Respec: Invul/SS Tanker
This is what I would try but as my highest tank is only lvl 27 you may want some other advice.
Anyway here is the build - I have just used my Inv/Mace tank build and switched the slotting on the attacks a bit as SS doesnt need the recharges I need with mace:
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(11)
01) --> Jab==> Acc(1) Taunt(3)
02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(5) Heal(7) Heal(11) Heal(13)
04) --> Punch==> Acc(4) Dmg(7) Dmg(15)
06) --> Combat Jumping==> EndRdx(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9)
10) --> Hurdle==> Jump(10)
12) --> Haymaker==> Acc(12) Dmg(13) Dmg(15)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) TH_Buf(19) TH_Buf(25) Taunt(25)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Acc(22) Dmg(23) Dmg(23)
24) --> Taunt==> Taunt(24)
Wow... that seems to be exactly what I asked for. Thanks alot...
I'd pretty mush go along with BrainDamage's advice, although I didn't get Punch, as I thought it was a bit of a weak attack and instead started dipping into the Fighting pool for Tough and Weave(not that I really used Boxing much ) - also I got Taunt a bit earlier allowing me to slot it up a bit - allowing it to be more effective against higher lvl mobs + recharge, to be up when I need it (the recharge on it sucks imo).
But any route you take, at lvl 24 with the powers advised, you're be a pretty sturdy Tank
Braindamage's advice looks flawless, you could replace CJ/superjump with the travel pool of your choice.
Well as I said I just used part of my Inv/Mace build and I need the second attack in there due to recharge rates.
On taunt I find that slotting taunt becomes an issue when 30+ as with invincible running I can keep aggro pretty well in melee and I have my first attack set up like it is in this build not as a damage attack but as a aggro keeping one that I use to smack the nastiest enemy in melee when ever it is up. Becasue of using a low lvl attack like this taunt is mainly used for pulling from afar - which I dont do pre SO's mainly becasue I cant handle the aggro it causes - or to pull Mobs of team mates in trouble so the way I use it means that I dont slot it until about mid 30's where it ends up with 3 taunt 3 recharge.
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Braindamage's advice looks flawless, you could replace CJ/superjump with the travel pool of your choice.
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He mentions that he wants SJ as a travel power
But thanks for the praise
Personally I'd do something like this assuming I was planngin on missing the passives.
Primary: Invulnerability
Secondary: Super Strength
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(15)
01) --> Jab==> Acc(1) Dam(7) Dmg(15)
02) --> Dull Pain==> Rechg(2) Rechg(9) Rechg(9) Heal(11) Heal(13) Heal(13)
04) --> Haymaker==> Acc(4) Dmg(5) Dmg(5) Dmg(7)
06) --> Combat Jumping==> DefBuf(6)
08) --> Unyielding==> DmgRes(8) DmgRes(11) *
10) --> Taunt==> Rechg(10)
12) --> Hurdle==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Acc(22) Dmg(23) Dmg(23)
24) --> Punch or Boxing or RPD
26) --> Tough Hide==> Empty(26)
28) --> Rage==> Empty(28)
* This should probably be filled up soon or take a slot from Jab.
@Unthing ... Mostly on Union.
Yes, I did specifically ask for CJ and Superjump...
And while yes, I can see the reason for slotting Taunt. My taunt just has a taunt enchanement in it's base slot and I'm perfectly happy with it, it recharges fast enough and my Invic helps me keep the aggro.
While I do like you're build Unthing, I feel that Braindamage's advice was for me, better.
I'm generally happy, thank you for the advice everyone...
So are the passivesin Invulnerability not worth taking? *is a lvl 23 Inv/SS tank.*
The passives are really naff, they offer little resistance..
BUT..
RPD is worth taking cos it stacks with Temp Invuln and gives you a nice res to S/L, Tough Hide is really good because is like Weave but without the end cost, being passive.
I would suggest to pick the Fighting pool(Tough and Weave)instead of the passives, you'll have a bit more end drain but you'll be a lot more tough, even more when I7 will come out and bring us the defence changes
Similar build to mine. I took Kick on the way to Tough/Weave though; Taunt early. Kick just suits the character.
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So are the passivesin Invulnerability not worth taking? *is a lvl 23 Inv/SS tank.*
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They give you about half of your F/C/E/N/T resistances, the other half provided by Unyielding.
So should I keep them, or swap for the Fighting pool?
Dump 'em, I'm virtually invulnerable to +2's and can stand in a set of whites whilst I eat my Frosties with no harm. Get them later when they're actually useful
Okies.
My advice - try and get both.
I dont like the look of any of the ancillary pools for tanks but as I havent got there I cant really comment. Possibly the only ancillary pool of much use to a Inv/ is the energy one for conserve power but at this point in my build I am not going to take it.
The passives are useful af with them and unyeilding you can hit about 25% resist to fire/cold/toxic/en. The only passive I am not having is tough hide (currently have it but it is being ditched when I finally bring the tank out of its semi retirement and do the respec trial).
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[...] The only passive I am not having is tough hide (currently have it but it is being ditched when I finally bring the tank out of its semi retirement and do the respec trial).
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Tough Hide negates the defense penalty of Unyielding nicely (EDIT: almost, it seems now ), though... but I guess one could draw on a bit of the defense bonus from Invincibility for that instead.
On a side note, what epic do people suggest, all of them seem a little odd.. and I really don't want to take Laser Beam eyes.
What would She-Hulk take?
Yeah I have it and being honest with Inv I am not seeing much difference between the amout I am being hit with Thug (who has it) and Ghostmaker (who doesnt). Even with combat jumping on I think it just overcomes Unyieldings def debuff and as a result I would prefer to ditch it for a more usfull power (currently planned as an attack).
Resist Physical Damage, Tough Hide and Resist energies are what I've stuck with since i3, and they have served me well.
@Byrne
Debtmeister General of The Plastic Army & Empire
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So should I keep them, or swap for the Fighting pool?
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My view is .....
Resist Physical Damage can be replaced by Tough for better resistances at more endurance cost.
Resist Elements and Resist Energies can be replaced and out-performed by Combat Jumping and Weave for a solid defence at a cost of endurance.
Tough Hide should be picked at 26 and slotted up to 3 def buffs. It cannot be replaced and should not be left out.
Against non S/L damage you are only able to have 28% resistance. 16% comes from unyielding, the other 12% from the passives. If you get Weave and Combat Jumping instead you get about 10.6% defence. This stacks with Tough Hide and Invincibility to allow you to get about 45% defence.
Completely surrounded:
-5% ( unyielding ) + 1.56 * ( 2.5% (CJ) + 4.33% (Weave) + 5% ( TH) + 13*1.5% ( inv capped ) ) = 44% defence.
One enemy
-5% ( unyielding ) + 1.56 * ( 2.5% (CJ) + 4.33% (Weave) + 5% ( TH) + 4*1.5% ( inv 1 enemy ) ) = 23% defence.
So the choice is something like do you want 23% defence and 16% resistance or 15% defence and 28% resistance ( assuming you get combat jumping anyway and slot it for defence ). Given that a point of resistance is worse than a point of defence ( the devs use 2 resistance = 1 defence but it is more like 1.5 ) and your defence scales with invincibility I think that the defence is a better choice.
However this comes at a cost and you have to heavily slot your toggles for end reducer, especially the fighting pool ones ( I have 2 end reds on Tough, Weave, Temp invulnerability and unyielding ).
@Unthing ... Mostly on Union.
I have all of primary pool and I have never considered taking fighting pool and never will. I have always also considered resistance > defense but thats mostly for me tanking so long in the pre-I5 world. I dislike the whole thought that my overall ability to withstand attacks would be somehow connected to the situation im in. I recognize the skill required in such manner of tanking but I still dislike the whole idea. That keeps grating against my common sense. To herd a group of minions to the AV so you could tank AV better.. UGH!
The differences between resistance-school and defense-school arent that great imo. You can be a good tanker with either.
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I have all of primary pool and I have never considered taking fighting pool and never will. I have always also considered resistance > defense but thats mostly for me tanking so long in the pre-I5 world. I dislike the whole thought that my overall ability to withstand attacks would be somehow connected to the situation im in. I recognize the skill required in such manner of tanking but I still dislike the whole idea. That keeps grating against my common sense. To herd a group of minions to the AV so you could tank AV better.. UGH!
The differences between resistance-school and defense-school arent that great imo. You can be a good tanker with either.
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I agree i dont want more defence from a mob around me attacking an AV when all of the mob have a chance to hit me as well as the AV and i dont think anyone does this, I think it only helps with taking the Alphastrike of a mob and even then there never has to be one through playstyle (flyby taunt anyone?) Well with resistance school you can judge your survivability more precisely in a mob as your health more steadily decreases. The extra 4.33% defense from weave isnt scaleable till i7 so is worthless to me, people can argue but i have had tough and weave on top of the full set of primaries and i am alot happier without. For one I have more endurance and more powers to help kill faster and not so many toggles to care about. With the extra armours you can sit there in mobs longer or with the extra attacks sit in the mobs for less time. The Rel and the Ren are also more pvp friendly imho. PVE wise what my build may lack in defence i can make up for in many otherways as i find the Artificial Intelligence way too predictable.
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.
Alright, so I didn't REALLY need to respec for my Tanker for I6, but I did anyways, and now I've kinda messed him up.
He's level 22, with the earliest he can get Stamina now is level 28, he has Teleport, I don't know why. And I have Hasten, a skill I use only when I'm under the effects of RA. Which is not all that often, Sooo...
I'm planning on dropping my Passives (I only have Resist Physical Damage at the moment), dropping Hasten, and changing Recall Friend to Combat Jumping, then Teleport to Super Jump. With the skills I'm saving, and the fact I'm respecing at level 24, I think I can grab Hurdle (stacks with super jump) and Health in place of Hasten and RPD, and then pick up Stamina at my level 24 slot. I don't want to lose my Attacks, though I can live without Jab.
At the moment my attacks are (all three slotted - apart from Knockout Blow) Jab, Smash, Haymaker, Taunt and Knockout Blow. I can live without Jab, but the others I would like to keep.
Temp Inv, Unyield and Invic I have to keep, I know that.
So, with this in mind, will anyone be able to help me set up a build? I'm gonna be probably leveling Insanely TINY all today, tommorrow and thereafter to level 24, then asking some friends from the SG to help me do my respec.
Any help will be appericated.