INV/SS Build


Black_Marrow

 

Posted

I saw someone post some of this build a while ago. It took me a little while to build it but I finally finished it out with some changes. I am posting to see if there is anything i could have done differently that maybe i missed. This mostly focused on defense bonuses.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage <ul type="square">[*] (A) Reactive Armor - Resistance[*] (5) Reactive Armor - Resistance/Endurance[*] (13) Reactive Armor - Resistance/Recharge[/list]Level 1: Jab <ul type="square">[*] (A) Razzle Dazzle - Accuracy/Recharge[*] (3) Razzle Dazzle - Endurance/Stun[*] (45) Razzle Dazzle - Accuracy/Endurance[*] (46) Razzle Dazzle - Accuracy/Stun/Recharge[*] (46) Razzle Dazzle - Chance of Immobilize[/list]Level 2: Punch <ul type="square">[*] (A) Explosive Strike - Damage/Knockback[*] (3) Explosive Strike - Accuracy/Knockback[*] (17) Explosive Strike - Chance for Smashing Damage[*] (42) Crushing Impact - Accuracy/Damage[*] (46) Crushing Impact - Damage/Endurance[/list]Level 4: Haymaker <ul type="square">[*] (A) Explosive Strike - Chance for Smashing Damage[*] (5) Explosive Strike - Accuracy/Knockback[*] (13) Explosive Strike - Damage/Knockback[*] (37) Crushing Impact - Accuracy/Damage[*] (45) Crushing Impact - Damage/Endurance[/list]Level 6: Resist Elements <ul type="square">[*] (A) Reactive Armor - Resistance[*] (7) Reactive Armor - Resistance/Endurance[*] (7) Reactive Armor - Resistance/Recharge[/list]Level 8: Unyielding <ul type="square">[*] (A) Reactive Armor - Resistance[*] (9) Reactive Armor - Resistance/Endurance[*] (9) Reactive Armor - Resistance/Endurance/Recharge[*] (43) Reactive Armor - Endurance[*] (45) Reactive Armor - Resistance/Recharge[/list]Level 10: Dull Pain <ul type="square">[*] (A) Harmonized Healing - Heal/Endurance[*] (11) Harmonized Healing - Heal[*] (11) Harmonized Healing - Heal/Recharge[*] (17) Harmonized Healing - Heal/Endurance/Recharge[*] (43) Harmonized Healing - Endurance/Recharge[/list]Level 12: Air Superiority <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 14: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (15) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Swift <ul type="square">[*] (A) Flight Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (19) Numina's Convalescence - +Regeneration/+Recovery[*] (19) Numina's Convalescence - Heal/Endurance[/list]Level 20: Stamina <ul type="square">[*] (A) Efficacy Adaptor - EndMod[*] (21) Efficacy Adaptor - EndMod/Recharge[*] (21) Efficacy Adaptor - EndMod/Accuracy[/list]Level 22: Knockout Blow <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (23) Basilisk's Gaze - Accuracy/Recharge[*] (23) Smashing Haymaker - Accuracy/Damage[*] (37) Smashing Haymaker - Damage/Endurance[*] (40) Smashing Haymaker - Damage/Recharge[*] (43) Smashing Haymaker - Damage/Endurance/Recharge[/list]Level 24: Resist Energies <ul type="square">[*] (A) Reactive Armor - Resistance[*] (25) Reactive Armor - Resistance/Endurance[*] (25) Reactive Armor - Resistance/Recharge[/list]Level 26: Tough Hide <ul type="square">[*] (A) Gift of the Ancients - Defense[*] (27) Gift of the Ancients - Defense/Endurance[*] (27) Gift of the Ancients - Defense/Recharge[/list]Level 28: Invincibility <ul type="square">[*] (A) Rectified Reticle - To Hit Buff[*] (29) Rectified Reticle - Increased Perception[*] (29) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Defense/Endurance[*] (37) Luck of the Gambler - Defense/Recharge[/list]Level 30: Temp Invulnerability <ul type="square">[*] (A) Reactive Armor - Resistance[*] (31) Reactive Armor - Resistance/Endurance[*] (31) Reactive Armor - Resistance/Recharge[*] (31) Reactive Armor - Resistance/Endurance/Recharge[*] (34) Reactive Armor - Endurance[/list]Level 32: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (34) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 35: Taunt <ul type="square">[*] (A) Trimuphant Insult - Taunt[*] (36) Trimuphant Insult - Taunt/Recharge[*] (36) Trimuphant Insult - Chance to Disorient[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage[*] (39) Cleaving Blow - Damage/Endurance[*] (39) Cleaving Blow - Damage/Recharge[*] (39) Explosive Strike - Damage/Knockback[*] (40) Explosive Strike - Accuracy/Knockback[*] (40) Explosive Strike - Chance for Smashing Damage[/list]Level 41: Maneuvers <ul type="square">[*] (A) Gift of the Ancients - Defense[*] (42) Gift of the Ancients - Defense/Endurance[*] (42) Gift of the Ancients - Defense/Recharge[/list]Level 44: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Laser Beam Eyes <ul type="square">[*] (A) Achilles' Heel - Defense Debuff/Recharge[*] (48) Achilles' Heel - Defense Debuff[*] (48) Achilles' Heel - Chance for Res Debuff[*] (48) Devastation - Accuracy/Damage[*] (50) Devastation - Damage/Endurance[/list]Level 49: Unstoppable <ul type="square">[*] (A) Aegis - Resistance[*] (50) Aegis - Psionic/Status Resistance[*] (50) Aegis - Resistance/Recharge[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet


 

Posted

Umm, that build is rather poor actually. Taking it from the top...

*Get Temporary Invuln at level 1 and toss 4-5 slots in it; 4 Reactive Armor and 1 Steadfast Res/Def unique.
*Slot your attacks for damage! All of your attacks are rather poorly slotted. I recommend the Kinetic Combat set, all but the proc, and finish out with 2 of the Pounding Slugfest set.
*Resist Elements is the single most skippable power in the Invuln set; if you get it at all put it off until MUCH later. Dull Pain should be taken no later than level 6.
*Speaking of Dull Pain, you want to slot it to ED cap recharge and heal... my preferred slotting is 5 Doctored Wounds.
*Fly does not need that KB IO... it's wasted on an Invuln not to mention it's very expensive.
*Don't bother enhancing the hold in KoB, just worry about acc/dam/rech/end.
*Get Invincibility at 18! This is one of your core powers, get it ASAP.
*What the heck is TI doing at level 30??? This is your level 1 power! Put RPD in here.
*Do yourself a favor and don't slot Footstomp for knockback. That turns an awesome power into one that's awesomely annoying.

That's the really major problems I see in the build, there's lots of other areas that could use improvement but that covers the most serious issues. As it stands that build is really bad.


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

 

Posted

what CMA said

speaking of which, I think I teamed with this tanker (no TI at 26 ...)


you can also franken slot more.

What I usually do is baseline a build. Use mids and SO/IO every power I want. Then I look at the totals and figure, what do I want? recharge? recovery? regen? defense?

Then I play based off that. Should I steal some slots from air sup to 6 slot invincibity? (using KC, its usually a no).

I check what sets are available for what powers. Then I decide, franken slot or set bonus.

It will help you form your toon.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl

 

Posted

[ QUOTE ]
*Don't bother enhancing the hold in KoB, just worry about acc/dam/rech/end.

[/ QUOTE ]

While I wouldn't slot specifically for hold duration in Knockout Blow either, two Basilisk's Gaze IOs are a good (if pricey) way to grab energy/negative defense when slots are tight.

The quad and the acc/rech are good for frankenslotting, and if you can stand less than perfect da,mage slotting, can be combined with 4 Crushing Impacts (all with Damage enhancement value) for 91.8% damage enhancement, or various frankenslot pieces to get the ED cap on damage and whetever else you can cram in.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Okay, take a good long listen to Call_Me_Awesome.

Then, one of these days (after suitable investment), you can have a an Inv/SS tanker with these kind of numbers.

And here is a link to C_M_A's guide

Be warned. The build is NOT quite as cheap (anymore) as the original guide made it out. HOWEVER, it's DAMN effective.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
Okay, take a good long listen to Call_Me_Awesome.

Then, one of these days (after suitable investment), you can have a an Inv/SS tanker with these kind of numbers.
And here is a link to C_M_A's guide

Be warned. The build is NOT quite as cheap (anymore) as the original guide made it out. HOWEVER, it's DAMN effective.

[/ QUOTE ]


^This, a thousand times this.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

Those are impressive numbers but come on. Thats overkill. I have only died a couple of times with this build while playing the Dr. Kahn TF. That was due to a team wipe when playing Reichsman.

I agree that i could have focused a little more on damage, but I wasn't to concerned about it. Rage provides plenty of boost for me and holding agro isn't a problem.

Thanks for suggestions and nice guide CMA. I haven't run across that one before.


 

Posted

Okay. Then, you really didn't want a critique of your build by players that know how a good INV Tank should be slotted?

You posted a build and asked for advice. If you didn't think you needed any advice, then why post at all?

You're a Tanker. You're not supposed to die often. Even a non-optimized build (like yours) can handle most of the content in this game. Your build isn't gimped, but it is far, far from ideal.

C_M_A's guide is Gold when it comes to INV slotting. I've had a build similar to what was in that guide since I12 or so, and it's awesome. My INV/EM can tank as well as any Granite tank without all of the minuses.


 

Posted

[ QUOTE ]
Okay, take a good long listen to Call_Me_Awesome.

Then, one of these days (after suitable investment), you can have a an Inv/SS tanker with these kind of numbers.

And here is a link to C_M_A's guide

Be warned. The build is NOT quite as cheap (anymore) as the original guide made it out. HOWEVER, it's DAMN effective.

[/ QUOTE ]

What numbers are we looking at... ?


 

Posted

[ QUOTE ]

What numbers are we looking at... ?

[/ QUOTE ]

Upper-right corner. Defense numbers. Remember that this is an Invincibility Tanker that you're seeing these numbers on.


 

Posted

[ QUOTE ]
What numbers are we looking at... ?

[/ QUOTE ]

The defense numbers. Upper right-hand corner, next to the nav and the health/end bar.

Keep in mind defense cap is 45%.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

I see that much... but that's with 2x Vengeance, Maneuvers, and possibly a Deflection/Insulation Bubble.


 

Posted

FWIW, for the next Travelling Tanker Tuesday, I rolled an Inv/Dark Melee tanker on Justice, the target server for the next event (July 21: 9pm EDT, at the IP gate of Kings Row).

As an experiment, I took RPD at level one, and intend to postpone TI until sometime later in the build. My initial thought was to leave it out until 22. Since I had no tanker on Justice to mess with, I chose to experiment. It's always been my advice to budding Willpower tankers to skip toggle defenses that don't do more than passively defend you (i.e. MoB and HS) until after Stamina is in place. And Invuln faces even worse endurance issues in trying to keep TI up without even Quick Recovery.

I am curious to learn if an Invuln tanker faces survival issues that are so terribly bad over the first 12 levels that would make the game unplayable to try to get through them with only RPD up. Upon looking at the hard choices in slotting order that an Inv/DM faces, I will probably end up taking the power at 12, but not running it regularly or slotting it up until post 22.



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