.
In my actual build, I managed to acquire Steadfast Protections Res/+3% Def (All) and several Melee and PBAOE procs. Im a big fan of those.[/list]CONVENTIONS
When talking about IO sets, I may write something like Titanium-Res, Res/End, Res/Rech:50. This describes three enhancements from the Titanium Coating set, each at level 50. Unlike SOs, it is necessary to know the level of the IO and the number of aspects being enhanced, to determine the final numbers.
Generally, Ive used the highest level of that set. They dont have to be the highest level nor do they have to be the same level to get the set bonus. It would be fine to slot a lvl 45, 48 and a 50, for instance. Its been my experience that I cant always find/buy a 50 IO, so I make do with a lvl 48 or 49. I simply use the same level out of convenience. Remember however that the amount of the enhancement depends on the level of the IO, so a lvl 50 Res-IO will give better numbers than a lvl 45 Res-IO.
I discuss powers in each set category (e.g. Resistance powers). I also present my analysis in a standardized format, which should be, hopefully, self-explanatory. Given their many similarities, I decided to address slotting for each Build when I discuss each power. I also point out if the slotting is different among the three Builds. For ease of reference, I indicate the Builds to which the slotting applies:
<ul type="square">[*] Health Build appear in aqua.[*] Regen Build appear in lime.[*] Defense Build appear in yellow.[/list]I give numbers that are modified for ED, and compare them to conventional SO slotting benchmarks. I have rounded in many cases, though usually to the first decimal point.
An important thing to point out is that the numbers given are the amount of the enhancement, not the enhancement applied to the powers base (e.g. to give the final % of Resistance or Defense). I approached it this way because of the SO-benchmarks Ive used to measure each power. For aspects that are under Schedule A (Damage, Acc, Rech, etc.), I looked to achieve enhancements that totaled 95.5% post-ED. For aspects under Schedule B (Resistance, Defense, etc., I wanted 56% or more.
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RESISTANCE POWERS
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The Resistance powers, along with the Defense and Heal powers, form the core of all three builds. Slotting for the Health and Regen build are identical. The Defense build is slotted very differently.
Regen Build
Health Build
<ul type="square">[*]Temporary Invulnerability, Unyielding, Tough, Resist Energies, Resist Elements
Recommended Slotting: 3 slot with Titanium-Res, Res/End, Res/Rech:50
Stats: Res 54.1% || End 26.5% (N/A for the passives) || Rech 26.5% (N/A for the passives)
Set Bonuses: 2.2% Sleep Res*5 || 1.5% Health*5
Two things to point out. First, you just reached the 5 set limit for the +1.5% Health bonus. Any more would be a waste. Unfortunately, there are a lot of sets that give 1.5% Health bonuses (especially Melee sets).
Second, the enhancement numbers are slightly below the 3 SO benchmarks. The numbers are also highly dependent on slotting level 50 IOs, meaning slotting IOs lower than lvl 50 will widen the gap from the 3-SO benchmark. Here, it became apparent that most IO sets are not designed to benefit passives except to act as placeholders for the Uniques/Globals/Procs. This is one of my problems with how IOs have been designed.
One way to avoid this dilemma is to allocate more slots. But since you are already so close to the ED cap, an additional slot did not seem worth it to me. The difference is also minuscule when applied to the base values. For example, Temp Invuls final S/L resistance (base: 30%) is 46.2% versus 46.8% when slotted with 3 SOs. Resist Energies comes up to be 11.6% versus 11.7% with 3 SOs. Whether this slight decrease is worth it is something you need to decide for yourself.
[*]Unstoppable
Recommended Slotting: 3 slot with 2 Rech-IO:50, 1 Titanium-Rech/Res:50
Stats: Res 15.9% || Rech 96.7%
Set Bonuses: None.[/list]You can slot whatever 3 enh you want in Unstoppable because it will not affect any set bonuses. Slotting more Titanium will exceed the five set rule (and all bonuses will be wasted). I chose the slotting above to max out Rech, yet added some Res. I disliked slotting a power without getting some set bonuses, but the +Health are achieved elsewhere. So have some fun. Some other possibilities are using 3-slotted Aegis, Impervium or the tried-and-true Rech-IO:50.[/LIST]
Defense Build
<ul type="square">[*] Temporary Invulnerability, Unyielding, Tough
Recommended Slotting: 4 slot with Reactive-Res, Res/End, Res/Rech, End/Rech/Res:40
Stats: Res 56.6% || End 43.1% (N/A to the passives) || Rech 43.1%
Set Bonuses: 1.1% Immobl Res*3 || 1.25% Energy Def*3 || 1.25% Lethal Def*3
I needed to 4 slot the toggles because the numbers would be subpar (since Reactives highest level is 40). It would be pointless to lose resistance % by under slotting my toggles only to obtain a measly +1.25% Eng Def. Since toggles stand to gain from the End reduction, I chose to 4-slot the toggles rather than the passives. What sold me on 4-slotting was the +Lethal Def. Sure, Invuls strength tends to be against S/L dmg. But even mobs who do Energy/Negative/Fire/Cold/Toxic damage tend to do S/L dmg. Since you pick the higher of the two when calculating Defense, adding more Lethal or Smashing defense didnt seem to be such a bad idea.
Note that I didnt pursue the Energy Def bonus for the remaining Resistance powers because they were covered under the PBAOEs. I have less options from my PBAOEs, so I decided to slot the remaining 2 powers with Aegis.
[*] Resist Energies, Resist Elements
Recommended Slotting: 3 slot with Aegis-Res, Res/End, Res/Rech:50
Stats: Def 54.1%
Set Bonuses: 5% Run Speed*2 || 1.575% Fire/Cold Def*2
Like 3 slotting with Titaniums, the passives are a tad under-slotted. I can live with that in my passives, in exchange for the F/C Def. When applied to the base (7.5%), the difference is minor (-0.1%).
[*]Unstoppable
Recommended Slotting: 3 slot with Aegis-End/Rech/Res, Res/Rech, End/Rech:50
Stats: Res 28.7% || Rech 71.6%
Set Bonuses: 5% Run Speed || 1.575% Fire/Cold Def
I could have chosen to slot US like I did with the Health or Regen builds. But I wanted to stack an extra Aegis. Note that the Rech is lower than the 3 SO Rech version. I hardly use US, so I am fine with that number.[/list]
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DEFENSE POWERS
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All three Builds slot the Defense powers the same. For the Health and Regen build, LotGs are a no brainer as they give both +Health and +Regen. For the Defense build, no set gave +Typed Def; they provide only +Fire or Fire/Cold Res. I decided against F/C Res, but you may want to consider Gift of the Ancients +2% Recov and +2.5% Fire Res. By switching slotting, one can obtain 6% Recov and 7.5% Fire Res.
Regen Build
Health Build
Defense Build
<ul type="square">[*]Combat Jumping, Tough Hide, Weave
Recommended Slotting: 4 slotted with Luck of the Gambler (LotG)-Def, Def/End, Def/Rech, Def/End/Rech:50
Stats: Def 57.5% || End 47.7% (N/A for passives) || Rech 47.7% (N/A for passives)
Set Bonuses: 10% Regen*3 || 1.125% Health*3 || 9% Acc*3
LotG is the shining gem of Defense sets for Invul Tankers. As noted above, I did not slot any Unique/Global enh, like the LotGs -7.5% Rech Speed. All three powers make good placeholders for these rare IOs. Later on, Ill touch upon how maximizing Rech could be a viable alternative to +Health.
Note that the Defense powers provide three out of the five +1.125% Health bonuses one can receive.
[*]Invincibility
Recommended Slotting: 3 slotted with HO:Cytos (Def/ToHit/End)*3
Stats: Def 56% || ToHit 56% || End 95%
Set Bonuses: None.
Ive had difficulty finding the best way to slot Invincibility. I originally toyed with slotting 4 LotG and 2 ToHit-IO:50. But after discovering HOs, I came to the conclusion (that most veteran tankers already knew, I suspect) that 3 Cytos are the best way to slot Invincibility. I went with 3 Cytos because it saved slots which could be placed elsewhere, plus I didnt gimp the Def or ToHit aspects of the power. The 95% End Reduc was just a bonus.[/list]
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HEAL POWERS
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All three Builds slot Dull Pain the same. The Health and Defense Builds slot Health the same. The main reason why I slotted Health differently for the Regen Build is because I had a lot of slots left, since going for +Regen is fairly cheap in terms of slots. All three Builds go for the Numina set, to some degree.
Regen Build
Health Build
Defense Build
<ul type="square">[*]Dull Pain
Recommended Slotting: 6 slots with Numina-Heal, Heal/Rech, End/Rech:50 and Miracle-Heal, Heal/Rech, End/Rech:40
Stats: Heal 99.7% || Rech: 95.2% || End 50.6%
Set Bonuses: 12% Regen || 1.875% Health*2 || 2.5% Recov
There is excessive Heal and Rech in this slotting (131.6% and 101.2% respectively, pre-ED). But if you want to maximize +Health, Numinas and Miracles are the way to go because they are one of the few sets that give the highest level of Health bonus: 1.875%. Numinas probably offer the best 2 and 3-slot bonuses for Tankers since they add Regen and Health in one set. However, if youre looking to heavily slot one set, Doctored Wounds is something to strongly consider; its single-aspect Heal and Rech seem designed for something like Dull Pain, and its 5 slot bonus is -5% Rech.[/list]
Health Build
Defense Build
<ul type="square">[*]Health
Recommended Slotting: 3 slotted with Numina-Heal, Heal/Rech, End/Heal:50
Stats: Heal 91.8%
Set Bonuses: 12% Regen || 1.875% Health || 2.5% Recov
Note that Healths Heal aspect is slightly under the 95% SO benchmark. Certainly, with all the +Regen, we are still far ahead of where we were in I8. Health is also the place to put the various Unique/Global enh that can be found in the Heal sets.[/list]
Regen Build
<ul type="square">[*] Health
Recommended Slotting: 6 slotted with Numina-Heal, Heal/Rech, End/Heal:50 and Miracle-Heal, Heal/Rech, Heal/End:40
Stats: Heal 103.4%
Set Bonuses: 12% Regen || 1.875% Health || 2.5% Recov
We have a very excessive amount of Heal here (155.7% pre-ED). Again, I overslotted for the Health bonus. Feel free to move these slots around. I call these three slots floating slots. I know if I wanted to move things around (say I found a rare Unique/Global I wanted to slot), I can steal from this power. I would miss the extra +1.875% Health, though.[/list]
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PBAOE POWERS
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Now we come to our secondary powers. While this Guide focuses on the Fiery Melee secondary, I think that the same principles can be applied to other secondaries. For example, this build has 3 Melee attacks. Super Strength tankers who have Jab, Haymaker and KO Blow should be able to use the same slotting strategies.
While there are slight slotting differences among the three builds for our primary powers, I found much more variation in our secondary, pool and ancillary powers. I hope that it doesnt get too confusing when I present the different builds for each power.
None of the PBAOE sets gave us +Health so I would pursue either +Regen (Scirrocos) or +Eng Def (Cleaving). The slotting for the PBAOEs between the Health and Regen Builds were identical and slightly different for the Defense Build. All powers meet or exceed conventional SO slotting benchmarks.
Regen Build
Health Build
<ul type="square">[*]Combustion, FSC
Recommended Slotting: 5 slotted with Scirocco-Acc/Rech, Dam/End, Dam/Rech, Dam/Acc/End:50 and Cleaving-Acc/Rech:50
Stats: Acc 73.8% || Dam 95.1% || End 47.7% || Rech 53%
Set Bonuses: 10% Regen || 3.125% Neg Res || 9% Acc
Slotting is straight forward, and it meets or exceeds the 3-SO benchmark is all aspects. I chose Scirocco for the +Regen and +Acc. Together with the bonuses from our three Defense powers (through LotG), we have capped the +10% Regen and +9% Acc bonus. Maxing out the Acc bonuses was completely by coincidence. Note that we did not get a bonus from Cleaving (since weve slotted only one).[/list]
Defense Build
<ul type="square">[*] Combustion, FSC
Recommended Slotting: 6 slotted with Scirocco-Acc/Rech, Dam/End, Dam/Rech:50 and Cleaving-Acc/Dam, Acc/Rech, Dam/End:50
Stats: Acc 78.6% || Dam 95.9% || End 53% || Rech 79.5%
Set Bonuses: 10% Regen*2 || 3.125% Neg Res*2 || 1% Recovery*2 || 1.25% Eng Def*2
At a cost of an additional slot, Ive dropped Sciroccos +9% Acc bonus for Cleavings 1.25% Energy Def. These two bonuses, coupled with three from Reactive Armor, maxes out our 1.25% Energy Def bonus (total of +7.5% Eng Def, almost as much as a 3-SO slotted Tough Hide, but for energy only). So, even if the energy dmging mobs continue shoot me from range, I am now less concerned about that particular threat even if Invincibility is not fully saturated.[/list]
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MELEE POWERS
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Slotting for Melee powers varied among the different builds. Your personal preference also plays a major role in deciding how to slot these powers (e.g do I want more Rech or less End?). Ive changed my mind many times as I tried to figure out what is best for my build and play style. So feel free to play around and go for what you want (but careful about wasting bonuses). Heres how I approached Melee powers:
Health Build: Already, we have maxed out the 1.5% Health bonus and nearly capped the 1.125% bonus. Many of the Melee sets, like Makos and Touch of Death, add +1.5% Health, so slotting those would be wasteful. Other sets also add 1.125% Health, so we can quickly max out the 5 set rule for that bonus. To get more Health, we need to target lower level Health bonuses. Fortunately, Melee sets provide a wide range of +Health bonuses.
You may also notice that at this point, you have a lot of slots. Those slots go into the Melee powers, all three of which are six slotted (yes, even Scorch) and require different strategies to max out Health. I went with 3 Bonesnap + 3 Bruising Blows for Scorch, and 3 Crushing + 3 Bruising for Incinerate and GFS.
Huh? Bruising Blow? Bonesnap? Arent those the newbie IO sets that I just sold to make way for Makos or Crushing Impact? Why arent I slotting these popular, high-level sets? There is nothing wrong with slotting those more popular sets, especially if you are doing so for those wonderful procs or for their 2nd or 4th set bonuses. But the +Health bonuses from those sets would be wasted, since they have exceeded the 5 set rule.
Here is where Ill tell you that pursuing a purely +Health build is probably not the best idea. Pursuing these low level +Health bonuses does distinguish you from a +Regen Build. But not by much. These Melee attacks are starting to nickel and dime the Health bonuses, which are small (0.75% Health). Dropping those bonuses for something else, like +Def or +Regen, may make more sense. Slotting Makos or Crushing may also be helpful if you wanted to save slots to move them somewhere else. With Makos, you can nearly reach typical 6 SO-slotted attack levels (1 acc, 3 dam, 1 end, 1 rech) with only 4 slots. A maxed out Rech build which could be built by 5 slotting Crushing Impact in our Melee attacks is also a good option (and I hope someone writes a guide about it ).
Regen Build: Very similar to the Health build, but I managed to shave off a slot in each since only Pounding Slugfests provide +8% Regen for its 2-slot bonus. I went with 3 Bruising Blows + 2 Slugfests for Scorch, and 3 Crushing + 2 Slugfests for Incinerate and GFS.
Defense Build: We will be 6-slotting our Melee attacks as well, but with 4 Kinetic Combat (for the +3.75% Smashing Def) and 2 Pounding Slugfests (for the +8% Regen).
Originally, I wanted to 6-slot them with 3 Pounding Slugfests (+8% Regen, +0.63% Eng/Neg Def) and 3 Pulverizing Fisticuffs (2.2% Sleep Res, 0.63% Eng/Neg Def). Each Melee power would give me +1.26% Eng/Neg Def. This would stack nicely with the +7.5% Eng Def from our Defense and PBAOE powers, and would complement Sciroccos +3.125% Neg Res. Why didnt I do that?
Well, three reasons. First, I noticed that other Tankers were pursuing 4-slotted Kinetic Combat. Second, Kinetics 4 slot bonus gave a whopping +3.75% Smashing Defense each. Hmmm three Melee powers * 3.75% = 11.25% Smashing Def above and beyond ED limits! Third, I was tanking for a large PUG against Siege. Ive done this mish a dozen times. The mobs in that mish did ranged Energy dam, nor would they conveniently run over to hit me. They always gave me trouble in the past b/c I could not always saturate Invincibility. However, I noticed that they did both Energy and Smashing damage. Since you apply the higher Def, why not try to max out Smashing Def? Reactive provided +3.75% Lethal Def. Kinetic can provide 15% Smashing Def (with Boxing).
Finally, I arbitrarily chose to slot Scorch differently from Incinerate and GFS, for convenience. From a set bonus standpoint, it does not matter whether you slot Incinerate or GFS differently from the other two. Since Scorch is a lvl 1 power, you wont lose the set bonus when you exemplar. Something to consider. I also hope to pick up one of those KD or Stun procs, so I can slot into my attacks. Finally, some control options for Fiery Melee!
<ul type="square">[*]Scorch
Health Build
Recommended Slotting: 6 slotted with Bonesnap-Acc/Dam, Acc/Rech, Dam/End:25 and Bruising Blow-Acc/Dam, Dam/End, Dam/Rech:30
Stats: Acc 61.8% || Dam 95.8% || End 41.8% || Rech 41.8%
Set Bonuses: 1.1% Immob Res || 0.75% Health || 1% Recov, 0.75% Health
We are taking advantage of two 3-slot Health bonuses. Numbers are at or above SO benchmarks in all aspect, though I consider the lvl of accuracy to be overkill (since this doesnt include the +45% acc on all powers). I admit that 6-slotting Scorch may be a bit unconventional, so if you want to skimp on some slots, go for it!
Regen Build
Recommended Slotting: 5 slotted with Bruising Blow-Acc/Dam, Dam/End, Dam/Rech:30 and Slugfests-Acc/Dam, Dam/End:30
Stats: Acc 43.6% || Dam 97.7% || End 43% || Rech 47.7%
Set Bonuses: 1.1% Immob Res || 0.75% Health || 8% Regen
The numbers are slightly less than the Health version b/c were using only 5 slots. We are trading off Bonesnaps 1% Recov and 0.75% Health for +8% Regen. We are slotting for Bruising Blows (0.75% Health) b/c weve maxed out the 1.125% Health bonus from our next two other Melee powers.
Defense Build
Recommended Slotting: 6 slotted with Slugfests-Acc/Dam, Dam/Rech:30 and Kinetic-Acc/Dam, Dam/End, Dam/End/Rech, Dam/Rech:35
Stats: Acc 44.7% || Dam 99.5% || End 41.1% || Rech 62.9%
Set Bonuses: 8% Regen || 2.75% Immob Res || 1.5% Health || 3.75% Smashing Def
There is an excessive amount of Damage (130.3% pre-ED) and much higher Rech than I wanted. For g0dWraths build, Ive slotted Kinetics KD/KB proc instead of Kinetics Dam/Rech. This proc does KD not KB. Its awesome and I highly recommend it for Fiery Melee.
Note that you can slot 3 Slugfests for 0.63% Eng/Neg Def, but you lose 3.75% Smashing Def. Or you could drop a slot and move it elsewhere. With five-six slots, you shouldnt be gimping your power number-wise.[/list]<ul type="square">[*]Incinerate, Greater Fire Sword
Health Build
Recommended Slotting: 6 slotted with Crushing-Acc/Dam, Dam/End, Dam/Rech:50 and Bruising Blow-Acc/Dam, Dam/End, Dam/Rech:30
Stats: Acc 48.3% || Dam 101.7% || End 48.3% || Rech 48.3%
Set Bonuses: 2.2% Immob Res*2 || 1.125% Health*2 || 1% Recov*2 || 0.75% Health*2
Here, we cap out the 1.125% Health bonus (with the Defense powers). We also get three out of the five 0.75% Health bonus.
Regen Build
Recommended Slotting: 5 slotted with Crushing-Acc/Dam, Dam/End/Rech, Dam/Rech:50 and Slugfests-Acc/Dam, Dam/End:30
Stats: Acc 48.3% || Dam 97.7% || End 43% || Rech 47.7%
Set Bonuses: 2.2% Immob Res*2 || 1.125% Health*2 || 8% Regen*2
Even for our Regen Build, weve capped the 1.125% Health bonus (along with our Defense powers) and yet get 8% Regen.
Defense Build
Recommended Slotting: 6 slotted with Slugfests-Acc/Dam, Dam/Rech:30 and Kinetic-Acc/Dam, Dam/End, Dam/End/Rech, Dam/Rech:35
Stats: Acc 44.7% || Dam 99.5% || End 41.1% || Rech 62.9%
Set Bonuses: 8% Regen*2 || 2.75% Immob Res*2 || 1.5% Health*2 || 3.75% Smashing Def*2
I slotted this identically to Scorch to stack the 3.75% Smashing Def, 5% Health and 8% Regen.[/list]*******************
STUN/MELEE POWERS
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We are down to the last three powers I will discuss: Boxing, Char and Fire Blast. Boxing takes both Melee and Stun sets. We also have a few Health and Regen bonuses left. Like pieces of a missing puzzle, Ive found significant bonuses in the remaining pool and ancillary powers. Heres the low down on my strategies:
Health Build: 5 slot with both Stun and Melee sets: 3 Stupefy (2.5% Recov, 1.875% Health) + 2 Slugfests (8% Regen).
Regen Build: 4 slot with both Stun and Melee sets: 2 Rope A Dope (6% Regen) + 2 Slugfests (8% Regen).
Defense Build: 4 slot with Kinetic (1.5% Health, 3.75% Smashing Def). Together with the Melee set bonuses, we have +15% Smashing Def!
Personally, I liked Healths/Regens slotting because I like the control that Boxing could provide. But Kinetics allure of 3.75% Smashing Def was just too good to let pass.
<ul type="square">[*]Boxing
Health Build
Recommended Slotting: 5 slotted with Stupefy-Acc/End, End/Stun, Acc/Stun/Rech:50 and Slugfests-Acc/Dam, Dam/End:30
Stats: Acc 69.5% || Stun 47.7% || Dam 43.6% || End 74.8% || Rech 21.2%
Set Bonuses: 2.5% Recov || 1.875% Health || 8% Regen
Since Boxing recharges quickly, I only lightly enhanced Rech, focusing more on End. If you add a KB or Stun proc here, you can set it on auto-fire for more control. I have slotted Stupefys KB proc and it is definitely a KB not KD (20% chance), so you may want to reconsider that. I am.
Regen Build
Recommended Slotting: 4 slotted with Rope A Dope-Acc/Dam, Dam/End:50 and Slugfests-Acc/Dam, Dam/End:30
Stats: Acc 48.3% || Dam 97.7% || End 43% || Rech 47.7%
Set Bonuses: 6% Regen || 8% Regen
Defense Build
Recommended Slotting: 4 slotted with Kinetic-Acc/Dam, Dam/End, Dam/End/Rech, Dam/Rech:35
Stats: Acc 22.9% || Dam 85.4% || End 41.3% || Rech 41.3%
Set Bonuses: 2.75% Immob Res || 1.5% Health || 3.75% Smashing Def
I treated Boxing as a Melee attack for the +Health and Smashing Def. The numbers are a bit below SO standards, though in my past builds, I had left it with its original slot. The 22.9% acc is concerning, but fine with me when I factor in the Acc set bonuses. Note that for g0dWraths build, I will substitute the Dam/Rech for a KB/KD proc.[/list]
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HOLD/RANGED AND RANGED POWERS
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Char takes both Ranged and Holds. Fire Blast takes only Ranged sets. Surprisingly, the bonuses are significant. Ive heavily slotted them in the Health and Regen Builds, for the set bonuses. I consider this unconventional when compared to past issues. I feel comfortable with this since Ive analyzed the other powers to ensure theyve met I8 standards. Heres how I approached these powers:
Health Build: 6 slot Char with both Ranged and Hold sets: 3 Devastations (12% Regen, 2.25% Health) + 3 Ghost Widows Embrace (1.875% Health). Three slot Fire Blast with 3 Devastations.
Regen Build: 5 slot both Char and Fire Blast with 3 Devastations and 2 Volley Fire (4% Regen). Were beginning to nickel and dime the Regen bonuses. Note that Char is treated as a ranged attack (and a measly one at that) rather than a hold. Thats the tradeoff.
Defense Build: 3 slot both Char and Fire Blast with 3 Thunderstrikes (2% Recov, 2.5% Eng Def). Note that Char is also treated as a ranged attack (and a measly one at that). Thats the tradeoff.
Now to the powers themselves:
Health Build
<ul type="square">[*] Char
Recommended Slotting: 6 slotted with Devastation-Acc/Dam, Dam/End, Dam/Rech:50 and Ghost Widows Embrace-Acc/Rech, End/Hold, Acc/Hold/Rech:50
Stats: Acc 74.2% || Hold 47.7% || Dam 78.6% || End 53% || Rech: 73.8%
Set Bonuses: +12% Regen || 2.25% Health || 5% RunSpd || 1.875% Health
Char becomes a super hold with enhanced damage and improved hold. I consider it a bit unconventional b/c its quite an investment of slots for a power that I hardly use except vs sappers. However, we gain 2.25% Health and we cap the 1.875% Health bonus (three from Heal powers and one from Boxing).
[*] Fire Blast
Recommended Slotting: 3 slotted with Devastation-Acc/Dam, Dam/End, Dam/Rech:50
Stats: Acc 26.5% || Dam 79.5% || End 26.5% || Rech: 26.5%
Set Bonuses: +12% Regen || 2.25% Health
Fire Blast is definitely under slotted, being subpar in Acc, End and Rech from a 6 slotted SO version. For costing only 3 slots, Im fine with the numbers.[/list]
Regen Build:
<ul type="square">[*] Char, Fire Blast
Recommended Slotting: 5 slotted with Devastation-Acc/Dam, Dam/End, Dam/Rech:50 and Volley Fire-Acc/Dam, Dam/Rech:30
Stats: Acc 48.3% || Dam 98.5% || End 26.5% || Rech: 48.3%
Set Bonuses: +12% Regen*2 || 2.25% Health*2 || 4% Regen*2
I slotted for Rech over End. You can easily slot for more End. Again, this slotting is not ideal, since Char is a hold. Slotting Devastations Hold Proc in a Hold power would be an interesting alternative. For the Regen Build, you may want to substitute Devastations with Ghost Widows Embrace. Personally, I would go with treating it as a hold, since that is its original purpose. I provide an example of slotting below:
[u]Char as a Hold [u]
Recommended Slotting: 5 slotted with Ghost Widows Embrace-Acc/Rech, End/Hold, Acc/Hold/Rech:50 and Devastation-Acc/Dam, Dam/End:50
Stats: Acc 73.8% || Hold 47.7% || Dam 53% || End 53% || Rech: 47.7%
Set Bonuses: 5% RunSpd || 1.875% Health || 12% Regen[/list]
Defense Build
<ul type="square">[*] Char, Fire Blast
Recommended Slotting: 3 slotted with Thunderstrikes-Acc/Dam/Rech, Acc/Dam/End, Dam/End/Rech:50
Stats: Acc 42.4% || Dam 63.6% || End 42.4% || Rech 42.4%
Set Bonuses: 2% Recov*2 || 2.5% Eng Def*2
Comments: Again, Im treating Char as a Ranged Attack. Both powers give up 5% Eng Def. Combined with our Eng Def from Reactive and Cleaving, we get a total of +11.25% Eng Def.[/list]*******************
REMAINING POWERS
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I saw no need to slot the Travel powers to achieve bonuses. I also ran out of slots. The other powers do not take Invention sets. For reference, Ive slotted the powers as follows (using IOs or SOs):
Taunt 1 Taunt, 1 Rech (for the Regen and Health Builds)
Taunt 1 Taunt (for the Defense Build. I needed the slot and I had to take it from somewhere )
Stamina 3 End Mod
Swift 1 Run
Super Jump 1 Jump
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PUTTING IT ALL TOGETHER
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Build Highlights
Regen Build
Highlights: 27.75% Health, 144% Regen, 9.5% Recov, 45% Acc
Hit Points: 2,395 hit points (without accolades)
HP/Second Regenerated (incl. enhanced Health of 76.7%): 32.01 hp/sec
Comments: I like the Regen Build a lot. There are many slots you can play around with (though bonuses would be lower). For example, you can draw 3 slots from Health or 2 slots from Char and Fire Blast. Going after +Regen is easy, and it doesnt skimp on +Health. Youll see that the regeneration rate (HP/sec) is higher for the Regen Build than the Health Build. The formula for calculating it is found in the Appendices.
We capped out the 10% bonus and nearly capped the +8% and +12% Regen. I was completely surprised by the +45% Acc. You can move slots around if you want to sacrifice accuracy. Generally, I did not min/max powers with this bonus Acc in mind.
Health Build
Highlights: 30% Health, 106% Regen, 8% Recov, 45% Acc
Hit Points: 2,438 hit points (without accolades)
HP/Second Regenerated (incl. enhanced Health of 76.7%): 28.71 hp/sec
Comments: With this build, we have reached the 5 set limits for the 1.125%, 1.5% and 1.875% Health bonuses. We received 3 out of the 5 +0.75% Health bonus, but only 2 +2.25% bonus. Interestingly, with some slot reallocation, one can drop Taunt and pick up Ring of Fire (an Immobilization power that also takes Ranged sets) and slot Devastations. But this is way too unconventional for me. Also, an Invul/SS or Invul/Stone may be able to slot more Devastations with Hurl/Hurl Boulder and get those nice 12% Regen, 2.25% Health bonuses. The +45% Acc was also an unexpected improvement.
The Regen rate is lower than the Regen Build. This is because +Regen is easier to obtain (its only a 2-slot bonus) and they are much higher in value. When I started to go after the bottom-of-the-barrel bonuses (0.75% Health), it made me wonder if that was the best thing to do.
Defense Build
Highlights: 13.13% Health, 98% Regen, 8.5% Recov, 27% Acc, 15% RunSpd, 15% Smashing Def, 11.25 Eng Def, 4.73% Fire/Cold Def, 3.75% Lethal Def, 6.25% Neg Res
Hit Points: 2,121 hit points (without accolades)
HP/Second Regenerated (incl. enhanced Health of 76.7%): 24.28 hp/sec
Comments: For some odd reason, I just wanted to have more Def/Res. Thats why Im pursuing the Defense Build. I quickly abandoned +Res, except for the Neg Res from Sciroccos. But is it better than the Regen Build? Well, in some cases, yes, while others, no. A summary of my findings is below. The math is found in the Appendix-D.
In terms of Number of Mobs vs. Pure Damage Types:
<ul type="square">[*]Smashing/Energy: Defense Build > Regen Build > Health Build. [*] Fire/Cold/Lethal: Defense Build = Regen Build > Health Build[*] Negative/Toxic/Psi: Defense Build < Health Build < Regen Build[/list]In terms of Number of Mobs vs. Mixed Damage Types (assumed 33.3% S or L and 66.6% F, C, E or N):
<ul type="square">[*] Smashing + F/C/E/N: Defense Build > Regen Build > Health Build[*] Lethal + Eng: Defense Build > Regen Build > Health Build[*] Lethal + F/C: Defense Build = Regen Build > Health Build[*] Lethal + Neg: Defense Build = Health Build < Regen Build[/list]
Based on these results, the best build depends on what kinds of dmg you experience in the game (not surprising, I know). Certainly, S/L is the most common form of dmg. There are few pure Energy or Neg mobs. The Defense Builds holds up well in many circumstances, esp. when the mobs do Smashing and Energy damage. But overall, the Regen build provides the best migration vs all dmg types. I didnt even calculate Toxic and Psi. Certainly, Regen > Health > Defense Build for these exotic types.
g0dWraths Final Build
As mentioned above, I wont be discussing my build, since that is a story onto itself. It has evolved over time, and Im still in the process of constructing it. But Im about 75% done, though Ive yet to outfit some significant powers. I plan on appending another section to this guide, or frankly, not writing anything at all. Just PM me if youre curious.
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PARTING THOUGHTS
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I really like I9, much more than I ever would have expected. I am excited that as we level our Tanks, our builds can go in different directions, so not all Invul tankers will look the same. Im excited about the possibilities of new IO sets that hopefully will come with future issues (in addition to new power sets, hehe).
One of the problems I see with IOs is that they are not designed to benefit several Tankers powers, especially one-dimensional powers like the passives. I also hope that more competitive sets are introduced so there arent only one or two must haves in any category at each level, especially the high ones (like Defenses LotG or Heals Numinas). This should also increase availability and drive down costs, so casual gamers like me can have some!
Despite conventional tanker thinking, I had doubts about pursuing a Health, Regen or Defense-maxed build. I was concerned that the end result would be a radical build where I would be gimped in one area in order to max out those bonuses in others. I found out that it wasnt the case. In fact, I have changed my original dream build to incorporate more Health and Regen.
I was also concerned that while there are many sets that give +Health/+Regen/+Typed Def bonuses, they would conflict to the point that only a meager amount could be gained. When I calculated that almost a third of our hit points could be added through set bonuses, or we could regenerate more HP/minute than our base hit points, or we can become practically immune to Smashing Damage, without gimping the build, I was sold. I hope you will be too.
Thanks for reading. As always, I welcome any feedback and constructive criticism.