Help! How to survive as an inv. tanker?
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I guess the only solution will be to reroll to granite tanker. :/
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Given how far you've sacrificed your offense for better defense, Stone Armor does seem a better fit for you.
It's your tanker, so what you do with it is up to you. I've given you some suggestions earlier in the thread on how to have an effective offense and a more effective defense than you have with your current build. A good build will have MORE survivability than you have now without sacrificing your entire offense to get it.
A Granite tank is durable, but it comes with a lot of downsides in limited mobility, a sizeable recharge penalty and a 30% damage penalty. Prior to level 32 a Stone Armor will be a lot squishier than your Invuln so be aware of that as well.
I happen to like Stone tanks, of my 3 level 50 tankers two of them are Stone. Frankly, my tanker of choice for anything in the game is the Invuln... it's nearly as tough (more than tough enough for anything in the game) and it has none of the drawbacks of Stone. A Granite is a little more of an "easy mode" for survivability but it's considerably more challenging to hold aggro with due to the mobility issues.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
So you're all butt-hurt because your low 30s Tanker can't go toe to toe with multipul lvl 54 bosses?
I was wrong. It's not your build that's a clown.
This thread is either a bad troll attempt or you're just a tool.
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Hi all,
I'm going to ask some advice. I currently have a level 33 inv. tanker. I have all invulnerability primaries, combat jumping, tough and weave for my defense and its slotted with either 3 defense or 3 resist SOs, so each power is at the cap for what it can take.
In most cases I don't have any problems, since many enemies use use smash/lethal, but there are times where I go down faster than I have time to hit my healing button. It wouldn't be an issue if it was against psionic, I know that's my weakness, but my energy, negative energy, fire and cold resists seem to be stuck around 30% and I honestly have no clue how to increase it to get to the cap.
So please, if anyone knows any way of increasing these numbers, to get them closer to the soft cap, tell me, I'd be very happy.
As for slotting IOs, then I'm not a rich player. I currently have around 15m influence, which I'll be willing to invest into making the toon better at surviving.
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If I may weigh in here...your build looks pretty good for team tanking, it's about as good as you can make it without a big budget for plugging in IO sets. If you are tanking for a team, damage output isn't very important, although you will appreciate the mitigation of Foot Stomp when you get it at lvl 38.
Unfortunately, invulnerability tankers don't get any better than 90% s/l resistance, 31% elemental resistance, and typed defense in the upper 30s with ten foes nearby, unless BIG money is spent on IO sets.
Once those IO sets are in and typed defense can get to the soft cap across the board with just a few foes nearby, which usually means there's decent positional defense in place as well, invulnerability tanks are golden. We're talking hundreds of millions here, and careful build planning.
I don't think invuln tanks should be either very team-buff dependent or IO set juggernauts, with not much in between, but that's the state invuln is in today.
Better starting tanks are granite and willpower, both of which do not require massive cash outlays to be strong at high level. If I could make a recommendation, it would be to shelve your invuln tank and build a willpower tank. Once you have accumulated those hundreds of millions, revive and complete your invuln tanker.
It's not you, it's the chopped up way the invuln powerset is designed. It's been thru more design permutations than most sets have, and right now it's more a collection of band-aid fixes than a real powerset, as you will discover if you go with the very nicely put together willpower set.
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
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So you're all butt-hurt because your low 30s Tanker can't go toe to toe with multipul lvl 54 bosses?
I was wrong. It's not your build that's a clown.
This thread is either a bad troll attempt or you're just a tool.
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Well, I've seen stone tankers on my own level do the same easily, which was why I was hoping that there was a way to make the invulnerability just as durable. I mean Invulnerability kinda means that you're supposed to be invulnerable, except to psionics, as detailed in the power descriptions. Yet it's only really durable to smashing/lethal, and the only way I can achieve that is by taking the Tough power from the Fighting pool.
I mean I feel like I was misled when I signed up for the powerset. In the description it says it gives you incredible abilities to resist damage and that it is superior to resist physical damage, but offers no resistance to psionics. Which is fine, I can live without psionics resistance. However comparing it to the stone tanker, which is descripted as having superior defense, also grants far better resistances than the invulnerability can get. They should just change Invulnerability's name to "Durability" and the description to something like: You get decent resistances and can withstand more damage than the normal person. However you have no protection against psionics.
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Better starting tanks are granite and willpower, both of which do not require massive cash outlays to be strong at high level. If I could make a recommendation, it would be to shelve your invuln tank and build a willpower tank. Once you have accumulated those hundreds of millions, revive and complete your invuln tanker.
It's not you, it's the chopped up way the invuln powerset is designed. It's been thru more design permutations than most sets have, and right now it's more a collection of band-aid fixes than a real powerset, as you will discover if you go with the very nicely put together willpower set.
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I do have a willpower tank around level 30 and I think it can take more of a beating than my invul. For some reason I just have trouble holding aggro on it, something which I do fine on invulnerability and why I've focused more on Invulnerable.
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Better starting tanks are granite and willpower, both of which do not require massive cash outlays to be strong at high level. If I could make a recommendation, it would be to shelve your invuln tank and build a willpower tank. Once you have accumulated those hundreds of millions, revive and complete your invuln tanker.
It's not you, it's the chopped up way the invuln powerset is designed. It's been thru more design permutations than most sets have, and right now it's more a collection of band-aid fixes than a real powerset, as you will discover if you go with the very nicely put together willpower set.
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I do have a willpower tank around level 30 and I think it can take more of a beating than my invul. For some reason I just have trouble holding aggro on it, something which I do fine on invulnerability and why I've focused more on Invulnerable.
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Blatant troll post is blatant.
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Better starting tanks are granite and willpower, both of which do not require massive cash outlays to be strong at high level. If I could make a recommendation, it would be to shelve your invuln tank and build a willpower tank. Once you have accumulated those hundreds of millions, revive and complete your invuln tanker.
It's not you, it's the chopped up way the invuln powerset is designed. It's been thru more design permutations than most sets have, and right now it's more a collection of band-aid fixes than a real powerset, as you will discover if you go with the very nicely put together willpower set.
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I do have a willpower tank around level 30 and I think it can take more of a beating than my invul. For some reason I just have trouble holding aggro on it, something which I do fine on invulnerability and why I've focused more on Invulnerable.
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Blatant troll post is blatant.
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Or simply doesn't know how to read City of Data.
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Blatant troll post is blatant.
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What is a troll post?
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Better starting tanks are granite and willpower, both of which do not require massive cash outlays to be strong at high level. If I could make a recommendation, it would be to shelve your invuln tank and build a willpower tank. Once you have accumulated those hundreds of millions, revive and complete your invuln tanker.
It's not you, it's the chopped up way the invuln powerset is designed. It's been thru more design permutations than most sets have, and right now it's more a collection of band-aid fixes than a real powerset, as you will discover if you go with the very nicely put together willpower set.
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I do have a willpower tank around level 30 and I think it can take more of a beating than my invul. For some reason I just have trouble holding aggro on it, something which I do fine on invulnerability and why I've focused more on Invulnerable.
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Blatant troll post is blatant.
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Or simply doesn't know how to read City of Data.
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Never seen that site before. I just went by the descriptions of powers, figuring that if invulnerability said it was the most resistant, it was that. So imagine my surprise when I find myself stuck as very vulnerable and not at all invulnerable. I had to take tough to reach something near invulnerable and that was only to lethal and smashing.
Basically the same information is now on your combat attributes as well.
I find Willpower sturdier than Invulnerability, before IOs. After IOs, I think Invulnerability is tougher against most damage types, though WP clearly kicks Invuln's butt vs. psi damage. Neither is as tough as Stone in Granite armor...though Granite armor does diddly vs. psi damage.
If you look at combat attributes or City of Data, you'll see that your Taunt aura (Rise to the Challenge) in WP is dramatically weaker than Invincibility's ability to taunt. Anything not in your reach for two seconds that you didn't use Taunt on has a good chance of forgetting all about you. WP can be tougher, but "tanking", holding aggro, requires more active work.
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Never seen that site before. I just went by the descriptions of powers, figuring that if invulnerability said it was the most resistant, it was that. So imagine my surprise when I find myself stuck as very vulnerable and not at all invulnerable. I had to take tough to reach something near invulnerable and that was only to lethal and smashing.
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A lot of people here will be pretty hard on you, simply because they're jaded veterans (well, I am too, I guess), and know the ins and outs of each set. They know how to prioritise targets and use the primary and secondary effects of all their powers to their best advantage.
I honestly find that there's nothing wrong with the Invulnerability set, other than its slightly unfortunate name (people see it, go "Wow, I'll be invulnerable" and then are surprised when they can be taken down just like anyone else).
My tips for any Tanker, really, are as follows:
1) Offence is the best defence: knocking enemies on their butts, stunning them, debuffing them, etc. all contribute greatly to your survival. Some of your best tools are in your secondary.
2) Defence -> Resistance -> HP -> Heal -> Regen is the general chain of priority (arguable, as it really does depend on the set, but for Invul, this very much fits). Invul has the first 4 (WP has all but #4, a Granite Stone has an abundance of all, but that affects tip #1 since attacks recharge slower and do less damage), and knowing how each works in conjunction with each other and what you need to do to maximise it is very important.
3) Know your situation: situational awareness for Tankers is as important as it is for Defenders and Controllers. Acting like a stereotypical comic book brick isn't good for team Tanking at all. It's really important to know what your team can provide for you and just how much trouble they've gotten themselves into (because, compared to a Tanker, everyone gets into more trouble than they should--that's why you're there).
4) Tankers set the pace: you're the one that controls the pace of a mission. Driving in first, mitigating the biggest threats, and controlling the aggro of enemies allows your team to do whatever they need to do.
5) Pace-setters are not de facto leaders: just because you set the pace doesn't mean you get to boss everyone around. Work with the team, as part of the team, and everyone will have more fun and be more effective.
Tips for Invulnerability in particular:
1) Dull Pain is your friend: having DP up and available is a double boost: it heals you up greatly, allowing your green bar to go from almost empty to near full in a very short time, and the HP boost is humongous: enough to cap most builds upon application.
2) Remember tip# 2? Why is defence first and not resistance? Because the attack that doesn't hit you is the attack where resistance isn't necessary. This is why building for defence, not resistance, is the best way to go. Combat Jumping is a very cheap way to boost defence significantly.
3) Strangely, the second best way to go is #5 on the chain: Regen. Why? Because it's the only part that Invulnerability doesn't really cover on its own.
4) Timing is everything: knowing when to use Dull Pain and Unstoppable, as well as when they stop, is so very important. Hasten is huge in helping get both back up much quicker, and only takes one power pick.
Hope these help!
While I'm not a veteran of 5 years, I've been in the game for about a year or so, but rather than having gotten lots of toons to 50, I've got so many toons spread out over the various servers and many been deleted and remade. But most of that time has been spent playing defenders, with some time spent on blaster, controller, a bit on scrapper and the least on tanker. It is only recently I've really taken up the role of the tanker. However before this I had no idea invulnerability was such a... well, I guess I'd use the word weak, though it might not be really fitting, set.
I've always gotten the impression that Stone was the one with most survivability, which made sense, since they had superior defense. Secondly came Invulnerability, which lacked defense, but instead had very high resistances (yes, getting not hit is better than just resisting, which was why I figured stone to be overall best, but invulnerability not far behind). Willpower was a strange mixed set, which was meant to be decent against everything, but not superior in anything. Ice was a defense set, less defensive than stone, but not having the drawbacks. And dark and fire were both less protective, more damaging, due to their auras.
I don't think there is anything really wrong with your build. People pick those powers that you picked, just that they usually pick some of them at higher levels. If you always play in a team, then you don't really need to respec, you just need to play. When you level, you pick some attacks as other people mentioned.
Long time ago, there used to be some discussions about invulnerability should be called vulnerability. As you mentioned, invulnerability is only invulnerable against s/l, so the name of the power set is in fact a little misleading. I think nothing can be done about it, it is what it is. However, when you're higher level with more inf, you can use IO bonus to patch up the weakness. The bonus works pretty well and it doesn't really take a lot of inf. So, I suggest that you just level up the toon and spend some time designing an IO build for your tanker later.
And actually, it might be good that you go through all these things. I think you should realize by now that you do need the support of other teammates even though you're the tanker. The game is designed such that you need other people. I think there is a bad culture that melee toons always think that they should tank all and kill all by themselves, and ask other people to stand back.
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While I'm not a veteran of 5 years, I've been in the game for about a year or so, but rather than having gotten lots of toons to 50, I've got so many toons spread out over the various servers and many been deleted and remade. But most of that time has been spent playing defenders, with some time spent on blaster, controller, a bit on scrapper and the least on tanker. It is only recently I've really taken up the role of the tanker. However before this I had no idea invulnerability was such a... well, I guess I'd use the word weak, though it might not be really fitting, set.
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Weak? Invuln?
Not since issue 13 it isn't... it's second only to Stone in terms of raw survivability if built right and completely blows Stone away in mobility and damage.
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I've always gotten the impression that Stone was the one with most survivability, which made sense, since they had superior defense. Secondly came Invulnerability, which lacked defense, but instead had very high resistances (yes, getting not hit is better than just resisting, which was why I figured stone to be overall best, but invulnerability not far behind). Willpower was a strange mixed set, which was meant to be decent against everything, but not superior in anything. Ice was a defense set, less defensive than stone, but not having the drawbacks. And dark and fire were both less protective, more damaging, due to their auras.
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Lacking defense? Invuln?
At base, Invuln has 11% def to all but Psi... that's completely unslotted. It has 17% def slotted up with one mob in melee range. Add Weave and you have 25% defense to all but Psi... leaving just 20% more to find to reach the soft cap.
I think you're looking at Invuln wrong, it is not a resistance tanker, although it can easily cap it's S/L resistance. It's not a defense tanker, although it's capable of soft capping it's defense. It's not a regen tanker, although Dull Pain is a HUGE heal and HP boost.
What Invuln is all about is layered defenses... Defense to keep mobs from hitting you in the first place, Resistance so that when they DO hit they don't do as much damage and Regen/Dull Pain to recover from damage that gets past the first two layers.
I'm a firm proponent of getting as much defense as you can (up to the 45% soft cap anyway) as that will mitigate more damage than anything else. Second, you want to cap your S/L resistance at 90%; something that's trivial for an Invuln. Remember, the vast majority of damage will be Smash/Lethal. Of the remainder the majority is Energy so you'll want high defense to that. Fire is rare, and Cold is extremely rare, more so even than Psi.
I'm also a firm believer in using your secondary; not only does it contribute damage but it greatly increases your ability to hold and control aggro. A tank without a means of attacking is at a huge disadvantage. Just because you do less damage than a Scrapper doesn't mean you should ignore it altogether.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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I don't think there is anything really wrong with your build. People pick those powers that you picked, just that they usually pick some of them at higher levels. If you always play in a team, then you don't really need to respec, you just need to play. When you level, you pick some attacks as other people mentioned.
Long time ago, there used to be some discussions about invulnerability should be called vulnerability. As you mentioned, invulnerability is only invulnerable against s/l, so the name of the power set is in fact a little misleading. I think nothing can be done about it, it is what it is. However, when you're higher level with more inf, you can use IO bonus to patch up the weakness. The bonus works pretty well and it doesn't really take a lot of inf. So, I suggest that you just level up the toon and spend some time designing an IO build for your tanker later.
And actually, it might be good that you go through all these things. I think you should realize by now that you do need the support of other teammates even though you're the tanker. The game is designed such that you need other people. I think there is a bad culture that melee toons always think that they should tank all and kill all by themselves, and ask other people to stand back.
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Well, as a tanker I'm kinda thinking I should tank all, but not kill all, the killing is best left to blasters and scrappers. I just kinda feel like I'm not able to tank all, since I'm so vulnerable to anything that isn't smash/lethal. The tank all/kill all/can-do-everything-themselves tend to be Scrappers (no offense to the good scrappers out there, I've just met many scrappers who think they can do everything by themselves, having slightly less protection than tanker, but far superior damage)
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Well, as a tanker I'm kinda thinking I should tank all, but not kill all, the killing is best left to blasters and scrappers. I just kinda feel like I'm not able to tank all, since I'm so vulnerable to anything that isn't smash/lethal. The tank all/kill all/can-do-everything-themselves tend to be Scrappers (no offense to the good scrappers out there, I've just met many scrappers who think they can do everything by themselves, having slightly less protection than tanker, but far superior damage)
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No offence, but I think that's the source of your problems: a very misguided (but common) sense of what Tankers are all about. The highly skilled Tankers here, at this stage of the game tend not to be about "tank all/defeat none" but "tank many/defeat many."
Attacking is such a vital of the entire game, such that no AT is left without a way to do some considerable damage to enemies (even Defenders). To think Tankers are some kind of exception weakens your ability as a Tanker a great deal.
Okay there is a build out there that makes a invul tank as strong as a stoner if you have the build pls email me under @tempstra
Tempstra 50 Rad/Dark Defender/War'nt 50 Warshade/Heliosa 50 Fire/Rad Controller//Captain Blue Balls 50 Fire/Ice Blaster/Pinky Swear 50 Dark/Dark ScrapperMind Dreamer 50 Mind/Kinetics Controller/Rex Bubbles 50 Illusion/Forcefield Controller/Cool Wind 50 Ice/Storm Controller/Lil' Miss Dangerous 50 Gravity/Kinetics Controller/Observationist 50 Illusion/Empathy Controller/Kansas City Brawler 50 Stone/Fire Tank/Hades Exhibit One 50 Dark/Robots MM
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Okay there is a build out there that makes a invul tank as strong as a stoner if you have the build pls email me under @tempstra
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Check my guide in my sig... it's not quite a well-slotted Granite but it isn't much below. I haven't found anything it can't tank as well as my Granite tankers.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
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Okay there is a build out there that makes a invul tank as strong as a stoner if you have the build pls email me under @tempstra
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Here
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I've always gotten the impression that Stone was the one with most survivability, which made sense, since they had superior defense. Secondly came Invulnerability, which lacked defense, but instead had very high resistances (yes, getting not hit is better than just resisting, which was why I figured stone to be overall best, but invulnerability not far behind).
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Well, with typical SO slotting, leaving out the Fighting Pool:
Granite: ~31% defense to all typed damage; 90% resistance to S/L damage (assuming Stone Skin is one-slotted) and 78% resistance to other types of (non-Psi) damage.
Invulnerability: ~21% defense to all typed damage with one foe in Invincibility range (this will be higher in crowds); ~66% resistance to S/L damage (assuming RPD is slotted) and 31% resistance to other types of (non-Psi) damage.
Granite's 78-90% resistance and its decent regeneration from Rooted means that Granite would be very tough even without any Defense at all -- some players used to only slot resistance SOs into Granite to save a few slots.
Invulnerability can easily increase its S/L resistance to the 90% cap with Tough; other than that, the big improvements are made in defense, using Weave, Combat Jumping or Hover, Manuevers, and IOs.
So ultimately Granite has more resistance overall than Invuln, and better distributed, and often does not have additional defense powers (because it doesn't need it); Invuln often winds up with higher defense total (and certainly relies on it more).
So I am, as always, baffled by the perception that "Stone is about defense" and "Invulnerability is about resistance." It's more-or-less the opposite of the way I would describe the sets, if pressed -- although to be honest, I think that distinction isn't accurate: both sets have strong values in defense AND resistance.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
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I mean I feel like I was misled when I signed up for the powerset. In the description it says it gives you incredible abilities to resist damage and that it is superior to resist physical damage, but offers no resistance to psionics. Which is fine, I can live without psionics resistance. However comparing it to the stone tanker, which is descripted as having superior defense, also grants far better resistances than the invulnerability can get. They should just change Invulnerability's name to "Durability" and the description to something like: You get decent resistances and can withstand more damage than the normal person. However you have no protection against psionics.
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The description for the invulnerability powerset is five years old. Way back in the Very First Days invulnerability could actually be built to reach 100% resistance to all but psionics. Resistances were monkeyed with a lot in the first year or two but it wasn't noticeable because Invincibility provided a lot more defense than today (and there was an overlapping bug that really put the invince in Invincibility).
The Invincibility power got redesigned a couple of times, and for a couple of years thereafter Invulnerability was a slow-bloomer, getting really strong by about level 40 and then getting weaker post-45 as more elemental/energy damage appeared in missions. Imho, the defense component just wasn't strong enough in those days. I turned away from my invuln tanks and built granite and willpower tanks, which were much stronger.
IO sets appeared, and the typed defense bonuses helped invulns a fair amount, but then with Issue 13, IO sets that already had defense bonuses were modified to include additional minor typed defense bonuses, and that's when Invulnerability came roaring back to life. Now invuln tanks can be built to hit the defense "soft cap" of 45% with just a few foes nearby, but it costs hundreds of millions to get there.
My willpower tank with just basic SOs or IOs was quite effective lvls 1-50, and benefited a lot from adding Tough (Weave too, if you like, it didn't seem necessary to me). IO set bonuses can be focused on adding HPs, and with accolade bonuses and HPT a willpower tank can have tremendous toughness and capped HPs both, and without spending hundreds of millions.
I have three lvl 50 invuln tanks, and only one is loaded with IO sets such that he has enormous typed defense and moderate positional defense, and he's just about as good at tanking as he was pre-Issue 4.
My other two invuln tanks are decent enough without the expensive IO sets, but I did add what defense I could to them by slotting up Combat Jumping, Weave, and adding the 3% global defense IO. They can get to the soft cap, but it takes a large crowd of foes, and I rely on secondary powerset mitigation a bit more.
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
I have a problem with this build here... im invul/nrgy and with all the changes i can't seem to fit in Energy transfer can i get help with that?
Tempstra 50 Rad/Dark Defender/War'nt 50 Warshade/Heliosa 50 Fire/Rad Controller//Captain Blue Balls 50 Fire/Ice Blaster/Pinky Swear 50 Dark/Dark ScrapperMind Dreamer 50 Mind/Kinetics Controller/Rex Bubbles 50 Illusion/Forcefield Controller/Cool Wind 50 Ice/Storm Controller/Lil' Miss Dangerous 50 Gravity/Kinetics Controller/Observationist 50 Illusion/Empathy Controller/Kansas City Brawler 50 Stone/Fire Tank/Hades Exhibit One 50 Dark/Robots MM
I am not Goldbrick but this is the Team oriented 2nd build of my Inv / Em Tanker.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Lord Gabriel: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- (A)(5)(7)(9)
Level 1: Barrage -- (A)(3)(13)(27)(42)(46)
Level 2: Dull Pain -- (A)(3)(11)(15)(15)(27)
Level 4: Bone Smasher -- (A)(5)(7)(34)(37)(40)
Level 6: Hover -- (A)
Level 8: Unyielding -- (A)(9)(11)(13)
Level 10: Taunt -- (A)(33)(34)(45)
Level 12: Swift -- (A)
Level 14: Fly -- (A)
Level 16: Health -- (A)(17)(17)(46)
Level 18: Invincibility -- (A)(19)(19)
Level 20: Stamina -- (A)(21)(21)(46)
Level 22: Hasten -- (A)(23)(23)
Level 24: Whirling Hands -- (A)(25)(25)(34)(43)(43)
Level 26: Kick -- (A)
Level 28: Tough -- (A)(29)(29)(31)
Level 30: Weave -- (A)(31)(31)
Level 32: Unstoppable -- (A)(33)(33)
Level 35: Energy Transfer -- (A)(36)(36)(36)(37)(37)
Level 38: Total Focus -- (A)(39)(39)(39)(40)(40)
Level 41: Resist Physical Damage -- (A)(42)(42)(43)
Level 44: Tough Hide -- (A)(45)(45)
Level 47: Resist Energies -- (A)(48)(48)(48)
Level 49: Resist Elements -- (A)(50)(50)(50)
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Gauntlet
I'm not sure why you feel that a level 35-ish tank should be able to take on a dozen level 54 bosses, probably set to extreme, in the MA without support. About the only way to do it is what you've done, sacrificing all of your offense for all the defense you can muster...something I personally find boring but ymmv.
If you do want to do that, the stone tank is more survivable versus some of the uber-nasty customer critters. But you give up a lot more than looks to get it, and you don't get that survivability until level 32-33, not much earlier than you are now.
If you saw a Granite tank "walking" through stuff like you've described, either they've invested heavily in set bonuses or there was a kin on the team. A stone tank with Granite and Rooted crawls along at about 3 mph. Your powers recharge about as fast, 65% slower than normal, and they do 30% less damage.
You're very tough, very hard to kill, but there's a significant price tag to that durability that goes well beyond appearances. Lots of stone tanks won't even try anything extended unless there's a kin on the team giving non-stop Speed Boost.
I haven't found Invuln to be squishy, but I don't do a lot of AE. My level 41 Inv/Ice tank has about 20% of the first debt badge. And I find him much more fun to play than my stone tank...you can't kill the stone tank, but he's a bit boring to play since he's so limited in what he can do other than stand there not dying.