Invulnerability tankers and the Defense soft cap
Hmmmmmmmmmmm... I love this idea! Thank you for working out the numbers.
Just out of curiosity...how well would this slotting work with an invulnerability brute?
Well, I haven't looked into it for a brute, but it's a fair ways short of the cap on a Scrapper so I'd assume similar numbers. From memory I think the Invuln Scrapper was roughly 8-10% short so you'd have to find that much additional def.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Here are the numbers for a brute:
38.7% Smash/Lethal defense
31.2% Energy/Negative defense
23.7% Fire/Cold defense
17.5% Melee/Range defense (this covers most Psi damage)
8.9% Psi defense
Your resistances will be something like this:
Smash/Lethal 70.9%
Energy/Negative 23.5%
Fire/Cold 14.3%
Roughly anyway (numbers should be the same for a scrapper as well). you can get a lil more defense if you put another set of the Blessing of the zepher and finish of the other 2 sets for melee/range/aoe, but i dont have a invuln brute to try this type of build on so i dont know that it would be worth the extra slots. For a brute or scrapper tho you partially gimping their damge because of being required to take at least 3 single target attacks and taunt. Dont know if it would be worth the effort to squeeze out the set bonuses from a diff set if you took diff powers but i might be possible.
Wow.. This is very interesting. And because of which I've gone back and re-vamped my build and was looking to see what I might be able to pull off here.
My current build has these types of numbers:
Defense:
Smashing/Lethal/Fire/Cold/Energy/Negative = 30.8% defense
Psionic: 23.2% defense
Resistance:
S/L = 90%
Fire = 34.2
cold = 31. 7
energy/negative/toxic = 30.4
Psionic = 36.1
End rec: 189%
Or I go with a build like the one listed above and I get:
Defense:
S/L = 41.5%
Fire/cold = 32.3%
Energy/Neg = 37.8%
Psi = 13.9%
Resistance:
S/L = 90%
fire = 34%
cold = 31.5%
Energy/Negative = 30.1%
toxic = 30.5%
Psi = 16.3%
I'm torn which to do, because having that unreasonably high psi resist and defense really makes a big difference.
Cimm never seems to be TOO much of a problem considering I've got 90% resistance. I mean yeah I get hit more often with the other build, but it feels like (mind you this is without playing it), that my real weaknesses seem more apparent with the soft cap'ed melee defense build.
Is it worth dropping so much Psi and such to pick up more smashing?
I know 1% def is supposed to be like 2% res right?
50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster
Also, anyone got a build of this? I can't seem to make one that hits the caps listed above with the attacks that I like.
So I'd love to see what you've got!
50s:
White Valkyrie - BS/Regen Scrap
Fear of Silence - Ninja/Dark MM
Corporate Zombie - Necro/Poison MM
Ardent Cataclysm - Stone/Fire Tank
Angelic Heart - Peacebringer
Maelstrom - Elec/Elec Brute
Novastar - Energy/Fire Blaster
How many and what attacks are you looking to get? This build has its downfall in that to get that kind of defense you have to mainly concentrate on the meat shield aspect, your attacks are def taking a back burner on this.
[ QUOTE ]
At this point you should have:
45% Smash/Lethal defense
40% Energy/Negative defense
30% Fire/Cold defense
20% Melee/Range defense (this covers most Psi damage)
13% Psi defense
Your resistances will be something like this:
Smash/Lethal 90% capped
Energy/Negative 30%
Fire/Cold 17%
Very little damage will actually get past your defenses, and of what does very little will be Fire/Cold. This is the build Ive been playing for the past several weeks and its nearly as durable as my Granite tankers.
[/ QUOTE ]
I postulate that yours might represent an overkill build. (Not that there's anything wrong with that.) It sounds like you are not factoring in the scaling defense of Invincibility. With 7 mobs nearby Invincibility should still provide a tanker with an additional ~18% typed defense.
3% from Steadfast IO
8% from Weave
8% from Tough Hide
~18% from Invincibility (7 Mobs nearby)
____________
~37% typed defense total
So aren't you really just in need of another 8% of typed defense from IO sets to soft-cap everything but psi?
And if your tank decides to slot Combat Jumping with 3 defense SOs/IOs, the tanker would only need another 4.5% defense from set bonuses.
Where your idea really works though is against solitary foes where the bonus to Invincibility is greatly reduced and defense would be down around 30% or so. Lord Recluse, though, is so buffed by his towers that defense isn't very useful while they're up.
Goldbrick 50 inv/ss tank
Other 50s: Power Beam, Rocky Mantle, STORMIE Agent, Matchless, Major Will, Knightmayor, Femstone, Space Maureen, Crimebuster Ako, Dr. Twilight, Doc Champion, American Gold Eagle
From my understanding the numbers are when there is 1 foe in range of you.
Here are the numbers ill be having in my build because im bored and thought this idea would be pretty cool to try (numbers are factored with the 1 foe in range).
Defense:
54.6% Smash/Lethal defense
39.2% Energy/Negative defense
31.4% Fire/Cold defense
24% Melee
23.4% Range
17.1% AoE
10.9% Psi defense
Resistances:
Smash/Lethal 90% capped
Energy/Negative 15.7%
Fire/Cold 33.8%
I did the Resist Elements route with the idea that the greater Defense in Energy/Negative should hopefully make up for the lack of Resist. (Ya it might be able to be figured out theoretically with just numbers and all but i want to see how it all plays like that.) Other then being a taunt bot tho IMO the build is slightly gimp, but ill take it on a STF and a ITF and a LGTF and see how it does.
The entire build is designed around one foe in melee range, obviously the more you gather the better off you are, but you can't count on having a saturated Invincibility. Against large numbers of enemies Invuln was always very well off defensively, the problem was the defenses dropped off sharply just when you needed them the most, against one hard target such as an AV.
While I have yet to run an STF with this build I've run many with my old builds. By the numbers you need 75% def to floor Lord Recluse while the blue tower's up, with this build that means you'll need 3 small lucks per minute. Once the red tower dies though your resists should be more than adequate to keep you alive while the team kills the blue.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
[ QUOTE ]
Also, anyone got a build of this? I can't seem to make one that hits the caps listed above with the attacks that I like.
So I'd love to see what you've got!
[/ QUOTE ]
defense:
51.5% s/l, 47.1% f/c, 45.6% e/n, 14.6% psi, 24.6% melee, 29.6% ranged, 31.7% aoe
resistance:
90% s/l, 31.3% f/c/e, 34.4% n, 31.3% toxic, 0% psi
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 2: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(7), Aegis-ResDam/EndRdx/Rchg(9), Aegis-ResDam(40)
Level 4: Heavy Mallet -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11), Numna-Heal(13), Numna-Regen/Rcvry+(29)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 12: Swift -- Run-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(29)
Level 18: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(21)
Level 20: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23)
Level 24: Fault -- Amaze-Stun/Rchg(A), Amaze-ToHitDeb%(40), FrcFbk-Rechg%(40)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(37)
Level 32: Unstoppable -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Tremor -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(46), Sciroc-Dam%(46)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), BasGaze-Acc/Hold(45), BasGaze-Rchg/Hold(46)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(48)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
That's a good build, the only issue is the Kinetic Combat set is, at least at the present time, very hard to come by. You're completely sacrificing your epic and any ranged attack though; something that can be problematic in certain situations like Ghost Widow on the STF.
That build does certainly get the basic job done, and done well. Overall quite similar to mine; I went with CJ/SJ for my travel and stuck with IO's I could obtain at the time; the Smashing Haymaker. It should be highly survivable.
Here's mine; built with sets that are currently inexpensive and easily available on the market:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(5), RctvArm-ResDam/Rchg(42)
Level 1: Stone Fist -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(42)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(9)
Level 4: Heavy Mallet -- B'ngBlow-Dmg/Rchg(A), B'ngBlow-Acc/Dmg(17), S'ngH'mkr-Acc/Dmg(17), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(34)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 8: Unyielding -- HO:Ribo(A), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx(46)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(11), Zinger-Taunt/Rchg(13), Zinger-Taunt/Rng(13), Zinger-Acc/Rchg(15), Zinger-Dam%(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I(21)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/EndRdx(25), Efficacy-EndMod/Acc(48)
Level 22: Fault -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(25), Stpfy-Acc/EndRdx(27), Zinger-Dam%(27), Stpfy-EndRdx/Stun(43), Stpfy-Stun/Rng(46)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(45)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
Level 28: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(40)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(46)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Tremor -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(36), RechRdx-I(36), RechRdx-I(37)
Level 38: Seismic Smash -- HO:Nucle(A), RechRdx-I(39), S'ngH'mkr-Acc/Dmg(39), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(40), S'ngH'mkr-Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45)
Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48)
Level 49: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]2.5% DamageBuff(Smashing)[*]2.5% DamageBuff(Lethal)[*]2.5% DamageBuff(Fire)[*]2.5% DamageBuff(Cold)[*]2.5% DamageBuff(Energy)[*]2.5% DamageBuff(Negative)[*]2.5% DamageBuff(Toxic)[*]2.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]14.9% Defense(Energy)[*]14.9% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]13.6% Defense(Ranged)[*]3% Defense(AoE)[*]4% Enhancement(Heal)[*]3% Enhancement(Stun)[*]21.3% Enhancement(RechargeTime)[*]7% Enhancement(Accuracy)[*]140.6 HP (7.5%) HitPoints[*]MezResist(Immobilize) 14.3%[*]MezResist(Terrorized) 4.95%[*]9% (0.15 End/sec) Recovery[*]32% (2.5 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]2.5% Resistance(Psionic)[/list]
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
never have had a ranged attack and never had a problem with it...i have tanked STF quite a few times and never died and always held agro...that was with a build when i had slightly lower defenses too
and the kinetic combats are not entirely that difficult to get...i think i got all of them with in a few days of working on it
[ QUOTE ]
I'm torn which to do, because having that unreasonably high psi resist and defense really makes a big difference. [ QUOTE ]
Thank goodness for dual builds right? But in all honesty I have pretty good def on my invuln and am pretty happy just being up set and having to carry a ton of purps against heavy psi targets, then again I also have decent rech (about 40% global) so dull pain is more like a line of defense than an emergency button.
I have tried to buy some of this stuff on the AH and its not available. What can I do?
Put in your bids and then go do something else, they'll probably fill in a day or so. Check the last 5 sold to see how often those items generally appear.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I am having a real hard time understanding these numbers and what I should get and where to put it. Is there a "For Dummies" version of all of this?
this URL will open in the latest version of Mids - it's the build posted by the OP. It will tell you what the OP thinks you should put where.
Take it with a grain of salt; all build posts are subjective.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Here's my Invuln/Fire build based on the same principles... I wanted to be as hard a target as Invuln could possibly be, while at the same time doing what I love doing most, AoE damage all day, all the time.
This concentrates First on building recharge, and second building the defense numbers. I chose to not take Resist Physical Damage (although I've got a banked respec, I might take it in place of Resist Elements), and uses Fireball instead of Taunt to achieve a similar effect...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(15)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Heal/EndRdx:50(37), Dct'dW-EndRdx/Rchg:50(37), Dct'dW-Heal/Rchg:50(37), Dct'dW-Heal/EndRdx/Rchg:50(39)
Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(50)
Level 6: Swift -- HO:Micro(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
Level 10: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(11), Zephyr-ResKB:50(13), LkGmblr-Rchg+:50(13), HO:Micro(15)
Level 12: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(21)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(29), RgnTis-Regen+:30(34), Mrcl-Rcvry+:40(36)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), LkGmblr-Rchg+:50(50)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(34), P'Shift-EndMod:50(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam:40(23), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(27)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def:50(29)
Level 28: Fire Sword Circle -- Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(40), Armgdn-Acc/Rchg:50(43), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Dmg/Rchg:50(46)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31)
Level 32: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 35: Aid Other -- Empty(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(39), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal/EndRdx/Rchg:50(40), Dct'dW-Heal:50(40)
Level 41: Char -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(42), UbrkCons-Acc/Rchg:50(42), UbrkCons-Acc/Hold/Rchg:50(42), UbrkCons-Hold/Rchg:50(43)
Level 44: Fire Blast -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(45), Apoc-Acc/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Dmg/Rchg:50(46)
Level 47: Fire Ball -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(50)
Level 49: Resuscitate -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]7% DamageBuff(Smashing)[*]7% DamageBuff(Lethal)[*]7% DamageBuff(Fire)[*]7% DamageBuff(Cold)[*]7% DamageBuff(Energy)[*]7% DamageBuff(Negative)[*]7% DamageBuff(Toxic)[*]7% DamageBuff(Psionic)[*]16.8% Defense(Smashing)[*]16.8% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]12.4% Defense(Energy)[*]12.4% Defense(Negative)[*]3% Defense(Psionic)[*]9.88% Defense(Melee)[*]12.4% Defense(Ranged)[*]6.13% Defense(AoE)[*]85% Enhancement(RechargeTime)[*]54% Enhancement(Accuracy)[*]8% Enhancement(Heal)[*]5% FlySpeed[*]189.7 HP (10.1%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 11%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 4.4%[*]12% (0.2 End/sec) Recovery[*]48% (3.76 HP/sec) Regeneration[*]10.1% Resistance(Fire)[*]10.1% Resistance(Cold)[*]5% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I found a lot of the tips in this thread helpful.
Here is the current build on my INV/SS tank like many my focus was "plugging the psi hole" and now see that was probably a mistake. what changes would you sugest. I don't really want to lose any of my purple sets, and don't think I want to change any powers w/o a good reason at least. other than that the sky's the limit, or 1.5 bil inf which ever comes first.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Greg23x: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(7)
Level 1: Jab -- Amaze-ToHitDeb%(A), Amaze-EndRdx/Stun(7), Amaze-Acc/Stun/Rchg(9), Amaze-Stun/Rchg(9), Amaze-Acc/Rchg(11)
Level 2: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-EndRdx/Rchg(46)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(11)
Level 8: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam/EndRdx(15), ImpArm-EndRdx/Rchg(15), ImpArm-ResDam/Rchg(43)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Zinger-Dam%(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(37)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/Rchg(43), Zinger-Dam%(43)
Level 20: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(21), Hectmb-Dmg(21), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Rchg(23)
Level 22: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-EndMod(27)
Level 24: Boxing -- P'ngS'Fest-Stun%(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(27), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit(29), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31)
Level 30: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(34), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(45), ImpArm-EndRdx/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(50)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(50)
Level 35: Hurl -- Apoc-Dam%(A), Apoc-Dmg(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37), Apoc-Acc/Rchg(42)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(40)
Level 41: Unstoppable -- RechRdx-I(A)
Level 44: Resist Physical Damage -- ImpArm-ResPsi(A), ImpArm-ResDam(45)
Level 47: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam(48)
Level 49: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
to answer my own question. any suggestions on this proposed build ?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
new build: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(25), Amaze-Acc/Stun/Rchg(31), Amaze-Acc/Rchg(33), Amaze-ToHitDeb%(33)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(9)
Level 4: Haymaker -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19)
Level 8: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 10: Swift -- Run-I(A)
Level 12: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(13), Zinger-Acc/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(17), Zinger-Taunt(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(19), Numna-Heal(42), Mrcl-Rcvry+(42)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(46), Zinger-Dam%(46)
Level 20: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23), Hectmb-Dmg/Rchg(23)
Level 22: Stamina -- P'Shift-EndMod(A), EndMod-I(29), P'Shift-End%(43)
Level 24: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(40), GSFC-ToHit(40), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Build%(50), GSFC-ToHit/EndRdx(50)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(37)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 35: Hurl -- Apoc-Dam%(A), Apoc-Dmg(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(37)
Level 38: Foot Stomp -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
Level 41: Hasten -- RechRdx-I(A)
Level 44: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48)
Level 49: Resist Elements -- Aegis-Psi/Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
Well, as a quick, off the cuff glance I'd think about pushing your Energy def a bit higher, possibly by sacrificing some S/L since you're over cap. One easy way to push it a bit would be by 2 slotting the Zephyr set into CJ/SJ. 3 Pounding Slugfest would get you 8% regen and 1.25% E/N defense, since you're over your S/L cap already you could sacrifice a set of the Kinetic Combat. By the way, do you already have those Kin Combat IO's on hand? They're pretty hard to come by on the market, the rare ones I only see selling every few days.
Another thing, you can't put Taunt sets into Invincibility anymore, that changed back in what, issue 10? Anyway, you won't be able to slot that Zinger proc there.
What you have will certainly work however, except for the Zinger proc in Invince.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
The zinger proc has been un-broken and/or I am just real special.
I do have a a few in hand, and I am willing to wait to get what I want either through the market or merits.
according to mids w/ 1 mob I have S/L 49.2 F/C 32.3 E/N 38.6
if I switch CL to the zephyr I lose 1 point of S/L gain 1 point E/N and lose 10% regen and 7.5% recharge; not thinking it is worth the trade.
If I switch boxing to 3 pounding slugfests move the extra slot to SJ and make that zephyr I lose 3.8 points of S/L and gain 1.5 points of E/N Might be worth it but the cushion in S/L may be nice for +3 mobs Hmm...
Thanks for the input and the overall guidance!
Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.
You're welcome, and it's interesting to hear that the Zinger set will go into Invincibility again... I had the proc there in issue 9; when they removed the ability to slot it in issue 10 I put it into Fault on my respec. I wonder if the ability to slot it now in the aura is an undocumented change or if it's a bug?
The history of that change was that one of the taunt procs, the Triumphant Insult disorient proc, was actually hitting the TANKER instead of the mobs when slotted in an aura. The devs weren't able to fix that bug so as a kludge they removed the ability to slot taunt sets into auras.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Invulnerability and the defense soft cap.
Issue 13 made some significant changes to the Invulnerability set, but even more importantly it made changes to the way typed defense worked with IO set bonuses. Now all typed defensive bonuses now cover two damage types, Smash/Lethal, Fire/Cold and Energy/Negative as well as providing half that amount in positional defenses of Melee, Range & AOE.
First, lets look at what changed in Invulnerability for issue 13:
Resist Physical Damage went from 7.5% S/L resistance to 10% S/L resistance AND got a 25% resistance to defense debuffs.
Resist Energies went from 7.5% E/N resistance to 10% E/N resistance AND got 25% resistance to endurance drains
Resist Elements went from 7.5% F/C resistance to 10% F/C resistance AND got 20% slow resistance
Unyielding finally lost the 5% defense debuff
Invincibility lost a little defense per mob to compensate
Tough Hide gained 25% resistance to defense debuffs
The bottom line is that were significantly better off defensively than we used to be with 1-6 mobs in range of Invincibility and very slightly worse off with 10 mobs in range. Considering the fact that its nearly impossible to get more than 6-8 mobs in your aura unless youre fighting Rikti Monkeys, thats a big win for us. The debuff resistance in RPD and TH amounts to 50% and makes it much harder for mobs to knock down your defenses previously, the Cimeroans in the ITF could completely eliminate your defense; now they cant if you have RPD & TH.
Now lets look at the changes to IO set defensive bonuses, probably the single biggest change. What does it mean to Invulnerability tankers? Well, it used to be very difficult to build defensive bonuses since IO sets only covered one type of damage. Prior to issue 13, an IO set might provide, for example, 2% smashing defense. Now that same set would provide 2% smashing AND lethal defense as well as 1% Melee defense. This is a very good thing for us since we can cover our defensive needs with only half the number of bonuses we used to need.
A small digression here about just how defense works in this game
Defense works by making an attack miss you; if it doesnt hit then you dont take any damage. The mobs have a base 50% chance to hit you with their attacks; your defense directly reduces that chance. If you have 25% defense then the mobs have a 25% chance to hit you 35% defense means they have a 15% chance to hit and so on to the soft cap of 45% reducing the mobs chance to hit you to 5%. We call it the soft cap because while you can have a higher amount of defense you cant reduce the mobs chance to hit you to below 5%.
Now when a mob attacks you the game takes the highest defense amount you have to any part of that attack and uses that for your total defense for example lets take a fictional ranged power that does 100 points of energy damage and 100 points of smashing damage. You have 45% smash/lethal defense, 40% energy/negative defense and 20% ranged defense which is roughly what this guide will aim for. Since the attack is ranged you have 20% defense to it but its also energy so you have 40% defense to it but its ALSO smashing and you have 45% defense to that. The game takes your highest defense, smashing, and therefore the attack has a 5% chance to hit you.
While not all attacks will have a Smash/Lethal portion, the vast majority do, so this is your most important defensive number; its the one we want to get to 45% the most.
Arcanaville explains things much better than I can so check out her Guide to Defense for a more detailed explanation.
OK, enough of the lecture! I just wanna know how to build my tanker!
Heres your shopping list for Wentworths for your soft capped Invuln tanker:
With the exception of the Steadfast unique, the rest shouldnt cost more than 10 million and probably quite a bit less.
Why not use the Kinetic Combat set for the attacks?
Well, the reason for this is a simple one. At the time Im writing this guide, there are two pieces of the Kinetic Combat set that are completely unavailable on the market. If that ever changes, then yes, the Kinetic Combat set is better than the Smashing Haymaker. But for now, Im recommending whats available.
Why not use Aegis instead of some of the Reactive Armor?
The reasoning here is simple. S/L defense will protect from most elemental attacks and pure elemental damage without a S/L component is extremely rare in the game. That being the case, Id rather concentrate on the more common damage types. Additionally, the Reactive Armor set is considerably cheaper. If youre taking Resist Elements in your build, then by all means slot Aegis there, as that makes 6 resist powers you can only get the bonus from Reactive Armor 5 times.
Now that we have the IOs we need, we need to put them somewhere. So, here are the powers youll need for this build:
- 3 single target attacks to slot the Smashing Haymaker set. You can finish out these attacks with the Acc/Dam and Dam/Recharge from Pounding Slugfest for an 8% regeneration bonus.
At this point you should have:45% Smash/Lethal defense
40% Energy/Negative defense
30% Fire/Cold defense
20% Melee/Range defense (this covers most Psi damage)
13% Psi defense
Your resistances will be something like this:
Smash/Lethal 90% capped
Energy/Negative 30%
Fire/Cold 17%
Very little damage will actually get past your defenses, and of what does very little will be Fire/Cold. This is the build Ive been playing for the past several weeks and its nearly as durable as my Granite tankers.
My thanks to Local Man, Pep_Rally, Carnal, Rad_Avenger, and all the others who helped proofread and correct my mistakes. Thanks to issue 13, Invulnerability can once again be a great tanker.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes