Invul/Energy Tank. Please help


Call Me Awesome

 

Posted

So here's my invul/energy tank that i've had for some time but haven't played in a while. This build i have only uses a few set io's as i'm looking for more of a cheap build. My focus was maxing out smashing/lethal resistance while increasing both def and resistance for fire and cold as well as increasing damage and health a little bit. i think i've done an alright job. But any tips or advice is welcome. i'm looking to spend maybe 50mill which again is why i only have a few set IO's.

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

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Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage <ul type="square">[*] (A) Resist Damage[*] (3) Resist Damage[*] (7) Resist Damage[/list]Level 1: Barrage <ul type="square">[*] (A) Empty[/list]Level 2: Temp Invulnerability <ul type="square">[*] (A) Resist Damage[*] (3) Resist Damage[*] (7) Resist Damage[*] (31) Endurance Reduction[*] (43) Endurance Reduction[/list]Level 4: Dull Pain <ul type="square">[*] (A) Healing[*] (5) Healing[*] (5) Recharge Reduction[*] (9) Recharge Reduction[*] (40) Recharge Reduction[/list]Level 6: Boxing <ul type="square">[*] (A) Empty[/list]Level 8: Hurdle <ul type="square">[*] (A) Jumping[*] (9) Jumping[/list]Level 10: Hasten <ul type="square">[*] (A) Empty[*] (11) Empty[*] (11) Empty[/list]Level 12: Unyielding <ul type="square">[*] (A) Resist Damage[*] (13) Resist Damage[*] (13) Resist Damage[*] (19) Endurance Reduction[*] (43) Endurance Reduction[/list]Level 14: Tough <ul type="square">[*] (A) Resist Damage[*] (15) Resist Damage[*] (15) Resist Damage[*] (19) Endurance Reduction[/list]Level 16: Health <ul type="square">[*] (A) Numina's Convalescence - Heal/Recharge: Level 40[*] (17) Numina's Convalescence - Heal: Level 50[*] (17) Numina's Convalescence - Heal/Endurance: Level 50[/list]Level 18: Super Speed <ul type="square">[*] (A) Empty[/list]Level 20: Whirling Hands <ul type="square">[*] (A) Obliteration - Damage: Level 50[*] (21) Obliteration - Accuracy/Recharge: Level 50[*] (21) Obliteration - Damage/Recharge: Level 50[*] (33) Obliteration - Accuracy/Damage/Recharge: Level 50[*] (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50[*] (34) Obliteration - Chance for Smashing Damage: Level 50[/list]Level 22: Invincibility <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (23) Red Fortune - Defense/Recharge: Level 50[*] (23) Red Fortune - Defense: Level 50[*] (37) Red Fortune - Defense/Endurance/Recharge: Level 50[*] (43) Red Fortune - Endurance: Level 50[*] (50) Red Fortune - Endurance/Recharge: Level 50[/list]Level 24: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense: Level 50[*] (25) Luck of the Gambler - Defense/Endurance: Level 50[*] (25) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (34) Red Fortune - Defense: Level 50[/list]Level 26: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod: Level 50[*] (27) Performance Shifter - EndMod/Recharge: Level 50[*] (27) Performance Shifter - EndMod/Accuracy: Level 50[*] (42) Performance Shifter - Chance for +End: Level 50[/list]Level 28: Combat Jumping <ul type="square">[*] (A) Defense Buff[*] (29) Defense Buff[*] (29) Defense Buff[/list]Level 30: Tough Hide <ul type="square">[*] (A) Luck of the Gambler - Defense: Level 50[*] (31) Luck of the Gambler - Defense/Endurance: Level 50[*] (31) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (46) Serendipity - Defense/Recharge: Level 40[/list]Level 32: Resist Elements <ul type="square">[*] (A) Resist Damage[*] (33) Resist Damage[*] (33) Resist Damage[/list]Level 35: Energy Transfer <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (36) Crushing Impact - Damage/Endurance: Level 50[*] (36) Crushing Impact - Damage/Recharge: Level 50[*] (36) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (37) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (37) Recharge Reduction[/list]Level 38: Total Focus <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (39) Crushing Impact - Damage/Endurance: Level 50[*] (39) Crushing Impact - Damage/Recharge: Level 50[*] (39) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (40) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (40) Recharge Reduction[/list]Level 41: Conserve Power <ul type="square">[*] (A) Recharge Reduction[*] (42) Recharge Reduction[*] (42) Recharge Reduction[/list]Level 44: Laser Beam Eyes <ul type="square">[*] (A) Devastation - Accuracy/Damage: Level 50[*] (45) Devastation - Damage/Endurance: Level 50[*] (45) Devastation - Damage/Recharge: Level 50[*] (45) Devastation - Accuracy/Damage/Recharge: Level 50[*] (46) Accuracy[*] (46) Entropic Chaos - Chance of Heal Self: Level 35[/list]Level 47: Build Up <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[*] (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50[*] (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50[/list]Level 49: Super Jump <ul type="square">[*] (A) Jumping[/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
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]10.5% DamageBuff(Smashing)[*]10.5% DamageBuff(Lethal)[*]10.5% DamageBuff(Fire)[*]10.5% DamageBuff(Cold)[*]10.5% DamageBuff(Energy)[*]10.5% DamageBuff(Negative)[*]10.5% DamageBuff(Toxic)[*]10.5% DamageBuff(Psionic)[*]3.13% Defense(Smashing)[*]3.13% Defense(Lethal)[*]1.25% Defense(Fire)[*]1.25% Defense(Cold)[*]2.5% Defense(Energy)[*]2.5% Defense(Negative)[*]6.25% Defense(Melee)[*]5% Defense(Ranged)[*]2.5% Defense(AoE)[*]20% Enhancement(RechargeTime)[*]23% Enhancement(Accuracy)[*]10% FlySpeed[*]231.9 HP (12.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 6.6%[*]MezResist(Stun) 2.2%[*]5% (0.08 End/sec) Recovery[*]44% (3.44 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]10% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Obliteration[u]
(Whirling Hands)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Red Fortune[u]
(Invincibility)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 2% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[*] 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Tough Hide)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[/list][u]Crushing Impact[u]
(Energy Transfer)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Total Focus)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Devastation[u]
(Laser Beam Eyes)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 42.2 HP (2.25%) HitPoints[*] 3% DamageBuff(All)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 35.1 HP (1.88%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list]


 

Posted

Maxing out S/L resistance on a Invul tank is no mystery; you just need to take RPD, TI, UY, and Tough, all of which you have done.

I do think you need to work on your power selection and order--Barrage and Boxing aren't much of a attack chain for the early levels; I'd strongly suggest either taking EP or BS and delaying the Fighting pool until after you have your essentials in place (Fitness pool, Invinc.) For one thing, it will be pretty much impossible to do anything but stand around if you try to run 5 toggles before you have Stamina.

What set slotting you have seems geared toward positional defense rather than typed, which means you are not playing to Invul's strengths. To add some relatively cheap S/L defense, I'd recommend 4-slotting Reactive Armor in your resistance powers, and 4-slotting Smashing Haymaker in your ST attacks. And since Energy damage is much more common than F/C, add some energy defense by using 3-slotted Eradication in WH and 2 slots of BotZ (*not* the -KB IO) in CJ and SS. For the same reason, 3 slots of Thunderstrike is a better choice for LBE than Devastation.

Did you really mean to leave your early level attacks completely unslotted? Seems like a very bad idea to me, unless you're never, ever planning to exempt or use them as part of your attack chain.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

You say you have a budget of $50 million; that should easily buy everything I've recommended in my Soft Cap guide for an Invuln tanker except possibly the Cytoskeleton HO's for Invincibility; when I outfitted an exemplar build for my tanker about 6 months ago I did it for under 10 million.

Your basic build could also use some work, I'd highly recommend grabbing Bone Smasher early and I would drop Build Up. Hurdle should be left with the base slot, you're really not getting any noticeable benefit from slotting it. Personally I feel rather strongly that skipping Taunt is a mistake; it's not a vital power but it's a highly useful addition to your tanking toolbox. I don't use it every fight, but it's extremely useful in a lot of situations; say when that boss you missed in your aura turns and goes after the blaster.

Looking over your build I see several problems... for one if you exemplar below 26 you're going to be severely handicapped with a nonexistent attack chain and poor endurance management. Combat Jumping provides a very small defense boost, it certainly isn't worth 3 slotting.

My mini-guide on the first 20 levels of an Invuln is another good starting point for creating a solid Invuln tank. You can build on that base for your final result and have a much more solid build. Adding the basics from my Soft Cap build and you'll rival Granite tankers in survivability.


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

 

Posted

I currently have a lvl 50 Inv/EM Tanker that I want to completely respec into a PVP warrior!

I'm looking to create the best possible build for allowing me to take what Blasters can dishout, while returning the most damage possible. I'm not looking for AOE attacks nor Taunting Bosses at this point (I'll use a different build for that later).

I'm not a math dude, and I've never really delved to far into IO's and set bonuses. Any ideas or advice would be of help. BTW- I do have Mids, but I really don't know much on how to use it.

Thanks!

-Jawshco