Invuln/SS
The strengths of Invulnerability are taking Slash/Lethal damage and fighting melee opponents.
Your weaknesses are ranged opponents who don't do slash/lethal damage.
The other rarer weakness you have is against Psi damage. However no tanks have particularly good defences against Psi.
You need Unyielding , Temp Invulnerability and Invincibility and either Resist Physical damage or Tough or both. I also think you should get Dull Pain ASAP too.
Temp Invulnerability needs to be slotted with 3 damage resists. Put a 4th slot in for end reduction. This has around a 30% base resistance, so you can get up to around 50% with 3 SO enhancements.
Unyielding needs to be slotted with 3 damage resists. Again put a 4th slot in for end reduction. These slots can wait if you are short. The resistance here is minimal maxing out at 16%.
Invincibility needs to be 3 slotted with defence buffs. I don't think this costs much endurance so you don't need an end red in here. It increases your defence as the number of enemies in melee increases. Learn to use it well.
As well as these you will need to fill out your slash/lethal resists. You have 3 choices for this
a) Resist Physical Damage, slot for 3 dam resistance. This gets your S/L resistance to around 62.5%.
b) Tough from the Fighting Pool, slot for 3 dam resistance and 2 end reds, you may need to put a 5th slot in Temp Invulnerability and Unyielding for end reducers to counter the end drain. Unfortunately you need boxing or kick from the fighting pool to get this. This gets your resistance up to about 75%.
c) Resist Physical Damage and Tough, as above. Slot Tough first though. You get Slash/Lethal resistance to about 85% with this, however whether it is worth it is debatable.
Other important powers are
Dull Pain, to be slotted 3 recharge and then 3 heal when you have the slots. This power is Really good as it increases your hitpoints by 40%, 60% when slotted with 3 heals. It also heals around 60% of your hitpoints fully slotted.
Tough Hide, offsets the defence penalty of Unyielding, slot with 3 defence buffs. Pick it up at level 26.
Resist Elements and Resist Energies can be picked up later ( late 20s to 30s ). They don't do much but they do patch up your defences against the weaker damage types.
Stamina, from the fitness pool. I think this is essential if you want to pick the fighting pool. If you aren't getting the fighting pool and you don't get stamina you may have to put extra end reducers in your 2 main toggles and possibly your attacks.
Weave, I recommend getting this if you go the fighting route and get stamina. Although this does limit the powers you can get from your primary and costs a lot of endurance for around 4.25 base defence. However most other people disagree with me on this point.
@Unthing ... Mostly on Union.
i dont disagree i think its good advice to start with and anyone can tweak with it as they see fit
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Unthing, Thanks for replying, I appreciate the help.
I have Resist Physical Damage, Temp Invulnerability, Unyielding, Invincibility & Dull Pain. I will sort out the enhancement's on them when i have a chance. Thanks for that.
ATM i do not have tough, So i will look into that on my next power and/or respec. You said that is in the Fighting Pool?
Ill need to work more on this build & hopefully rearrange the enhancement slots a little, I think ive maybe over sloted some powers :-)
Thanks again Unthing.
Tough is in the Fighting Pool, you need to get either Kick or Boxing in order to get Tough. Both are meh powers.
For your information I have Tough but not RPD. I should really write a guide to Invulnerability Tankers.
Note that the slotting I recommended is valid for Single Origin enhancements. If you have over-slotted some powers ( such as Temp Invulnerability ) you can take advantage of that with Dual Origin enhancements until later on.
For instance if you have 6 slots in Temp Inv, I would keep them in the short term ( as you are below level 22 and can't get hold of SOs ) and only respec when you have enough cash to put SOs in those powers.
@Unthing ... Mostly on Union.
I havent came accross on SO enhancements just yet on this build, Only due to the current level im at.
But your advice is great, Ill certainly look into the SO enhancements & DO one's to. Hopefully with a little slotting the build will perform better :-)
Thanks again for your help.
Hey folk's,
I just had a few questions about this build, I have a Invuln/SS Tank at Level 18 atm.
Im really enjoying playing with him just now, But have read several posts about previous patches & such like, Making this build quite poor?
I was wondering if anyone could help me, Highlighting the weaknesses of this build, and/or what Invuln powers i should take and what ones i should miss out.
Also, Where i should add in extra enhancement slots, & what to enhance them with.
I have played COH for a quite some time, But i am a little confused when it comes to Enhancements/Slotting etc & how to make them effective.
Any advice & input is very welcome.
Thank you!