Earth: Invulnerability / Super Strength Tanker
Main thing that pokes me in the eye there is that there indeed arent endurance reducers in the toggles like temp.inv and unyielding.. I couldnt live without them myself.
Also unslotted fly is kinda slow and very heavy on end, but thats up to you, I guess. Myself I originally didnt get a travel power until lvl 26.. And I liked to quote John Travolta: "If you're important, people will wait". Its up to everyone to decide whether that still holds for tanks these days..
Endurance Reduction enhancements in Dull Pain? WOuldn't one slot that 3 recharge reduction and 3 heals?
G-Force
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Endurance Reduction enhancements in Dull Pain? WOuldn't one slot that 3 recharge reduction and 3 heals?
G-Force
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Lol I didnt even notice that.. 3 rec.red and 3 heals is what people agree on.
Here's my advice.
Endurance management looks like it will be nasty. You have no end reductions in attacks or toggles, I would put some in somewhere, 1 end reducer in each attack works wonders. Tough, Temp Inv and Unyielding are all expensive toggles and I recommend if you want Tough to put an end reducer on each of them.
Slotting Disorient duration on Boxing and Jab seems like a waste to me, the chance of disorientation seems pretty small. Slot Damage and End reducers or put the slots somewhere else.
Putting 2 ACCs on 3 of your attacks ( Air Superiority, Haymaker and Knockout Blow ) seems excessive whilst running Rage, unless you plan on doing a lot of PvP. PvE I think you only need 1 ACC maximum for those never hit attacks.
Slot Dull Pain with 3 recharges and 3 Heals, the heals add to your max hitpoints as well as increasing the Heal when the power is activated. Dull Pain is one of your best defensive powers.
If you are planning to exemp down to do PvP it might be worth getting Tough Hide earlier. However I'm not sure about this, ask a PvP expert.
Out of curiosity are you likely to use all those attacks?
@Unthing ... Mostly on Union.
What everyone else said. You need End Reducers is those toggles. Even one in each will make a big difference.
6 slotted pre ed stamina you could get away with the toggles with no endurance reducers, but with 3 slot post ed its crippling, even with a couple of end redux in them its still crippling.
@ExtraGonk
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6 slotted pre ed stamina you could get away with the toggles with no endurance reducers, but with 3 slot post ed its crippling, even with a couple of end redux in them its still crippling.
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I'll take your word on that one, I never tried it as I went from no end reducers in I5 on Temp Inv, Unyielding, Invincibility and Combat Jumping to 2 end reducers on Unyielding, Temp Inv, Tough and Weave and also running Comabt Jumping and Invincibility in I6. However I did work out that I had about the same amount of endurance to attack with all things taken into account before and after the change.
I found it was the attacks that really made the difference in I5, if I stayed away from Greater Fire Sword I was usually okay, so I only really used that power once I got Conserve Power. This is still the case, although I have added end reducers in them too.
@Unthing ... Mostly on Union.
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Endurance Reduction enhancements in Dull Pain? WOuldn't one slot that 3 recharge reduction and 3 heals?
G-Force
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ROFL! just noticed that too! hehe...suyppose to be rechrge reductions! MWAH!
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
Chers for the comments guys, much appreciated
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Out of curiosity are you likely to use all those attacks?
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Since the end consumption on attacks chains and the sort are high, I don't intend to use the attacks too often, my main priority would be meatshield, thus reason why I haven't put end reducs in the toggles in the first place.
Will sacrifice some Acc slots on the attacks (since rage will be running constant and invinc slotted with 3 tohit buffs) and place end reducs on toggles.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
In regards to Resist Elements/Energies. I don't know whether it would be advisable to take both or just take one and leave the other...or not have them at all?
Would prefer not to have them so can take other powers, however if they are integral to the build (about 11% slotted with 3resist dmg) will take them in.
Here's a re-modified build I'd like without Resist Elemnts/Energies
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Jab==> Dmg(1) Taunt(15) DisDur(17)
02) --> Dull Pain==> Rechg(2) Rechg(13) Rechg(17) Heal(34)
04) --> Temp Invulnerability==> DmgRes(4) DmgRes(5) DmgRes(5) EndRdx(15)
06) --> Air Superiority==> Acc(6) Dmg(7) Dmg(7) Dmg(43)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(13)
10) --> Haymaker==> Acc(10) Dmg(11) Dmg(11) Dmg(43) Taunt(43) EndRdx(46)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)
16) --> Hurdle==> Jump(16)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(31) TH_Buf(33) TH_Buf(40)
20) --> Knockout Blow==> Acc(20) Dmg(21) Dmg(21) Dmg(25) Hold(40) EndRdx(46)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Taunt==> Taunt(24) Rechg(25)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(33) TH_Buf(33) TH_Buf(40)
30) --> Boxing==> Dmg(30) DisDur(31) DisDur(31)
32) --> Unstoppable==> Rechg(32) Rechg(34) Rechg(34) DmgRes(37) DmgRes(37) DmgRes(37)
35) --> Tough==> DmgRes(35) DmgRes(36) DmgRes(36) EndRdx(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Taunt(42) EndRdx(45)
41) --> Salt Crystals==> Acc(41) Sleep(42) Sleep(42)
44) --> Fossilize==> Acc(44) Hold(45) Hold(45) Hold(46)
47) --> Stalagmites==> Acc(47) DisDur(48) DisDur(48) DisDur(48)
49) --> Hand Clap==> Acc(49) Taunt(50) DisDur(50) DisDur(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Took Hand Clap at the end cos it looks like fun, plus the lvl of disorientate is pretty high.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
IMHO, you need Resist Elements and Energies. Invuln has little enough defenses to anything other than Smashing / Lethal, ignoring the passives doesn't make sense to me.
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IMHO, you need Resist Elements and Energies. Invuln has little enough defenses to anything other than Smashing / Lethal, ignoring the passives doesn't make sense to me.
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You need something against non slash/lethal certainly. In my view this is either the Resist E passives or Weave + Combat Jumping. Obviously the second option is more costly on slots and endurance ( need to 2 slot end in Temp Inv, Unyielding, Tough and Weave ) but is more defensive. You could do both but it looks like Captain Solaris is more offensively minded than defensively minded.
Personally I wouldn't even think of any tank build these days without 6 slotting the self heal ( Dull Pain in this case ). It makes far more difference than some of these meh defensive powers.
@Unthing ... Mostly on Union.
i wouldnt bother with taunts in the attacks as gauntlet is pretty damn good, moving taunt durations to the actual taunt power and also having better recharge means you can easily effect 5 enemies every 5 seconds for much much longer. But the taunts in haymaker and footstomp id make a recharge for attack chaining and also more frequent gauntleting. If i remember rightly i had an attack unslotted and had no other taunt power on, it took a blaster 10-15 secs to finally get aggro from me after my one hit.
The secondary effects in your powers such as disorients and holds add a bit more time to help successfully keep a threat preoccupied. The need for them has to come from your own experience.
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.
It is debatable should you get them or not, but if you're getting only one, my advice is on resist energies.
EDIT: 6-slotting dull pain is about -must- for invul tankers these days. Take advantage of it and slot up health as well.
Almost done...just a few possible tweaks...
Powers from lvl 1-24 are pretty much set. However I could possibly move the Fitness Pool down and place Resist Energies and the Fighting Pool into those places. Would anyone advise against that? ...or would it be best to leave it and get the fitness pool early?
Name: Earth
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(9)
01) --> Jab==> Dmg(1) DisDur(5) DisDur(46)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(33) Heal(34) Heal(40) Heal(43)
04) --> Temp Invulnerability==> DmgRes(4) DmgRes(5) DmgRes(13) EndRdx(36)
06) --> Air Superiority==> Acc(6) Dmg(7) Dmg(7) Dmg(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(13) EndRdx(37)
10) --> Haymaker==> Acc(10) Dmg(11) Dmg(11) Dmg(15)
12) --> Hurdle==> Jump(12)
14) --> Fly==> EndRdx(14) Fly(42)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(25) TH_Buf(37) EndRdx(37)
20) --> Knockout Blow==> Acc(20) Dmg(21) Dmg(21) Dmg(31) Hold(31) EndRdx(46)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Taunt==> Rechg(24) Taunt(25)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(34) TH_Buf(40) TH_Buf(40)
30) --> Boxing==> Dmg(30) DisDur(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(34) DmgRes(43) DmgRes(45)
35) --> Resist Energies==> DmgRes(35) DmgRes(36) DmgRes(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(46)
41) --> Tough==> DmgRes(41) DmgRes(42) DmgRes(42) EndRdx(43)
44) --> Salt Crystals==> Acc(44) Sleep(45) Sleep(45)
47) --> Fossilize==> Acc(47) Rechg(48) Hold(48) Hold(48)
49) --> Stalagmites==> Acc(49) DisDur(50) DisDur(50) DisDur(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
Only thing I would say is that Unstoppable with only 1 dmg res SO already brings you to 85.4% res to all, add almost 12% from the passives and you're well above the cap.
I'd stick with 1 dmg res SO, 2 is already overkill because you would get 100% res to all when the cap is 90% and even with 'only' 85% from Unstoppable with 1 dmg res you'll go around 96-97% with the passives that you 3 slotted.
The slot in jab are worthless IMO because the damage is so weak and the chance to disorient so low that you have a lot of better attacks, I'd 5-6 Air Superiority(due to his soft-controlling knockup that can make even AVs turn sometimes) because with only a recharge SO and without hasten you can have it up as soon as the foe is trying to get back on his feet and knocking him up again(unless you miss)and you can keep him flying till you arrest him.
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Powers from lvl 1-24 are pretty much set. However I could possibly move the Fitness Pool down and place Resist Energies and the Fighting Pool into those places. Would anyone advise against that? ...or would it be best to leave it and get the fitness pool early?
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mate i'd advise against alot of your slotting, much of what people have had to say in this post i'd agree with but it really takes seeing your tanker in action to know.
I personally would have 3 endreduxs on tough and atleast an end redux in every attack. Some enemies are able to suck the blue right out of you, sappers arent the only ones.
Rage is either i can afford to kill quick and not worry about the end drop or i need to kill this AV quicker goddammit, i have no tohit buffs in mine and no matter what i face i dont see them as essential, rage is just additional damage to me to kill before being killed.
look at many post ED tank builds on these forums as certain ways of slotting powers tend to be pretty constant and they are for very good reasons imo. But i wont deny the idea of what looks like bad slotting can be very good i wont say you NEED this or that without seeing how your build works.
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.
Hey you can always play it out on the test server like me, spending couple of days until I come fed up with twiddling my build and just get it
test servers are only really good if you can bring a team with you and face every enemy. i believe that best way to slot is from experience of levelling up "omg i nearly died there why was that? what do i need? i am a lvl 4 tanker and i cant keep aggro of people ("My Job").....i must need more recharges in taunt! Tankers imo should be the most likely to die first without ever often dying.
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.
Unfortunately the experience I gained whilst lvl'ing my tanker to 50 was back in i3. The times I've come on as Earth with my current build I'm quite comfortable facing +4 mobs with.
Test server is the best bet, but like you said wouldn't determine the full extent of the powers unless in a team to properly check them out. But time for me is limited to be testing , therefore I rely on the up and coming tankers and post ED-knowledgable players for information.
My current build is as follows...
Name: Earth (current)
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(7)
01) --> Jab==> DisDur(1) DisDur(3)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(9) EndRdx(31)
04) --> Dull Pain==> Rechg(4) Rechg(5) Rechg(45) Heal(45) Heal(46)
06) --> Resist Elements==> DmgRes(6) DmgRes(7) DmgRes(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(15) EndRdx(23)
10) --> Haymaker==> Dmg(10) Dmg(11) Dmg(11) Rechg(34) Rechg(34) Acc(42)
12) --> Combat Jumping==> DefBuf(12) DefBuf(13) DefBuf(13)
14) --> Super Jump==> Jump(14)
16) --> Resist Energies==> DmgRes(16) DmgRes(17) DmgRes(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(23) TH_Buf(43) TH_Buf(43)
20) --> Knockout Blow==> Dmg(20) Dmg(21) Dmg(21) Rechg(33) Rechg(34) Acc(40)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24) Heal(25) Heal(25)
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(31) TH_Buf(37) TH_Buf(43)
30) --> Taunt==> Rechg(30) Rechg(31) Taunt(46) Range(46)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) Rechg(36) Rechg(37) Rechg(37)
35) --> Teleport Foe==> Acc(35) IntRdx(36) Range(36)
38) --> Foot Stomp==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Acc(40)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Boxing==> DisDur(44) DisDur(45)
47) --> Tough==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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I've taken every comment in and have found them very useful, thank you all ^_^ . The build I gave in the previous post is the one I'll most likely go for with a few minor tweaks to power placement.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
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test servers are only really good if you can bring a team with you and face every enemy. i believe that best way to slot is from experience of levelling up "omg i nearly died there why was that? what do i need? i am a lvl 4 tanker and i cant keep aggro of people ("My Job").....i must need more recharges in taunt! Tankers imo should be the most likely to die first without ever often dying.
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Well I consider test server to be better than nothing, ie. respeccing the build and being sorry afterwards. Besides, its possible to test things like accuracy and endurance consumption pretty much solo.
My advice is to copy on to test, jump into a hazard zone and see how your combat endurance levels are. I don't think you can really judge these things well until you have fought until your endurance runs out. I think you are underestimating the cost of running tough, weave, temp inv and unyielding. I recommend 2 ends in all of these. IMO invincibility does not need an end reducer. However my build uses perma-Hasten and has a differnt secondary so I possibly eat up endurance a little faster than you.
Also I noticed Unstoppable has 3 damage resistsance in it. This gives 109% damage resistance, over the cap. However 2 gives 94% also over the cap and 1 gives 84% which means you will hit the cap for S/L/E/NE due to your passives if you tunr everything else off. Personally I would slot it with 1, but 2 is okay too. 3 is just unnecessary.
@Unthing ... Mostly on Union.
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Also I noticed Unstoppable has 3 damage resistsance in it. This gives 109% damage resistance, over the cap. However 2 gives 94% also over the cap and 1 gives 84% which means you will hit the cap for S/L/E/NE due to your passives if you tunr everything else off. Personally I would slot it with 1, but 2 is okay too. 3 is just unnecessary.
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I have been wanting to ask this for a long time:
if you have powers that give resistance 'over the cap' - and that of course means your resistances are at the cap in actuality - what happens when resistance gets debuffed? Does resistance get reduced from the cap downwards as if you didnt have any extra, or does the debuff affect the extra part first, making you less affected?
On second note, I agree that 3 res in unstop is excessive, replace 1-2 with endurance recovery.
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I have been wanting to ask this for a long time:
if you have powers that give resistance 'over the cap' - and that of course means your resistances are at the cap in actuality - what happens when resistance gets debuffed? Does resistance get reduced from the cap downwards as if you didnt have any extra, or does the debuff affect the extra part first, making you less affected?
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Resistance debuff is really a misnomer. Your resistance is unchanged but the damage you take is increased. So a 25% resistance debuff actually adds 25% to all of the damage you take. So a 100 damage attack would do 125 points of damage.
However IIRC the amount of that extra damage is protected by resistance so if you had 50% resistance and you had a 25% resistance debuff you would only be debuffed by 12.5%, so a 100 damage attack would do 50% * ( 112.5% ) = 56.25. This means your resistance protects against the extra damage twice.
So for defence debuffs are the Achilles Heel of defence based sets, but Resistance debuffs are mostly ignored by resistance based sets. Seems a little unfair to me.
It also means there is no reason for having over 90% resistance.
@Unthing ... Mostly on Union.
After seeing some interesting points in Honsou's Inv/SS build I decided to put up Earth's original i3 build but with focus on the ED changes. This is ready for the next free respec (please let it be soon! :P ).
I respec'd in Energy mastery during i5 and i6, but find that I rarely use any of it's powers due to succumbing to being only a meat shield and minor covering damage for my team mates. I have Earth mastery for two reasons...
a) Earth wouldn't be Earth without some sort of reflection to why he was called that in the first place.
b) Although second rate controller powers they can still do their job. Sleep, Hold and Disorientate powers provide protection for my team mates.
For some of the weaker attacks that I have on Earth, I've tried to ensure that they're more effective in other areas (ie Jab will be used more to disorientate opponents).
In regards to taunt, I'm not too sure whether to take the Presence Power Pool's version instead.
Also I've kept out Resist Elements so that I could obtain Stalagmites in the Earth Mastery pool. Should I have it instead of Resist Energies...or have it instead of Tough Hide (chosen for lvl49)?
Other questions arise in whether I should put endurance reductions in my toggles or bother slotting the likes of jab with disorientates as the rate it does that affect isn't that good.
Please feel free to put some constructive criticism on the build.
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Exported from Ver: 1.7.0.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
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Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(7) DmgRes(7)
01) --> Jab==> Dmg(1) Dmg(3) DisDur(3) DisDur(34)
02) --> Dull Pain==> EndRdx(2) EndRdx(23) EndRdx(23)
04) --> Temp Invulnerability==> DmgRes(4) DmgRes(5) DmgRes(5)
06) --> Air Superiority==> Acc(6) Acc(11) Dmg(15) Dmg(15) Dmg(17) Rechg(34)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9)
10) --> Haymaker==> Acc(10) Acc(11) Dmg(13) Dmg(13) Dmg(17) Rechg(34)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)
16) --> Hurdle==> Jump(16)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(25) TH_Buf(31) TH_Buf(36)
20) --> Knockout Blow==> Acc(20) Acc(21) Dmg(21) Dmg(31) Dmg(31) Hold(33)
22) --> Stamina==> EndMod(22) EndMod(42) EndMod(42)
24) --> Taunt==> Rechg(24) Range(25)
26) --> Resist Energies==> DmgRes(26) DmgRes(27) DmgRes(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(43) TH_Buf(43) TH_Buf(43)
30) --> Boxing==> Dmg(30) Dmg(36) DisDur(37) DisDur(40)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(37)
35) --> Tough==> DmgRes(35) DmgRes(36) DmgRes(37)
38) --> Foot Stomp==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Salt Crystals==> Acc(41) Acc(42) Sleep(45) Sleep(46)
44) --> Fossilize==> Acc(44) Acc(45) Rechg(45) Hold(46) Hold(46) Hold(50)
47) --> Stalagmites==> Acc(47) Acc(48) DisDur(48) DisDur(48)
49) --> Tough Hide==> DefBuf(49) DefBuf(50) DefBuf(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"