Team only SS/Invl
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If you were going to make a 100% team oriented SS/Inv build what would be your optimal build?
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This will come off much more snarky than it's intended, but my team oriented build would be exactly like the build I'd be soloing with.
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If you were going to make a 100% team oriented SS/Inv build what would be your optimal build?
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This will come off much more snarky than it's intended, but my team oriented build would be exactly like the build I'd be soloing with.
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Whats with everbody and the word 'snarky' aaround here!?
Anyway... and that build would be...?
Ed: And would you keep taunt in a build you'd solo with?
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If you were going to make a 100% team oriented SS/Inv build what would be your optimal build?
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This will come off much more snarky than it's intended, but my team oriented build would be exactly like the build I'd be soloing with.
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Whats with everbody and the word 'snarky' aaround here!?
Anyway... and that build would be...?
Ed: And would you keep taunt in a build you'd solo with?
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In an IO build, yeah. Take a look at the really groovy Taunt set bonuses. Also, now that Taunt reduces enemy range it's an even better pulling tool. I wouldn't pull for safety when soloing but I might pull for speed -- start punching one group and taunt a far group before stepping around a corner to clump 'em up.
Some builds don't have Taunt because they have other powers they want more -- I have a few of these, but am reconsidering Taunt as I put IO sets into these builds.
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
I only use one build on my Inv/SS but mostly because I'm lazy and don't feel like putting IOs into two builds.
As for what that build is, you'll have to pay me to share it with you
j/k ... the normal Hasten, Tough, Weave route (replacing Punch with Boxing) and I have Taunt.
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I only use one build on my Inv/SS but mostly because I'm lazy and don't feel like putting IOs into two builds.
As for what that build is, you'll have to pay me to share it with you
j/k ... the normal Hasten, Tough, Weave route (replacing Punch with Boxing) and I have Taunt.
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I forgot about replacing punch with boxing. Thanks!
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If you were going to make a 100% team oriented SS/Inv build what would be your optimal build?
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This will come off much more snarky than it's intended, but my team oriented build would be exactly like the build I'd be soloing with.
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While certainly possible, I wouldn't be as bold in an STF or ITF with an Inv/SS/Pyre build vs. my Tough and Weave one. Inv/SS/Pyre being much better for soloing I would imagine.
Since I started this thread I figure I'll post the build I went with. I optimized for defense, taunt, and keeping myself alive (hence conserve instead of hasten).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Frank: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(5), EndRdx-I(5), EndRdx-I(11)
Level 1: Jab -- Dmg-I(A), Dmg-I(17), EndRdx-I(17), EndRdx-I(46), RechRdx-I(48), RechRdx-I(48)
Level 2: Dull Pain -- Heal-I(A), Heal-I(7), Heal-I(7), RechRdx-I(19), RechRdx-I(19), RechRdx-I(37)
Level 4: Haymaker -- Dmg-I(A), Dmg-I(15), EndRdx-I(15), EndRdx-I(45), RechRdx-I(46), RechRdx-I(46)
Level 6: Kick -- EndRdx-I(A)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9), EndRdx-I(11), EndRdx-I(13), EndRdx-I(13)
Level 10: Taunt -- Taunt-I(A)
Level 12: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(48)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(21), EndRdx-I(21), EndRdx-I(25), Taunt-I(25), Taunt-I(37)
Level 20: Health -- Heal-I(A), Heal-I(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Knockout Blow -- Dmg-I(A), Dmg-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(40), EndRdx-I(40)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Rage -- ToHit-I(A), ToHit-I(29), RechRdx-I(29), RechRdx-I(31), EndRdx-I(31), EndRdx-I(31)
Level 30: Tough -- ResDam-I(A), ResDam-I(33), ResDam-I(33), EndRdx-I(33), EndRdx-I(36), EndRdx-I(36)
Level 32: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34), EndRdx-I(34), EndRdx-I(36), EndRdx-I(37)
Level 35: Hurl -- EndRdx-I(A)
Level 38: Resist Energies -- ResDam-I(A), ResDam-I(40), ResDam-I(43)
Level 41: Foot Stomp -- Taunt-I(A), Taunt-I(42), EndRdx-I(42), EndRdx-I(42), RechRdx-I(43), RechRdx-I(43)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Resist Physical Damage -- ResDam-I(A)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
I also just slotted basic io's at this point and went with kick instead of punch because I think it looks funny when huge characters kick.
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... and on immidiate further consideration decided 6 slotting jab was idiotic.
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... and on immidiate further consideration decided 6 slotting jab was idiotic.
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I wouldn't say so. Jab is you most-often-repeated attack, might as well be getting value for your animation time. I'd frankenslot for acc/dmg/end mostly (recharge is fine too, but it comes back so fast that fine-tuning it starts to have diminishing returns) and stick a damage or knockdown proc in the sixth slot (remember it can take a Taunt IO because it has Gauntlet, there's a nice Psi dmg proc in the Taunt sets).
Unless you decide to go for the soft-cap, in which case it should hold set bonus IOs.
You're overslotted on the toggles though, especially for end. 3 Def or Res and 1 end red into the toggle defenses is plenty -- again, diminishing returns make investing in more end red a low payoff in the toggles. Slot the attacks for end red -- lots of it if you frankenslot.
3 recharges in Rage, the rest is optional.
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
I pretty much agree with Sailboat.
The only reason I like overslotting Rage in the past is you can remove all +acc enhancements. Also, there are some really nice IO sets that can be gotten cheaply for ToHitBuffs.
Becase you're not taking Hasten, you shouldn't be running into endurance problems a whole lot but you will still want to frankenslot your attacks. Not worrying about set bonuses, this can be done very cheaply.
Might want to stick an extra slot in Health.
Take a Taunt (or endRed) out of Invince and stick an extra Def in there.
Just to clarify guys would you slot tough and weave with 3 def/res and 1 end red as well?
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Just to clarify guys would you slot tough and weave with 3 def/res and 1 end red as well?
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The end cost is a little higher for Tough and Weave than it is for TI and UY, so you could drop another end red in them if you have the extra slots and the inclination. But other than that, yeah, 3 def/res and 1 end red is the way to go.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Another suggestion: move Foot Stomp to 38 (the earliest it's available). You will really want to use it as much as possible. Once you've used Foot Stomp, you'll be able to put the passive off a little longer and feel okay about it.
You don't need the taunts in Invincibility at all, IMHO. Some of the slots you save from the toggles and Invincibility could go into Taunt (the power); there are some very nice set bonuses available in Taunt sets.
One Luck of the Gambler and no other set bonuses is kind of odd. The nice thing about LOTG +recharge is that you can stack it up in several powers. A single one might not make much difference in how the character plays, considering its cost.
If you're going to meddle in set bonuses, I'd suggest going for typed defense bonuses as the most dramatic improvement you can make in your tanking.
Unless you really need the attack early for your attack chain, Kick could be moved until after Stamina and Knockout Blow, getting you to those key powers earlier, and it still wouldn't delay getting Tough and Weave.
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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Just to clarify guys would you slot tough and weave with 3 def/res and 1 end red as well?
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For a "team friendly" build I don't think you will run into endurance issues so you can probably get away with slotting it like that.
Since this is your second build I will assume you will be putting minimal if any sets into this. With just a couple of resist/defense IOs per power you can totally mitigate any of the end drain from the toggles.
If you were going to make a 100% team oriented SS/Inv build what would be your optimal build?
I want to use my second build for this and any input would be appreciated.
Thanks!
Apparently I'm to stupid right now to make an awesome link with a picture and stuff but neverthelss sign the petition! [u]http://www.change.org/petitions/ncso...city-of-heroes[u]