/Invuln for pvp on Brutes


Big_Daddy_Vio

 

Posted

Is /Invuln any good for pvp on a Brute?
Good resistances and not too bad defence, I don't see how it could be bad, but has anyone seen /Invuln in pvp? Or actually played a /Invuln Brute?

Thanks


 

Posted

Invuln actually offers the best resists with tough out side of its tier 9. The def power is "skippable" because it only give the bonus when they are in melee range. So dont count on that small +def 9 out of 10 times. But With a solid build you can cap HP with dull pain and keep it perma. Then you also have a tier 9 that has a nasty crash but still can be useful. The problem with invuln compared to say fire armor is that it makes for a tight build. You need to take all the auto resists powers for it to be effective. But invuln is not forced to slot for as much kb protection. Or take acro like /Fire has to.

Alot of people seem to be drawn to fire armor because it offers similar resists, has a tad better heal, has a 2nd +damage power and frees up the build some. On paper they are neck in neck out of the box and out of tier 9. Practice is a different story. I dont think for one sec anything other than invuln could have done what i saw a invuln tank do on test. That would be taunting 4 psy blasters for an entire match and not dieing. The blasters were no slouches either.


 

Posted

i would agree. Although it's a lot easier now a days to play a Fire/SS and do well, an Inv can keep up in all cases or even surpass a fire tank in many senarios but the Player behind the Inv has to know what he and his suroundings are doing at all times. In other words it takes a bit more skill to be effective on an Inv and it takes a lot more to be better than a fire tank. In the end i stand behind Inv as the better tank if both tanks are PvP IOed and Purped with an extremely good player behind it. At the same time I recomend fire for 98% of the PvP players


 

Posted

[ QUOTE ]
But invuln is not forced to slot for as much kb protection. Or take acro like /Fire has to.

[/ QUOTE ]

Without taking Acro, how much knockback protection would a Brute have to slot in order to be protected from, say, KO Blow knockup in PVP? Unyielding alone doesn't seem to do the trick.


It is far better to grasp the Universe as it really is than to persist in delusion, however satisfying and reassuring.
-- Carl Sagan, The Demon-Haunted World

 

Posted

Yeah that's because toggle KB protection is bugged. If you get hit by a mez that does KB (KO Blow is by far the most common example) it'll simply ignore your KB protection. Two -KB IOs will be enough to stop this effect.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Invul is the best pvp brute for taunting....3000 HP is hawt, and it has great res. You also get repel resist which is always a plus.


 

Posted

I approve of this message. In RV with DR, my IO'd out ss/inv brute has 3100 hps, 46% smashing/leth resist, 38% psi, 34% fire/cold, 28% tox, 20% energy/negative. For defense she has 23% fire/cold, 20% smash/lethal, 15% energy/negative, 3% psi. Perfect villain side taunt bot she most certainly is.