Invulnerability Tanker, the first 20 levels


Alyosha

 

Posted

UPDATE for Issue 20 including inherent Fitness
Since I wrote this a couple of years ago the Dev's have seen fit to grant every AT in the game with a sizable buff by making the entire Fitness pool inherent. What this means for all of us is that we no longer need to devote three power choices to acquire the Stamina power thus giving us far more flexibility in our builds, particularly in our pre-level 20 builds. Because we no longer need to shoehorn Hurdle/Health/Stamina in by level 20 we're free to get powers that help our durability and/or our offense.

As an added bonus we also got a brand new inherent ability, Bruising. This ability was added to our Tier one attack and it applies a -20% resistance debuff on our target for 10 seconds. What that means in plain English is that the enemy you hit with your tier one attack will take more damage, an attack that would normally do 100 points of damage would hit a Bruised enemy for 120 points of damage. It's not just your damage either, you've softened up that baddie so your Blaster teammate can hurt him more as well.

Now, on to the revised guide:

I've seen people asking about just how to build their Invuln tanker, and I thought I'd post a mini-guide to help new tankers through the first 20 levels. Many Invuln tankers end up with very substandard builds in the early levels, mainly because they had no idea what the critical powers to get were. This guide applies to any secondary you might want to pair with your Invulnerable tanker.

Those of you who already know the game can skip this part.

For those just joining us I should probably digress a bit and discuss the way damage and your powers work in the game. First, you need to know that damage comes in different types, with Smashing and Lethal being most common (abbreviated S/L) while other types such as Energy, Negative, Fire, Cold, Toxic and Psi being less common (E/N, F/C, T, P). Defenses and resistances typically protect against a pair of damage types hence they're referred to as S/L for a power that protects from Smashing & Lethal, E/N for a power that protects from Energy & Negative and so forth.

Expanding on that a bit any attack that uses punches, kicks, hammers or anything like that is what we would call "smashing" damage. "Lethal" damage includes things like guns, knives, swords, claws and similar. "Energy" damage is things like electricity, lasers and other "light" attacks while "negative" would be dark attacks. An example of negative damage is the blasts that the Skul's gang in the low levels use. "Fire" and "cold" are pretty self explanatory, fireballs and flamethrowers are fire while ice bolts are cold. "Psi" is the catagory that mental attacks fall under and it's quite rare in the game. "Toxic" is poison attacks and it's the rarest damage in the game.

Smashing and Lethal are the most common damage types and those you'll encounter most often throughout the entire game; from the figures I've seen roughly 70% of all damage falls into that category. Energy and Negative would be the second most common damage and it accounts for about another 20% of what you'll face while Fire, Cold and Psi are quite rare. Toxic is almost nonexistent outside of a very few situations, although you'll face a fair amount early dealing with Vahzilok (sp?). After level 20 Toxic nearly vanishes from the game until a few high level encounters in the 40's.

Here's an outline for your Invuln tanker's early career:

A good thumb rule for building an Invulnerable Tanker would be something like this:

  • Level 1 - Temp. Invulnerability & tier one attack - TI is one of the four most vital powers in your build so get it right away. It provides three times the protection that your other choice, Resist Physical Damage, does (30% S/L resistance vs 10%). The Tier one attack is an example of Hobson's Choice although thanks to the new Tanker inherent power of Bruising it's usefulness has climbed dramatically.
  • Level 2 - Dull Pain - This is another of your four cornerstone powers; I wouldn't delay it much and given the lack of choices this is, in my opinion, the ideal time for it. It provides a huge heal for you and it drastically increases your total hit points for 2 minutes after you hit it.
  • Level 3 - 2 slots available, place in TI or Dull Pain.
  • Level 4 - Tier 2 or 3 attack depending on your secondary, some you're better off with one over the other. For most secondaries the Tier 3 is the better choice.
  • Level 5 - two slots into your level 4 attack
  • Level 6 - Your travel power prerequisite. (For Fly that would be Air Superiority or Hover, for Super Jump that would be Combat Jumping, for Super Speed it would be Hasten and for Teleport it would be Recall Friend)
  • Level 7 - 2 slots to distribute, candidates are Temp. Invuln, Dull Pain or your level 4 attack.
  • Level 8 - Unyielding - this is your Mez protection and the third and arguably most vital of your cornerstone powers and you want to take it ASAP. With this power active you're almost totally immune to all hold, sleep, knockback, immobilize and stun effects and it provides minor S/L resistance and a bit more E/N/F/C resistance.
  • Level 9 - 2 slots in Unyielding
  • Level 10 - Taunt, you have to wait until 18 for your taunt aura. Alternately whichever of your attacks you didn't get at level 4.
  • Level 11 - 2 slots to distribute, candidates for them are TI, DP and your attacks.
  • Level 12 - This is an "open" selection, good candidates are Resist Physical Damage or Boxing (from the Fighting Pool, you'll need that pool if you want to build for maximum durability)
  • Level 13 - 2 slots available, by this point you're probably starting to notice endurance being an issue so I'd put them into Stamina.
  • Level 14 - Travel power (Fly, Super Jump, Super Speed or Teleport)
  • Level 15 - 2 slots available
  • Level 16 - This is an "open" selection, good choices are RPD, Boxing or Tough (Fighting Pool) or another power.
  • Level 17 - 2 slots available
  • Level 18 - Invincibility - this is the fourth of the cornerstone powers in your build and should be taken immediately. It provides a large amount of defense that increases with the number of baddies around you, provides a tohit bonus that also increases with the number of baddies around you so it's easier to hit them and it's your taunt aura so it attracts attention and makes the baddies STAY clumped around you.
  • Level 19 - 2 slots in Invincibility
  • Level 20 - Another "open" selection, candidates are your tier 5 or 6 attack, another power from the Fighting Pool or a power of your choice.
  • Level 21 - 2 slots available

At this point you should have roughly the following:
TI - 4 slots
Tier 1 attack - 3-4 slots
Dull Pain - 5 slots
Tier 3 or 2 attack - 5 slots
Unyielding - 3-4 slots
Invincibility - 3 slots
Stamina - 3 slots

Your other powers are fine with the default slot for now, you may look to add some to them later on in the build. Now on your slotting... I would suggest slotting TI & Unyielding with 3 resist/1 endred, Dull Pain should get 3 recharge/2 heal and your attacks should get 1-2 accuracy/2-3 damage and 1 endred. Invincibility should get 2-3 defense/1 endred. You'll save more end with one endred in an attack than you will by slotting 2 endred in ALL of your toggles, so keep that in mind if you have end problems.

That pretty well covers your bases to level 20, from there on it will depend on your secondary. Boxing/Tough/Weave from the Fighting Pool are needed if you want to maximize your durability, thanks to Inherent Fitness you can get them early now. Also be sure and pick up Tough Hide at level 26, it's a nice chunk of endurance-free defense. I recommend fitting in Resist Energies sometime, probably in the 20's... it can wait until very late if you're really tight on your build though. Resist Elements is entirely skippable. If you're building for the defense soft cap (see the guide in my sig) you may find Unstoppable to be skippable as well.


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Posted

Thank you for this, great way to get started and learn without worrying about screwing things up too bad early.


 

Posted

Thanks for the write up! I've attempted to start an Inv tank about 3 times and just couldn't get into the set. Well, I rolled an Inv/SS (classic themed Superhero) and have just fallen in love with him this time around. I've gotten him to lvl 22 so far and your guide has been a great help.


 

Posted

Thanks for the guide. When can I do the first respect trial?


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Posted

Quote:
Originally Posted by Peterbilt View Post
Thanks for the guide. When can I do the first respect trial?
The first respec is in Independence Port and runs from level 24-33; the contact is at the end of the bridge just about level with the train station. I believe it requires 4 players to start.

If you haven't already you can always go to a trainer and switch to a second build, that build will be level 1 and can be trained up to your current level. I strongly suggest working out your build in Mid's Hero Designer before you do this; it's amazingly easy to gimp yourself by forgetting a critical power if you don't have a roadmap to work from.

It's highly likely we'll get a freespec (free respec) when issue 16 goes live in a month or so; we've gotten one with every new issue I can remember going back to issue 5.


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Posted

Considering Invincibility is one of if not the best auto-hit taunt auras aside from maybe chilling embrace, and that I largely don't find taunt to be that necessary for almost any tank if you play them right, i'd strongly advise against taunt, especially that early anywho (if i do pick it up, its in the late 40s for AVs if that).

TI should be slotted first, and all the toggles, when stamina is achieved are fine with 3 slots for either resist (TI/Unyielding) and defense (invincibility). They are relatively low on end cost, and aside from attacking invuln is very good on endurance, so it's all easily manageable without the end reductions on the toggles for now.

You'd be better off picking up hasten, instead of taunt (mainly for dull pain, and attacks of course) though I usually pick it up around 22/24, and pick up the tier 2 or 3 attack instead of taunt.

Likewise RPD is good to get to stack on your s/l resistances, especially in the earlier levels, as well as the DDR it grants for you.

As to the travel/pre-req, I always suggest combat jumping. For added defense with invincibility, but also largely for the combo of it + hurdle for combat mobility.

I also suggest 3 slotting health asap, especially for the moment you hit 22, to place SOs in it. As DP is your only form of "heal" the regen from health becomes quite useful to an invuln tanker (plus IO placements of numinas/regen tissue unique later)


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Posted

Quote:
Originally Posted by Windenergy21 View Post
Considering Invincibility is one of if not the best auto-hit taunt auras aside from maybe chilling embrace, and that I largely don't find taunt to be that necessary for almost any tank if you play them right, i'd strongly advise against taunt, especially that early anywho (if i do pick it up, its in the late 40s for AVs if that).
I disagree with this, Taunt is useful at all levels if you intend to tank... it's a ranged, autohit, AOE. I find it useful several times every mission to snag loose aggro.

Quote:
TI should be slotted first, and all the toggles, when stamina is achieved are fine with 3 slots for either resist (TI/Unyielding) and defense (invincibility). They are relatively low on end cost, and aside from attacking invuln is very good on endurance, so it's all easily manageable without the end reductions on the toggles for now.

You'd be better off picking up hasten, instead of taunt (mainly for dull pain, and attacks of course) though I usually pick it up around 22/24, and pick up the tier 2 or 3 attack instead of taunt.

Likewise RPD is good to get to stack on your s/l resistances, especially in the earlier levels, as well as the DDR it grants for you.
RPD is nice to have, and I typically plan to get it sometime in the 20's... there's too many more important powers to get earlier so it has to wait a bit. Hasten is useful, but most Invuln builds are very tight and don't have a lot of room for extras and in my opinion hasten's an extra.

Quote:
As to the travel/pre-req, I always suggest combat jumping. For added defense with invincibility, but also largely for the combo of it + hurdle for combat mobility.

I also suggest 3 slotting health asap, especially for the moment you hit 22, to place SOs in it. As DP is your only form of "heal" the regen from health becomes quite useful to an invuln tanker (plus IO placements of numinas/regen tissue unique later)
I typically go with CJ/SJ on a tanker for travel but it really isn't a game breaker whichever travel you go with. Definitely agree with Hurdle... unless you're a flier I find hurdle more useful than swift.

I do have an issue with slotting Health... yes, it adds to your regen, but it's a fairly minor amount. There are simply too many other demands on slots, particularly in the lower levels to recommend using those slots for Health. If you have a slot or two extra in the upper levels then you could put them here, but early you're better off slotting attacks, armors, dull pain and so forth.


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Posted

Quote:
I disagree with this, Taunt is useful at all levels if you intend to tank... it's a ranged, autohit, AOE. I find it useful several times every mission to snag loose aggro.
I'm used to pre-planning all my builds, and using taunt auras. 18 is not long before you get invincibility, especially when your defenses are still minor to be taunting.

Quote:
RPD is nice to have, and I typically plan to get it sometime in the 20's... there's too many more important powers to get earlier so it has to wait a bit. Hasten is useful, but most Invuln builds are very tight and don't have a lot of room for extras and in my opinion hasten's an extra.
I generally hold hasten off till 24ish or so. I was pointing out how i'd suggest it instead of taunt (then again i'd suggest most anything over taunt at that level) Hence also the RPD suggestion as well. Taunt doens't work very well when your dead :P

Big part of being a tanker pre-20 (in invulns case 18 with invincibility), is not taking as much aggro as possible all the time, especially before your defenses can handle it, Its more about taking the alpha, and keeping most of the aggro what you can to bring the total death toll lowest, and running the best pace. That doesn't happen if you're trying to take all the aggro all the time and dying. The lower levels were designed for this, as enemies generally don't hurt as much, meaning that the team can take a few more hits comparitively to compensate for this.

Sure its tough to want to admit that, you don't want the team taking hits as a tank, but you have to be realistic at those levels.


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Posted

Quote:
Originally Posted by Windenergy21 View Post
I'm used to pre-planning all my builds, and using taunt auras. 18 is not long before you get invincibility, especially when your defenses are still minor to be taunting.
/this.

Though, as I've said elsewhere, if you're doing this as a first tank, pick it up anyway so you learn to use it.

Of course, you can always run a "taunt" and "solo" build once you hit level 10 using dual builds.

For the OP - Nice guide. With so many people putting out level 50, purpled out billion dollar builds when people ask for advice... well, *this* is the type of guide I like to see. Something to help along the way.


 

Posted

nice guide on the 1st 20 levels too bad thats like half the map.


 

Posted

Now that Fitness is inherent and with the plethora of travel powers available from safeguard missions and veteran rewards (assemble the team, taking travel at level 6, etc.), building an Inv tanker is much easier and harder to mess up. In fact, level 20 is no longer the holy grail for stamina ... the key levels are 12 and 22, when you can slot DOs and SOs (and decent IOs if you wish).

Also, with the passive resist powers having a 10% base plus some bonus resists to debuffs, they are much more worthwhile than before, even if left unslotted.

My 1-32 Inv leveling build, then:

1 Temporary Invulernabilty
1 Tier 1 attack
2 Dull Pain
4 Tier 2 attack
6 Tier 3 attack
8 Unyielding
10 Taunt
12 Open
14 Open
16 Tier 5 attack
18 Invincibility
20 Open
22 Open
24 Open
26 Tough Hide
28 Open
30 Open
32 Unstoppable or Open

The Open power picks should be used for the passive resist powers, travel powers, pool powers like Hasten or Boxing/Kick (which can be reasonably substituted for the tier 2 attack on some tanker secondaries), and your upper-end secondary attacks as they become available. Personally, I take all of the passive resists as soon as they become available. You can make the case that RPD, in particular, is just as powerful as Dull Pain in the early game due to the quantity of smashing/lethal damage and the fact that Dull Pain becomes much more useful with SOs.

I am not a huge fan of Unstoppable but it has its uses in soloing and in team emergencies.

Slotting

The only downside (?) to getting the fitness powers as an inherent is that you will want to slot health and fitness quickly, which necessarily effects your other slotting.

My view under the current issue is to slot Dull Pain, TI, Invincibility, and your attacks as much as possible (typically, 3-5 slots each) while 2-slotting Health and Fitness, until you get SO-level enhancements. At that point, go back and 2-3 slot the passives. Taunt is also a fun power to slot up if you can spare it, and there are some great cheap Taunt IO sets out there to use.

Depending on your secondary set, you should consider slotting some of your attacks for secondary effects -- especially powers that are focused on those effects (kb, stun, slow, etc.). This is for three reasons: one, to add to your mitigation and survivability; two, because some of these powers don't do much damage anyway; and three, because there are some wonderful and cheap IO sets out there that can give you some powerful set bonuses.

The best attack powers to do this with are your minor damage secondary power (usually but not always your Tier 1, a filler attack with bad damage ... consider slotting it with Taunt IOs) and any AoE powers whose secondary effects are just as important or better than their damage aspect (Hand Clap and Whirling Hands come to mind). Of course, you need to do some damage too, so make sure your other attacks are near the damage enhancement cap.


 

Posted

Hello there,

This goes out to Call Me Awesome and any other experts.

I started playing CoH at about their year one marker, but I only play every now and again. Just busy, but I like to get my super hero on when I can. I have only one 50, yes, sad I know. It’s been a long slow road, and I am never really up on all the 411. Now fitness is a given to all, and this gives me a couple more powers to choose from.

I need a good Tank build, and I am looking for anything you can give me. I need to respect him and before I do it I need the wisdom of the ages passed down to me.

• My 50 is on Triumph, Megathon, an Invul/SS Tanker. Flight, Fitness, Fighting, Energy mastery. Superman type of Tanker.
• I based him on my Brick that I used to role play in the Champions RPG many years ago.
• He was more defense than offence.
• I was there to take it for the team. You know, “None shall pass!”

There can be a lot of squishies on a team and they need that ever imposing bunker to protect them.

I will also look over your “Invulnerability and the Def soft cap and Tankers under 20” too.

Question: Why not take Resist physical damage fist? I see you suggest Temp. Invulnerability, and later pick up RPD in the 20’s or even way later.

Some suggested sets would be great too.

I will greatly appreciate your mentoring.


 

Posted

Quote:
Originally Posted by Static_Frenzy View Post
Hello there,

This goes out to Call Me Awesome and any other experts.

I started playing CoH at about their year one marker, but I only play every now and again. Just busy, but I like to get my super hero on when I can. I have only one 50, yes, sad I know. It’s been a long slow road, and I am never really up on all the 411. Now fitness is a given to all, and this gives me a couple more powers to choose from.

I need a good Tank build, and I am looking for anything you can give me. I need to respect him and before I do it I need the wisdom of the ages passed down to me.

• My 50 is on Triumph, Megathon, an Invul/SS Tanker. Flight, Fitness, Fighting, Energy mastery. Superman type of Tanker.
• I based him on my Brick that I used to role play in the Champions RPG many years ago.
• He was more defense than offence.
• I was there to take it for the team. You know, “None shall pass!”

There can be a lot of squishies on a team and they need that ever imposing bunker to protect them.

I will also look over your “Invulnerability and the Def soft cap and Tankers under 20” too.

Question: Why not take Resist physical damage fist? I see you suggest Temp. Invulnerability, and later pick up RPD in the 20’s or even way later.

Some suggested sets would be great too.

I will greatly appreciate your mentoring.
The reason for getting Temp. Invuln at level 1 is that it provides three times more S/L resistance than RPD... 30% base vs 10% base. RPD is a useful power true, and you'll want it fairly soon but TI is unquestionably the priority choice.

The good part of doing away with the Fitness pool is that you now have 3 additional power choices before level 20, this makes room for RPD to come in somewhere in the 12-20 range.

In today's game I'd suggest a power order something like this:
TI & Tier 1 attack
Dull Pain
Tier 3 or Tier 2 attack
Travel power prerequisite
Unyielding
Taunt
RPD
Travel Power
Boxing if you're including the Fighting Pool
Invincibility
Open choice, tier 6 attack, tough, Res Energies or power of your choice

The rest depends on your secondary, build goals and so forth. Tough/Weave are required if you're building for durability. Aid Self is occasionally useful but it's optional.

The slotting suggestions in my soft cap guide are still valid if you want to maximize your durability. The nice thing about Invuln is that building to the soft cap doesn't have to require any major sacrifices in other aspects like damage & recharge... you can have it all with a little thought.

Sometime I need to find time to update this guide for the new inherent fitness.


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Posted

Thanks for the information.

Yeah I want durability, need to be able to take the hits for the team. You know, put a big sign on my back that says “kick me.”

From what I have read I do need Tough and Weave. I will be respecting my 50 soon, just want to set it up right.

You do have a lot of guides to update, could take some time to do. Slow and steady I guess.


 

Posted

How does this look?

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Tanker: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
------------
Level 1: Temp Invulnerability
(A) Reactive Armor - Resistance
(3) Reactive Armor - Resistance/Endurance
(3) Reactive Armor - Resistance/Recharge
(7) Reactive Armor - Resistance/Endurance/Recharge
(19) Impervious Skin - Status Resistance


Level 1: Jab
(A) Kinetic Combat - Accuracy/Damage
(11) Kinetic Combat - Damage/Endurance
(37) Kinetic Combat - Damage/Recharge
(37) Kinetic Combat - Damage/Endurance/Recharge


Level 2: Dull Pain
(A) Doctored Wounds - Recharge
(5) Doctored Wounds - Heal
(5) Doctored Wounds - Heal/Endurance/Recharge
(7) Doctored Wounds - Heal/Recharge
(45) Doctored Wounds - Endurance/Recharge
(46) Doctored Wounds - Heal/Endurance


Level 4: Haymaker
(A) Kinetic Combat - Accuracy/Damage
(11) Kinetic Combat - Damage/Endurance
(23) Kinetic Combat - Damage/Recharge
(37) Kinetic Combat - Damage/Endurance/Recharge


Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(36) Luck of the Gambler - Defense/Endurance


Level 8: Unyielding
(A) Reactive Armor - Resistance
(9) Reactive Armor - Resistance/Endurance
(9) Reactive Armor - Resistance/Recharge
(15) Reactive Armor - Resistance/Endurance/Recharge


Level 10: Kick
(A) Kinetic Combat - Accuracy/Damage
(40) Kinetic Combat - Damage/Endurance
(42) Kinetic Combat - Damage/Recharge
(42) Kinetic Combat - Damage/Endurance/Recharge


Level 12: Resist Energies
(A) Reactive Armor - Resistance
(13) Reactive Armor - Resistance/Endurance
(13) Reactive Armor - Resistance/Recharge
(15) Reactive Armor - Resistance/Endurance/Recharge


Level 14: Super Jump
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


Level 16: Tough
(A) Reactive Armor - Resistance
(17) Reactive Armor - Resistance/Endurance
(17) Reactive Armor - Resistance/Recharge
(19) Reactive Armor - Resistance/Endurance/Recharge


Level 18: Invincibility
(A) Luck of the Gambler - Defense
(34) Luck of the Gambler - Recharge Speed
(34) Luck of the Gambler - Defense/Endurance
(36) Luck of the Gambler - Defense/Endurance/Recharge


Level 20: Knockout Blow
(A) Kinetic Combat - Accuracy/Damage
(21) Kinetic Combat - Damage/Endurance
(21) Kinetic Combat - Damage/Recharge
(23) Kinetic Combat - Damage/Endurance/Recharge


Level 22: Resist Physical Damage
(A) Reactive Armor - Resistance
(27) Reactive Armor - Resistance/Endurance
(33) Reactive Armor - Resistance/Recharge
(33) Reactive Armor - Resistance/Endurance/Recharge


Level 24: Resist Elements
(A) Aegis - Psionic/Status Resistance
(25) Steadfast Protection - Resistance/Endurance
(25) Steadfast Protection - Resistance/+Def 3%
(27) Steadfast Protection - Knockback Protection


Level 26: Tough Hide
(A) Luck of the Gambler - Recharge Speed
(29) Luck of the Gambler - Defense
(29) Luck of the Gambler - Defense/Endurance
(31) Luck of the Gambler - Defense/Endurance/Recharge


Level 28: Rage
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up
(33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(34) Gaussian's Synchronized Fire-Control - To Hit Buff
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance


Level 30: Weave
(A) Luck of the Gambler - Recharge Speed
(31) Luck of the Gambler - Defense
(31) Luck of the Gambler - Defense/Endurance
(43) Luck of the Gambler - Defense/Endurance/Recharge


Level 32: Unstoppable
(A) Recharge Reduction IO


Level 35: Taunt
(A) Mocking Beratement - Recharge
(42) Mocking Beratement - Taunt/Range
(43) Mocking Beratement - Taunt
(43) Mocking Beratement - Taunt/Recharge
(45) Mocking Beratement - Taunt/Recharge/Range
(45) Mocking Beratement - Accuracy/Recharge


Level 38: Foot Stomp
(A) Obliteration - Damage
(39) Obliteration - Accuracy/Damage/Endurance/Recharge
(39) Obliteration - Chance for Smashing Damage
(39) Obliteration - Accuracy/Recharge
(40) Obliteration - Damage/Recharge
(40) Obliteration - Accuracy/Damage/Recharge


Level 41: Ring of Fire
(A) Decimation - Chance of Build Up


Level 44: Melt Armor
(A) Accuracy IO


Level 47: Fire Ball
(A) Positron's Blast - Accuracy/Damage/Endurance
(48) Positron's Blast - Accuracy/Damage
(48) Positron's Blast - Damage/Endurance
(48) Positron's Blast - Damage/Recharge
(50) Positron's Blast - Damage/Range
(50) Recharge Reduction IO


Level 49: Hasten
(A) Recharge Reduction IO
(50) Recharge Reduction IO


------------
Level 1: Brawl
(A) Empty


Level 1: Gauntlet
Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 2: Swift
(A) Run Speed IO


Level 2: Health
(A) Numina's Convalescence - +Regeneration/+Recovery


Level 2: Hurdle
(A) Jumping IO


Level 2: Stamina
(A) Performance Shifter - Chance for +End


Level 4: Ninja Run
------------
Set Bonus Totals:
5.5% DamageBuff(Smashing)
5.5% DamageBuff(Lethal)
5.5% DamageBuff(Fire)
5.5% DamageBuff(Cold)
5.5% DamageBuff(Energy)
5.5% DamageBuff(Negative)
5.5% DamageBuff(Toxic)
5.5% DamageBuff(Psionic)
28.6% Defense(Smashing)
28.6% Defense(Lethal)
6.13% Defense(Fire)
6.13% Defense(Cold)
9.88% Defense(Energy)
9.88% Defense(Negative)
3% Defense(Psionic)
18.6% Defense(Melee)
7.38% Defense(Ranged)
4.56% Defense(AoE)
1.8% Max End
45% Enhancement(Accuracy)
53.8% Enhancement(RechargeTime)
4% Enhancement(Heal)
5% FlySpeed
238.9 HP (12.8%) HitPoints
5% JumpHeight
5% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Confused) 7.5%
MezResist(Held) 10.3%
MezResist(Immobilize) 24%
MezResist(Sleep) 7.5%
MezResist(Stun) 9.7%
MezResist(Terrorized) 9.7%
6.5% (0.11 End/sec) Recovery
40% (3.12 HP/sec) Regeneration
2.84% Resistance(Fire)
2.84% Resistance(Cold)
1.26% Resistance(Toxic)
4.26% Resistance(Psionic)
5% RunSpeed






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Posted

Well, first off this is a bit beyond the scope of this guide and more in line with my Soft Cap one but there's some things that jump out at me in a cursory look.

First, dump that Impervious Skin Status Resistance IO... it's a total waste because you already have all the status PROTECTION, which prevents a mez from occurring that you'll need in Unyielding. All status resistance does is slightly reduce the length of the mez effect. As an example of just how slightly we're talking you need 100% status resistance to cut a mez effect in half, for example from 8 seconds to 4 seconds. That proc provides 7.5% resistance, in other words completely worthless even to a blaster. You'd never notice the tenth of a second difference it made.

Also you've greatly over slotted for S/L defense; outside of a very few situations 45% (the soft cap) is as good as having 200%. At the same time your E/N defense is only 35%; focus some of those extraneous bonuses for that instead of excess S/L. The Kinetic Combat set is good (if VERY expensive) but with leaving your attacks 4 slotted you're considerably shortchanging yourself in accuracy, damage and recharge. Add a 5th slot for an Acc/Dam/Recharge IO to frankenslot.

I recommend getting RPD prior to Res Energies but it's not a huge deal. Your slotting of Resist Elements is again a waste of IO's... status resistance is useless to you as is knockback protection... anything that knocks you through Unyielding isn't going to be affected by another 4 points of protection. The only thing I can think of offhand that's capable of that are the bombs from the Rikti raids and their KB is unresistable. Cut your slotting to only the Steadfast 3% defense unique or use a set of 3 Aegis for a F/C defense bonus.

Why are you slotting Rage with 5 Gaussian's? The set bonus you want is the 6 slot one for the defense bonuses... either stick with 3 common recharge or, if you're using Gaussian, take it to 6 slots.

Do you realize that the Obliteration set is a MELEE defense set? Dump it for 3-4 Eradication and finish with Scirocco's Dervish.

Your APP slotting is rather unusual, and your power choices don't really make sense. The gems in the Pyre APP set are Fire Blast and Fire Ball; Melt Armor is the turkey and Ring of Fire is less useful than Char. I would 6 slot Thunderstrike into Fire Blast for another 3.75% E/N defense; your Fire Ball slotting is good.

As another thought you're going to have considerable endurance problems with this build... you have little end reduction in your heavy cost attacks and with only the Performance Shifter proc in Stamina your recovery is only half of what it should be. You WILL want to invest a couple of slots into Stamina; Invuln is moderately end heavy to start with since you'll be running SIX toggles plus dealing with the Rage crash and the Hasten crash. At a guess this build is good for 3 - 4 attack chains before it's dry on endurance and the crash of Rage or Hasten takes down your toggles.

All in all you've some considerable rethinking to do with your slotting and while your power order will work it isn't what I'd do... it's your character though. Some things, like your slotting of Kick I disagree with; I dislike expending slots on a power that isn't going to be used and Kick certainly should be in that category on a mature character. Use the slots elsewhere, particularly since the set bonus is highly extraneous.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Ok here is another try....

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Tanker2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
------------
Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), S'fstPrt-ResDam/Def+(33)
Level 1: Jab KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(27), F'dSmite-Acc/Dmg/Rchg(46)
Level 2: Dull Pain Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(15)
Level 4: Haymaker KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(21), F'dSmite-Acc/Dmg/Rchg(21)
Level 6: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt Zinger-Dam%(A), Zinger-Taunt/Rng(34), Zinger-Taunt(34), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(37), Zinger-Acc/Rchg(37)
Level 12: Resist Physical Damage RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 18: Invincibility HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I(33)
Level 20: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 22: Knockout Blow KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(50)
Level 24: Resist Energies RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36)
Level 26: Weave LkGmblr-Rchg+(A), HO:Cyto(27)
Level 28: Rage RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 32: Unstoppable RechRdx-I(A)
Level 35: Resist Elements ResDam-I(A)
Level 38: Foot Stomp Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(40)
Level 41: Char Decim-Build%(A)
Level 44: Fire Blast Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46)
Level 47: Fire Ball Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), RechRdx-I(50)
Level 49: Hasten RechRdx-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Gauntlet
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 2: Swift Empty(A)
Level 2: Health Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(13)
Level 4: Ninja Run



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Posted

Thank you for taking the time to write and update this guide. I have a few follow-up questions, if you don't mind.

First, I'm wondering if these recommendations are for a "tanker's tank". Would you build differently if you're mostly soloing (I play at weird hours).

Second, regarding travel powers... I usually don't pick them up early (if at all) -- unless for concept -- since Ninja Run and Raptor Pack and the various teleport temps get me around pretty well. The only time I generally regret not having one is when I get a mission in Dark Astoria and my mission teleporter is down. So, if I skip the two picks for travel powers, what do you recommend instead?

Third, I'm wondering about the passives besides RPD. Do you even take resist elements/energies, and if so, when?

Lastly, I see there are only two attacks picked by level 20. I usually have 3 or even 4 (which is maybe is part of why I'm not currently as successful with Invuln. as I know I should be). Sands of Mu and Blackwand would fill some of the gap if you have those temps(I do), but I'm wondering if you have some tricks for getting by with two attacks, especially when soloing?

Many thanks again.


 

Posted

Quote:
Originally Posted by Quantumizer View Post
Thank you for taking the time to write and update this guide. I have a few follow-up questions, if you don't mind.

First, I'm wondering if these recommendations are for a "tanker's tank". Would you build differently if you're mostly soloing (I play at weird hours).
Frankly if I was mostly soloing I'd probably roll a scrapper instead; the tanker's advantage is in durability and aggro control and a scrapper has plenty of both to solo and better damage. I play a tanker as a team character with the primary purpose of being the shield that allows the team to fight more efficiently and safely. For shielding a team the tanker is the better choice.

That being said I might pick up an extra attack early, particularly since you no longer need a travel power prerequisite... you can go straight to fly, super speed, super jump or teleport at level 4. I see I should make a small change in the guide now that issue 21 has changed the travel power availability.

Quote:
Second, regarding travel powers... I usually don't pick them up early (if at all) -- unless for concept -- since Ninja Run and Raptor Pack and the various teleport temps get me around pretty well. The only time I generally regret not having one is when I get a mission in Dark Astoria and my mission teleporter is down. So, if I skip the two picks for travel powers, what do you recommend instead?
Remember you only need one pick now since issue 21 hit. That said you could grab your tier 2 attack, start in on the Fighting pool (recommended if you want to be as tough as you can) or grab a "fun" power.

Quote:
Third, I'm wondering about the passives besides RPD. Do you even take resist elements/energies, and if so, when?
I always take RPD by the early 20's... it's a chunk of S/L resist that, with Tough, can take you to the 90% hard cap in S/L resistance. The other passives I'd rank as follows:
Tough Hide - in my opinion a must have, it's the same defense as Weave for no endurance cost.
Resist Energies - a moderate chunk of E/N resistance and a secondary effect of 25% end drain resistance. It's worth having and I usually slide it into a free slot sometime in the 20's.
Resist Elements - the most skippable power in the set, it's a moderate amount of resistance to F/C damage... two of the rarest in the game. It's secondary effect is 25% slow resistance... something that also doesn't often come into play. It's not a bad power, but don't take it until you've already taken everything else you want.

Quote:
Lastly, I see there are only two attacks picked by level 20. I usually have 3 or even 4 (which is maybe is part of why I'm not currently as successful with Invuln. as I know I should be). Sands of Mu and Blackwand would fill some of the gap if you have those temps(I do), but I'm wondering if you have some tricks for getting by with two attacks, especially when soloing?

Many thanks again.
The attacks you want really depend on your secondary, and thanks to the recent changes in travel pools you do have at least one more free slot. If you find you need another attack then you can go ahead and snag it to get you through the early levels. I rarely solo my tankers so a break in the attack chain in the low levels isn't that big a deal to me. A set with fast recharging attacks will have an easier time than on like Stone Melee with rather leisurely recharge times.

I do have Sands, Nem Staff & Blackwand to fill in but even before I got them I typically went light on attacks in the pre-20 levels. Of course endurance was a much bigger problem then. My first tanker, CMA, had truly massive endurance issues in the early game. I spent most of the time taunting, waiting for endurance to return enough to use Heavy Mallet, taunt, wait for end... of course I didn't really understand how to slot for endurance reduction in attacks back then. The last thing I was really looking for then was another high endurance attack


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Frankly if I was mostly soloing I'd probably roll a scrapper instead; the tanker's advantage is in durability and aggro control and a scrapper has plenty of both to solo and better damage. I play a tanker as a team character with the primary purpose of being the shield that allows the team to fight more efficiently and safely. For shielding a team the tanker is the better choice.
Good point. I've taken your advice and made a brute... kind of in the middle, I guess. A bit more durable than a scrapper, but with more damage than a tanker. I'll have better aggro control for when I want to team, but more tolerable damage when I'm on my own. Too bad a brute can't hard-cap S/L resist at 90% without Unstoppable, but... c'est la vie.

Thanks again for all the good advice.


 

Posted

Any plans to update this for I21? (i.e. no need for travel power prerequisites, travel powers at lvl 4, Etc.)


@Mistress Rue
Yes, I RP and play Redside on Virtue - No, Rumors of its demise have been greatly exaggerated

Do you suck at COH/COV? not yet...

 

Posted

Quote:
Originally Posted by Mistress Rue View Post
Any plans to update this for I21? (i.e. no need for travel power prerequisites, travel powers at lvl 4, Etc.)
Really there's very little of substance to change, for all practical purposes the only difference is another optional power pick in place of the travel prerequisite. Personally I often use that optional pick for Combat Jumping; it gives you nice mobility and provides a small amount of defense for practically zero endurance cost (0.07/second). Since most of my melee characters tend to be super jumpers it amounts to no change. It does open the option to keep the defense buff/combat mobility of Combat Jumping while also getting Fly if that's the direction you prefer.

As far as opening at level 4 it's certainly an option to get your travel then but as fast as levels come in that range I find it's more useful to pick up another attack at that point. Waiting a couple of levels for a travel power isn't any real hardship and that second attack will help those levels go by faster.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

That's right! It's so Awesome, it doesn't need to be updated.

Be Well!
Fireheart