INV/EM build - advice?
i believe tough hide not only doesnt have any end drain (thus cannot untoggle) but also have a greater defense buff than weave as well as a buffing almost all your defences apart from "only" Smash and lethal.
About unstoppable, its definately a "oh ****" -power. its the one power that will help you survive team wipes, tank Arch villains and make you feel quite "super". You wont use it often.
what does worry me a bit about your bild is that you dont have any good resists apart from S/L since you dont have res energy and elements. They are our weaknesses, without those powers it will be more so.
As someone said as a advice about INV powers, "take them all"
UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender
Total Cat: @Officer Cuffz
"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.
8 Unyielding Stance
that doesnt exist anymore its just unyielding now. and as Inv/Em, mines only like lvl 10, but this is the build i have planned out for him (with advice from inv/ and /em tankers)
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
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Name: Discoball Shift
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Temp Invulnerability==> EndRdx - DmgRes - DmgRes - DmgRes
01) --> Barrage==> Acc - Acc - Dmg - Dmg - Dmg
02) --> Dull Pain==> Rechg - Rechg - Rechg - Heal - Heal - Heal
04) --> Bone Smasher==> Acc - Acc - Dmg - Dmg - Dmg
06) --> Hasten==> Rechg - Rechg - Rechg
08) --> Unyielding==> EndRdx - DmgRes - DmgRes - DmgRes
10) --> Swift==> Run
12) --> Resist Physical Damage==> DmgRes - DmgRes - DmgRes
14) --> Super Speed==> Run
16) --> Health==> Heal
18) --> Invincibility==> EndRdx - DefBuf - DefBuf - DefBuf - TH_Buf - TH_Buf
20) --> Stamina==> EndMod - EndMod - EndMod
22) --> Taunt==> Rechg - Rechg - Rechg - Taunt - Taunt
24) --> Resist Elements==> DmgRes - DmgRes - DmgRes
26) --> Tough Hide==> DefBuf - DefBuf - DefBuf
28) --> Build Up==> Rechg - Rechg - Rechg - TH_Buf - TH_Buf - TH_Buf
30) --> Resist Energies==> DmgRes - DmgRes - DmgRes
32) --> Unstoppable==> Rechg - Rechg - Rechg - DmgRes
35) --> Energy Transfer==> Acc - Acc - Dmg - Dmg - Dmg
38) --> Total Focus==> Acc - Acc - Dmg - Dmg - Dmg
41) --> Char==> Acc - Acc - Hold - Hold - Rechg - Rechg
44) --> Fire Blast==> Acc - Dmg - Dmg - Dmg
47) --> Fire Ball==> Acc - Dmg - Dmg - Dmg
49) --> Flurry==> Acc
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As someone said as a advice about INV powers, "take them all"
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thats what about all of em basically said yeh.
@Shift
Shift 50 DM/DA Scrapper ][ TTL 50 Kat/Reg Scrapper ][ Shabriel 50 Peacebringer ][ Ion Shift 46 Rad/Rad Corruptor ][ Thermal Shift 35 Fire/Fire Blaster
"A Scrapper is a lot like a chainsaw. Somewhat hard to handle, incredibly dangerous, and by far the most fun when wielded by the slightly insane."
Tough Hide vs Weave, take Tough Hide every time, it's higher defence and isn't a toggle. However I took both as well as Tough, but didn't get RPD.
Personally I would leave Tough until you have some slots spare to spend on it, maybe get it at 30. I think you probably will want to put 2 end reducers in it.
At level 35 and 38 you HAVE to get your big attacks, they are what makes energy secondary worthwhile. This means you only have 4 more levels where you can get powers, 26, 28, 30 and 32 ( reserved for Unstoppable ) before you get access to the big attacks and epics.
So make sure you get a aggro tool ( Taunt or Provoke ) in those 3 unallocated powers. I'd say Taunt, Tough and Tough Hide are the ones to go for.
I managed fine without Resist Physical Damage once I got Tough so it might be worth considering dropping RPD if you get a respec and want another power.
@Unthing ... Mostly on Union.
Not much to add there on the inv side.
I would switch energy punch for bone smasher if you can respec. EM doesn't have much dmg untill you can get energy transfer and total focus.
If you're goin for an epic power pol with an hold I think you could drop Unstoppable aswell..
I never had to use it in all of my 50 levels and if it's only to save me from a team whipe or because a sapper got me then i deserve to die aswell..
Never had a single problem with sapper after i got my hold: hit Rage(you might want to get Build Up), Hold the Sapper, smash everything..
I agree with everything that Golden said but RPD, I have and the difference is big when you fight foes like nemeses and the minions from Requiem(doggies!!), Battle Maiden and all of the nemesies army, I was able to tank +8 Nemesis and Pretorians from Battle Maiden and even Battle Maiden herself if not for the uberly-short taunt duration, due to the S/L res to the cap..
This is what i was planning for my Inv/EM tanker, dropped at lvl 13 for an Ice/EM, for a change:
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(7)
01) --> Barrage==> Acc(1)
02) --> Resist Physical Damage==> DmgRes(2) DmgRes(5) DmgRes(5)
04) --> Dull Pain==> Heal(4) Heal(7) Heal(11) Rechg(11) Rechg(13) Rechg(13)
06) --> Combat Jumping==> DefBuf(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(15)
10) --> Swift==> Run(10)
12) --> Bone Smasher==> Acc(12) Dmg(15) Dmg(23) Dmg(40) Rechg(43)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) Taunt(23)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Taunt==> Taunt(22) Taunt(25) Rechg(25) Rechg(29)
24) --> Whirling Hands==> Acc(24) Acc(29) Dmg(37) Dmg(37) Dmg(40) Rechg(50)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Boxing==> Acc(28)
30) --> Tough==> DmgRes(30) DmgRes(31) DmgRes(31) EndRdx(31) EndRdx(34)
32) --> Weave==> DefBuf(32) DefBuf(33) DefBuf(33) EndRdx(33) EndRdx(34) EndRdx(34)
35) --> Energy Transfer==> Acc(35) Acc(36) Dmg(36) Dmg(36) Dmg(37) Rechg(43)
38) --> Total Focus==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(46)
41) --> Char==> Acc(41) Acc(42) Hold(42) Hold(42) Hold(43)
44) --> Fire Blast==> Acc(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
47) --> Fire Ball==> Acc(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50) Rechg(50)
49) --> Unstoppable==> Empty(49)
This build is both very soloable(as you wont need all the toggles and will do REALLY good in any team, ig you'll have an empath or a kin on your side you'll be really unstoppable..
I'd 6 slot the fireball and fireblast because they both need a rec red(fireball will never be up otherwise)and an end redx(they both are end hogs)as Total Focus and Energy Transfer are well worth 6 slotting: Total Focus is a huge end drainer with a long recharge(hence 1 rec red, 1 end red)and Energy Transfer has a lower end cost(almost half)but you NEED him to hit to deliver his punishment!(hence 2 acc and a recharge)
This is the way I would build an Invuln tanker: taunt 4 slotted to have him always up, maximum dmg possible on my AoE, Flame Mastery to get Fireball and have one of the best Taunts in the game(as a fire blaster can confirm).
Hasten isn't worth it for a tanker now that it's no more perma and if you're goin for the Fighting pool you'll already have enough end problem without it chopping away your end..
SS is one of the worst travel powers around Imo as you're stuck with a 10 ft tall wall..
I've gone with the Leaping pool because SJ is fast and you'll get Combat Jumping to counter a bit the def buff from Unyielding.
My 2 Inf.
Sorry to disagree with you J...
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I agree with everything that Golden said but RPD, I have and the difference is big when you fight foes like nemeses and the minions from Requiem(doggies!!), Battle Maiden and all of the nemesies army, I was able to tank +8 Nemesis and Pretorians from Battle Maiden and even Battle Maiden herself if not for the uberly-short taunt duration, due to the S/L res to the cap..
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If you want to tank +8s S/L enemies. You should pick RPD, personally I had no problems with S/L enemies at all without it but I don't remember fighting +8s or having to in I6.
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Hasten isn't worth it for a tanker now that it's no more perma and if you're goin for the Fighting pool you'll already have enough end problem without it chopping away your end..
SS is one of the worst travel powers around Imo as you're stuck with a 10 ft tall wall..
I've gone with the Leaping pool because SJ is fast and you'll get Combat Jumping to counter a bit the def buff from Unyielding.
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Hasten is up about 66% of the time, I found that given my sparse attack chain Hasten was useful and it is always good to reduce Dull Pain's downtime. Given that Dull Pain is one of thekey survival powers for me I would say Hasten is worth it just for that.
Superspeed is my favorite travel power as it is the only one that feels fast. The only places it has ever let me down are Terra Volta and the Shadow Shards, other than that there is always a little shortcut somewhere if you know your maps. However Combat Jumping is certainly a good power too, especially if you are going for Weave later on. Super Jump is my 2nd favourite, but some people swear by fly, which I hate.
@Unthing ... Mostly on Union.
totally agree, hasten on EM is worth it.
i've got my inv / em to 50 so i could post my total build if it would be of use.
however what i found was that the levelling to 50 and the 50 build were different entirely, on the way to 50 i had different requirements to fulfill rather than the final build.
what i mean is i built it to be respec'd along the way due to the fact that in the early levels you dont have much damage output - so its fast small attacks to generate aggro, barrage and energy punch high slotting, air super and haste in the loop to speed it up and give some knockdown on the guys that can really hurt.
mid levels moving into high defence/resist mode until you hit energy transfer then its slot that up and drop barrage from the attack cycle as you'll be turning from a fast small hitter to a large slow hitter - haste becomes even more important.
from 38-50 i took total focus, unstoppable and the pyre epic, however if i was doing it again i'd skip total focus and start teh epics as early as possible to get tehm slotted up asap - skipping total focus allows this slotting to happen.
unstoppable - dont leave it so late, take it early it needs so little slotting (3 recharge), and try and use it as much as possible. sme people dont like it and use it as a omg button, to me this is a waste as its a great power - just make sure you get used to the crash time by keeping a clock handy, it doesnt take long to get a good feel for when and where to use it - as long as you're up for using it in the first place. dont be scared to try and use it - i put off getting it till 41 because of the fear factor that is expressed on these boards sometimes and i seriously regretted it as its not as bad as people make out.
to me:
EM - 1 to 25 was fast hitting aggro grabbing and not killing much
25-35 build up resistance and defence based with the same fast attack cycle (bonesmasher is your biggest hit)
35-41 unstoppable and energy transfer learning time, you're moving into heavy hitting killing even con in one hit mode
41-50 you've dropped barrage entirely, you've slotted your epics out entirely, you kill in 3 hits.
your biggest pain in the butt will be endurance but hopfully the fight will be over before its an issue.
@ExtraGonk
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unstoppable - dont leave it so late, take it early it needs so little slotting (3 recharge), and try and use it as much as possible. sme people dont like it and use it as a omg button, to me this is a waste as its a great power - just make sure you get used to the crash time by keeping a clock handy, it doesnt take long to get a good feel for when and where to use it - as long as you're up for using it in the first place.
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I tend to agree with this. I didn't get it at 32 and as a result there was always something better to get until 44. I found that against some of the nastier praetorians ( Blue Clockwork, Black Swan's Minions etc ) it was a godsend but I really wasn't confident in using it until my late 40s. I would say get unstoppable and then forget about debt and over use it for a level, once you get used to the crash it grows on you. I imagine it is good against Rularuu too. A clock or using Herostats is probably essential though.
@Unthing ... Mostly on Union.
yep totally agree, i found the fun factor and risk element of the crash put pressure on the fights which made them even more fun.
If you're careful you shouldnt die too much to it - i die mostly using it because i forgot i'd fired it up - or i try to squeeze just that last mob group out of it before the crash
If i can tank Infernal, crash mid fight and still survive tehn it aint that bad
@ExtraGonk
Heh, I tried Unstoppable, hated it, respecd it out and I'll never look back..
It's a power that you either love or hate, I'm one of those that hate that power..
Plus I don't want to die from it, I'd rather die because I've been overwhelmed rather than for a crash that i just miscalculated and leave the team sharing the aggro I got, I'd rather have no risk and play safely, that's why I'll left it that far(if take at all, on my actual build i DON'T have Unstoppable at all)..
I suppose you have to get used to it but I'd rather be less tough but ALWAYS than being uber for 3 minutes then become a panting old man with nothing left to do but rest/hope in an Absorb Pain+AB/hope in a Transference+Transfusion..(btw Infernal is one of the easiest AV to tank, not a good example )
In my previous post I meant that I GOT RPD and for a laugh I tried to tank those +8 and managed VERY well without any risk at all(not begging for another nerf tho)but it was just to try..
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(btw Infernal is one of the easiest AV to tank, not a good example )
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not at all, its one of the best examples as there is so much stuff flying about - yep fine take infernal by himself put him in a field and tank him till the cows come home. surround him with 50 demons chucking fire around and all of a sudden its a little tougher to tank him on 10hp.
but its fun having risk, personally i found pre ed and the defence nerfs i got increadibly bored with my tank, yep could tank a whole room safe and 'herd' but was very dull, much prefer the much higher risk play style of now, it requires more effort.
cant use the same advanced tanking techniques i used to, i had to learn new tricks, part of an evolving game world though. however unstoppable allows you to step back in time to prenerf and still kick butt.
but this is getting away from the point, it was a query on inv/em not unstoppable.
@ExtraGonk
Well, this is my lvl 38 Inv/Eng tank.
Next targets are to slott Total focus properly as well as dull pain and to take resist energies... Then the epic pool at lvl 44 (focused accuracy and conserve power) and will end the build with swift (or maybe flurry...as the character is based on her super speed...)
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Energy Melee
01 : Barrage dam(01) acc(15)
01 : Temp Invulnerability damres(01) damres(3) damres(3) endred(5)
02 : Dull Pain hel(02) hel(5)
04 : Taunt rng(04)
06 : Hasten recred(06) recred(7) recred(7)
08 : Unyielding damres(08) damres(9) damres(9) endred(11)
10 : Bone Smasher dam(10) acc(11) dam(13) endred(13) recred(15)
12 : Hurdle jmp(12)
14 : Super Speed runspd(14)
16 : Health hel(16) hel(17) hel(17)
18 : Invincibility defbuf(18) defbuf(19) defbuf(19) thtbuf(23) thtbuf(23) thtbuf(25)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Whirling Hands dam(22) dam(25) acc(27) endred(27) dam(31) recred(37)
24 : Resist Physical Damage damres(24) damres(31) damres(31)
26 : Tough Hide defbuf(26) defbuf(33) defbuf(34)
28 : Build Up recred(28) recred(29) recred(29)
30 : Resist Elements damres(30) damres(33) damres(33)
32 : Unstoppable damres(32) recred(34) recred(34)
35 : Energy Transfer dam(35) acc(36) dam(36) endred(36) recred(37) dam(37)
38 : Total Focus dam(38)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
targetthread_next$$powexec_name Howling Twilight
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
?
hes refering to the fact this threads been resurrected from ago
@ExtraGonk
I would put 6 slots in Dull Pain as soon as possible. With 3 recharge and 3 heals it is up most of the time.
Dull Pain probably make the most difference to you survivability after Invincibility and possibly Temp Invulnerability.
However I can imagine you would probably want to slot Total Focus first.
@Unthing ... Mostly on Union.
Ahhh!
Well the truth is that i was extremely bored this morning (although i'm suposed to be working)...
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I would put 6 slots in Dull Pain as soon as possible. With 3 recharge and 3 heals it is up most of the time.
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All those tohit buffs in invincible would be residing in my dullpain, the tohit is a small bonus.
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.
Thanks for the advice Shannon and Unthing... Frankly I do not have any idea of the numbers of slotting ToHit buffs on inv. However, i have to recognise that i do not notice any huge difference between having it on or not (Acc-wise)... I'll use my free respec to ammend this point...
On the other hand, i've to say that I have mainly been soloing this character and that i have not needed to use Dull pain very often, and that for extremely painful situations i have used unstoppable instead... Thats why i forget about slotting it before...Now that I have reached my overwatch mates lvl and I will start teaming with them again I will probably need it as much as possible (since there will be more foes to tank) ...
Thanks!
i think its 1.1% acc per mob in melee range
Defiant's GoEH/MILITIS METUS
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i think its 1.1% acc per mob in melee range
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I thought it was 2% per mob, either way, not enough to boost your to hit enough with 1 enemy to allow you to drop ACCs in attacks but enough to improve your to hit when surrounded.
@Unthing ... Mostly on Union.
INV/EM build needs some advice
Got my INV/EM tank up to level 24, and now need a little advice on how to proceed. Heres the powers taken to date Im not going to bother you with the slotting.
1 Barrage
1 Resist Physical Damage
2 Temporary Invulnerability
4 Dull Pain
6 Energy Punch
8 Unyielding Stance
10 Boxing
12 Haste
14 Super Speed
16 Hurdle
18 Health
20 Stamina
22 Invincibility
24 Whirling Hands
Im pretty happy with this the toon chugs away at a happy little pace now. Im now curious as to where to go next for powers; Im leaning towards tough skin at 30 to negate the Unyielding -DEF, and whether or not Id be better off considering taking weave which would be another toggle and another drain on my end. I will take Unstoppable at 32, just to see what its like if I dont like it Ill do a respec. Ill probably take Tough at either 26 or 28, and either another attack or Provoke.
Basically, Im at the point now where I decide whether I want to go for the classic tank route or more of a scranker, undecided at the moment. Id love to hear comments from other players of either of these sets.