Invincibility set
I havn't played an /Invunerability myself, but I remember from testing with Vetis and Captain USA shortly after the release of I5, that Vetis would die much more frequently than Cap on an 8 man team, because he had invincibility, and it was giving him ALOT of aggro, and the tank couldn't keep it all off him.
But thats probably outdated info in the days of I6, hope it helps nonetheless
Take everything! You'll need it .
The passive (auto) powers can be slotted now that ED has come into effect, which possibly makes them more useful than before (I wouldn't know, I still haven't bothered to respec); and as each one is specific to a certain type of damage, save Tough Hide, it adds a little more oomph to your build.
Beware of Invincibility, it has inherent taunt, so I wouldn't keep it active while scooting around high-level zones. Has the ToHit buff come back? I know there were some changes to the set a while back, but I was a bit miffed at the time so I avoided reading them and hoped for the best. Even so, either way, I'd slot for ToHit...each mob you're taunting grants an acc buff, but that ToHit just goes that extra bit further.
Unyeilding is luverly, really. It protects against status effects (though there's no protection against supression) which in PvE is very useful if you're having to play a mini-Tank.
Dull Pain: get it, it's your only self-heal. Slot for recharge and health.
Temp Invulnerability: I went without this for quite a while, but slotted well it's a nice boost.
Unstoppable: Hmm, I'm undecided on this. It can be a dangerous power as once your two minutes are up, BAM!, no more health, no more endurance. However, it's fairly impregnable. You might as well take it, as it can come in handy; especially in those 'aw [censored], RUN!' situations. Simply fire it off and run for the hills. I wouldn't suggest using it against an AV though.
That's all I've got for now I'm afraid. Sorry for the lack of exact figures (I don't DO maths). Hope it's helped a little .
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The passive (auto) powers can be slotted now that ED has come into effect, which possibly makes them more useful than before (I wouldn't know, I still haven't bothered to respec); and as each one is specific to a certain type of damage, save Tough Hide, it adds a little more oomph to your build.
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Um, the passives could always be slotted couldn't they?
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The passive (auto) powers can be slotted now that ED has come into effect, which possibly makes them more useful than before (I wouldn't know, I still haven't bothered to respec); and as each one is specific to a certain type of damage, save Tough Hide, it adds a little more oomph to your build.
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Um, the passives could always be slotted couldn't they?
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Yes, I meant, because of ED, we don't need to six slot a power that takes only one type of enhancement, hence we have 'spare' slots, meaning we can now use them to slot the passives. Any clearer?
Invincibilty's To Hit buff was crippled as I used to use it on my Tank, but I think it's been increased to above negligible levels.
To really make it uber though, you might want to dip into the Fighting Pool for Tough and/or Weave.
Hmm thanks guys. Sounds like the advice is to take every thing barring unstoppable which sounds pretty much like MoG which i have on my regen but very rarely use it, i just like the animation
The build is for Spines/Inv so i should have plenty of room to fit the inv powers in as i wont be taking all of the spines ones.
Dull pain is not just a heal it boosts your HP value. In the old days you could perma it and it would double stack. In fights I would have more HP than the tank. Alas those days are long gone. It is a useful boost before taking on an AV though as it can boost your HP by 1000hp or there about depending on your slotting
Unyielding is good as mentioned BUT for all its good it is a minus to your already nerfed defences, with unyielding running you are also MORE prone to be hit. Running it with invincible negates the minus to the defence but it attracts agro, not as much as the tank though. Invincible still has to hit buffs as far as I remember but also is more effective by a bigger mob around you.
Unstoppable is not worth it. I have never seen the need for a power that could leave you severely depleted.
If you want any specific questions answered let me know. If you want to see how well a power works in action and your on defiant let me know also. My names are in my sig
i'd recommend reading the tank forum for invul guides, its pretty much the same deal, you need all of them.
and imho unstoppable, use it love it. i really dont understand when people have a hard time with these click timed powers that have a crash, the crash is part of the fun not the end of it.
my only top tip would be that while fighting a small number of stuff and you have a tank in team, you can turn invincibility off and you wont peel agro from them and as there aint many baddies the defence buff doesnt really come into it.
@ExtraGonk
Well we all have differing opinions and I for one would keep ( and do ) invincibility on. If the tank is good you will not get agro above the norm. Also if you are running Unyielding then you have effectively lowered your defences and are now more prone to be hit, this is where invincibility will help to increase your defences and help negate the decrease in defence.
I also keep invincibility running, simply because I'm usually the first person into a mob and need the def buff. The def reduction in unyielding is only in the region of 5%, easily compensated for by 3 slotting tough hide. The only thing you do have to look out for os ranged attacks, you have no def against them at all. Up close and personal is where you want to be.
With regards to Unstoppable, I specced it in, and have used it many times to save my skin. it's better than moG simply because you can still be healed when it's running, and it can also be used in conjunction with your toggle powers. I'd certainly miss it. With regard to the crash, you just get a feel for it and withdraw when you think it's going to drop!
Defiant 50's
Many and varied!
@Miss Chief
I've recently started a Spines/Invul scrapper and am planning on taking Resist Elements/Energies quite late in the build (after invincibilty.)
I take it that's a doable strategy? I'm currently restricted to 4 attacks (barb swipe, lunge, spine burst and brawl) until 22 because of travel power and fitness requirements. Not that it's holding me back from having fun with the character
Both myself and Dime don't actually have either of the resists in our builds, but it does mean I go down very quickly if i come up against some enemies that have ranged atatcks like these, for example i think I face planted 5-7 times on the Siege AV mission, simple because of the large mobs all with ranged energy attacks. Same with anything doing negative, toxic or fire attacks. The res given by 3 slotting them is only in the region of 10-15% I believe. I didn't think it worth it, and neither did Dime.
Defiant 50's
Many and varied!
@Miss Chief
You should take everything.
Most invul tankers have been forced to take them all since ED, and Scrappers are even squishier. All of the powers are still great, may want to 3 slot damage resistance and 1 slot end reduction for some though.
Hey guys, was wondering if any of you could point me in the right direction for the invincibility set. Its the only scrapper secondary i havent had and its a bit of a mystery to me What i'm wondering really is what powers should be avoided and which are must haves. Also are the always on powers any use?
Cheers, Zeph.