Invulnerability/Energy Melee - Old, but still 'ard
Nicely done, very good guide.
I would only add that you can add some surivability dropping REl and REn to pick up Boxing and Tough.
Tough with Temp Invuln and RPD will make you hit the cap of S/L damage resistance and you'll be virtually immortal against foes such as Nemesis, Malta(you'll only need an epic hold for Sappers or some luck to one shot them with ET)Marauder, Shadowhunter, Battle Maiden and Bobcat's minions and the AV themselves and Freakshows(their nrg damage is little to none, they hurt in melee range with S/L attacks).
If you have the power slot to spare Weave is a good choice aswell stacking nicely with Invincibility and Tough Hide gives you defence at Ice Tanks levels.
The Fighting pool can be an absolutely great choice and with the upcoming change to defence Weave will be far better than it actually is, the build will become more end heavy tho.
And with Energy Melee, that is always going to be a factor. It's a balancing act, and opinions will always differ as to where to strike the balance.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
Since the thread is about Inv/Nrg tanks, I figured I might as well share my build to compare it with Gideons.
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
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Name: officer cuffz
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Barrage==> Acc(1)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(5) EndRdx(7)
04) --> Dull Pain==> Heal(4) Heal(7) Heal(9) Rechg(9) Rechg(11) Rechg(11)
06) --> Resist Elements==> DmgRes(6) DmgRes(13) DmgRes(13)
08) --> Unyielding==> DmgRes(8) DmgRes(15) DmgRes(15) EndRdx(17)
10) --> Bone Smasher==> Acc(10) Acc(17) Dmg(19) Dmg(19) Rechg(21) EndRdx(21)
12) --> Resist Energies==> DmgRes(12) DmgRes(23) DmgRes(23)
14) --> Air Superiority==> Acc(14) Acc(25) Dmg(25) Dmg(27) EndRdx(27)
16) --> Fly==> Fly(16) Fly(29) Fly(29)
18) --> Invincibility==> TH_Buf(18) DefBuf(31) DefBuf(31) EndRdx(31) Taunt(33) Taunt(33)
20) --> Whirling Hands==> Acc(20) Acc(33) Dmg(34) Dmg(34) DisDur(34) Rechg(36)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24)
26) --> Stamina==> EndMod(26) EndMod(36) EndMod(36)
28) --> Tough Hide==> DefBuf(28) DefBuf(37) DefBuf(37)
30) --> Build Up==> TH_Buf(30) Rechg(37) Rechg(39) Rechg(39)
32) --> Unstoppable==> DmgRes(32) Rechg(39) Rechg(40) Rechg(40)
35) --> Energy Transfer==> Acc(35) Acc(40) Dmg(42) Dmg(42) Rechg(42) EndRdx(43)
38) --> Total Focus==> Acc(38) Acc(43) Dmg(43) Dmg(45) EndRdx(45) EndRdx(45)
41) --> Conserve Power==> EndRdx(41) Rechg(46) Rechg(46) Rechg(46)
44) --> Stealth==> DefBuf(44) DefBuf(48) DefBuf(48) EndRdx(48)
47) --> Invisibility==> DefBuf(47) EndRdx(50)
49) --> Phase Shift==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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As you can see, I picked flight pool instead of teleport. Air superiority will let me "juggle" just about anything save Elite bosses or AVs, it is not uncommon for me to keep red and purple bosses in the air for a whole fight without a scratch.
It also let me respec out Energy Punch and still have a good attack chain without long pauses.
Since i dont have Taunt, ive put in some Taunt enhancers in Invincibility instead. As long as anyone dont get to triggerhappy im able to keep at least half if not more of the aggro anyway (talking about 8 man teams here). My reasoning is that if im able to keep 2/3rds of a spawn (primarily the bosses) occupied, then surely can 7 other people together handle the remaining 1/3.
Unlike Gideon, I do like Build up. I like it so much I slotted it for recharge so i can use it as often as possible.
I also love Unstoppable, it has saved my bacon on multiple occasions and is great when tanking AVs. I have even managed to survive the crash while up against AVs, -twice.
Slotted for recharge, i managed to use it twice in one battle against a level 52-53 Infernal. Fun Fun
And finally the Concealment pool.
Im still experimenting with Phase shift.. I dont usually use it while in teams unless there is another tank i can count on to control the situation for the 30 secs im out of the fight.
The biggest use ive had so far for it has been against the Marauder who goes Unstoppable, Phase shift lets me "kill off" 30sec of his 3 minutes.
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.
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If you have the power slot to spare Weave is a good choice aswell stacking nicely with Invincibility and Tough Hide gives you defence at Ice Tanks levels.
The Fighting pool can be an absolutely great choice and with the upcoming change to defence Weave will be far better than it actually is, the build will become more end heavy tho.
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I would say that with Tough and Temp Inv you would be better off with the extra defence from Weave than with the capped resists from Resist Physical Damage. It is the choice of 12% resists versus S/L or 7% defence against everything... Golden Golem in his I6 form never had Resist Physical Damage and I never had any problems against Slash/Lethal damage in the whole 40s.
The fighting pool is really good with the Inv set, it is the tanking primary that benefits most from it. It does suck endurnace, so be warned.
@Unthing ... Mostly on Union.
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Unlike Gideon, I do like Build up. I like it so much I slotted it for recharge so i can use it as often as possible.
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Don't get me wrong, I like Build Up, I just didn't have room for it in the build. It happens that way, sometimes.
I think my aversion to the fighting pool really is two-fold, with the endurance issue being the major killer, as far as I'm concerned. I'm also weird in that I have a mental block about dipping into the pools for something my primary should be doing for me. Call it prejudice, maybe. It's not logical or anything, but it's my way. If it all works for you, great
I think that should be my disclaimer for the whole thing.
This is what works for me. If another way around works better with your playstyle, don't feel set in stone to use mine.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
Seeing as this is probably the best inv / nrg post out there i figure i may aswell pop the question here..
Why don't people get all three secondary set powers first ie Barrage, Energy Punch and Bonesmasher and then start on the shields fully..
This is based on my opinion that for around the first 15 levels a tank cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
I agree, on the first few lvls its more beneficial getting the attacks instead of shields. (that is, if were talking about non-respec build).
Dull pain is beneficial because we'll be going against vahzilok most propably in the early lvls and dull pain gives toxic res.
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NB: This is a PvE build first and foremost. This is what works for me. If another way around works better with your playstyle, don't feel set in stone to use mine.
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Duly noted. I like what ya done I havent checked yet but perhaps it should be in the guides section, if not then its an ingenius idea to have everything up for debate on this part of the forum first . I would definitely do it this way if I wrote a guide because a lot of what people say I do take in. Your playstyle is going to be different to mine so my suggestions may not be of value to you and I accept that.
01) --> Barrage==> Acc(1) Dmg(13) Dmg(33) Dmg(40) Rechg(43)
With all your other attacks and this being a fast recharge attack do you need that recharge, this is a low action time set I know but you have got recharges in the other attacks and I am asking if its better off as an endurance slot to lower your eps whilst attacking. If its not, then fine.
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(11) DmgRes(11)
To save on endurance better 2 slotting temp invulnerability does more than 2 slotting unyielding I believe
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18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(21) TH_Buf(21) TH_Buf(23)
It really is low on endurance, you said about knowing tohit buffs arent valued by some people in invincible of which I am one, without taunt slotted I can pull a foe from you the duration of taunt the taunt between taunt pulses I have found to be lower than the interval. 3 shots of snapshot and the foe is mine unless you have effected that particular one with gauntlet of course. The higher the level of foe the easier itll be.
44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) TH_Buf(45) TH_Buf(45)
Having a 3rd tohit buff right here is most likely better than putting all 3 tohit buffs on invincible.
49) --> Energy Torrent==> Acc(49) Dmg(50) Dmg(50) Dmg(50)
No endurance slot if you use it a lot in your attack chain having an endurance slot here could be more beneficial than on invincible.
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Nicely done, very good guide.
I would only add that you can add some survivability dropping REl and REn to pick up Boxing and Tough.
Tough with Temp Invuln and RPD will make you hit the cap of S/L damage resistance and you'll be virtually immortal against foes such as Nemesis, Malta(you'll only need an epic hold for Sappers or some luck to one shot them with ET)Marauder, Shadowhunter, Battle Maiden and Bobcat's minions and the AV themselves and Freakshows(their nrg damage is little to none, they hurt in melee range with S/L attacks).
If you have the power slot to spare Weave is a good choice aswell stacking nicely with Invincibility and Tough Hide gives you defence at Ice Tanks levels.
The Fighting pool can be an absolutely great choice and with the upcoming change to defence Weave will be far better than it actually is, the build will become more end heavy tho.
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I totally agree with this with a more PVE inclined build in most circumstances, it also helps if you are more of a tauntbot in playstyle to save on endurance as you go, I wont say its needed though. Playstyle, build and usual team support all factor in what is better for you or not. I have never seen a tp self followed by ET into a sapper but I do know superspeed then knockout blow works and if it misses so what I still have unstoppable and taunt. But my taunt recharges faster.
@maurdecay
18) --> Invincibility==> TH_Buf(18) DefBuf(31) DefBuf(31) EndRdx(31) Taunt(33) Taunt(33)
And I thought it was just the disorients keeping mobs in line.
20) --> Whirling Hands==> Acc(20) Acc(33) Dmg(34) Dmg(34) DisDur(34) Rechg(36)
Interesting choice of slotting. In my herobuilder its described as disorient (minor) which means to me (I could be wrong) it doesnt always disorient. I dont know if thats true but if it is then I would make a choice of a disorient duration thats not always having an effect or an endurance duration that always does
24) --> Health==> Heal(24)
28) --> Tough Hide==> DefBuf(28) DefBuf(37) DefBuf(37)
Using Dr Rocks sustainable damage thingy 3 slotting health does slightly better than 3 slotting tough hide. I dont do maths, he does though and pops everyones bubble with the thought of this game coming down to mathematics. I have faith in him.
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Since i dont have Taunt, ive put in some Taunt enhancers in Invincibility instead. As long as anyone dont get to triggerhappy im able to keep at least half if not more of the aggro anyway (talking about 8 man teams here). My reasoning is that if im able to keep 2/3rds of a spawn (primarily the bosses) occupied, then surely can 7 other people together handle the remaining 1/3.
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Your doing it all wrong Statesman tanks what he can handle and passes the bosses over to the rest of the team. That method does work, some people do prefer it. Scrappers, controllers and blaster etc do like something exciting to do.
@freedom falcon
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based on my opinion that for around the first 15 levels a tank cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
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It should of read:
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based on my opinion that for around the first 15 levels I as a tank and some others I have seen cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
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Dull pain is beneficial because we'll be going against vahzilok most probably in the early lvls and dull pain gives toxic res.
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I started tanking in February last year with my science origin tanker, I had loads of vahzilock missions because of it, but did I have res to toxic then? I dont remember but it was harsh.
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.
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It should of read:
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based on my opinion that for around the first 15 levels I as a tank and some others I have seen cannot tank any better than say a scrapper because of the small amount of Health everyone has. With the 3 attacks there, leveling and soloing is much easier i find. Anyone agree on this?
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As I said, it is my opinion, but the correction makes sense.
Is it something you have/are/would do, SHANNON?
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If you want PvP, either don't roll an inv tank (they aren't all that good at it) or, better yet, go ask someone who doesn't think PvP is a badly thought-out, pointless, bolt-on, ego-stroking, lamer-justifying, griefing device.
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1) Invul tanks ARE great in pvp. Unyeilding gives them a huge advantage over fire etc. In fact they are one of the best pvp tanks period.
2) badly thought out - Eh? It was a huge undertaking to introduce pvp into a pve only game. PvP in coh is very much rock paper scissors, as it should be, so all in all they have done very well cosidering. PvP in CoH is better than almost any other mmorpg.
3) Pointless - Having fun with friends, organising and working on builds together, coming up with build concepts and tactics, and regularly playing against other very competant players as well as giving advice to new comers. Oh and the French recieved ipods for their participation in the pvp competition, hardly pointless.
4)bolt-on- yep, i4 i believe. As i7 would be considered the latest 'bolt-on'.
5)ego-stroking- Well i admit, some players really are big-headed about it all, and this is sad. However defeating a quality team is enjoyable, as is beating any challenging thing in day to day life.
6)lamer justifying- Yup a few of these too, but they reside in pve teams too ( hollows pick up teams anyone? )
7)Griefing device- Anyone feeling particularly griefed can leave what they are doing.
I normally wouldn't reply to this, but it was such a pointless statement you made, i felt the need to. In future may i recommend you just put,'this is a PvE build only' into your guide?
Everyone is entitled to opinion, and personally i find pvp one of the truly remaining challenges in this game, however you wont find me saying,'oh pve is just soo repetative, it must be only enjoyed by suxorz lamers..' on forum where everybody will read about it.
oops i just did...
oh and from i7 taunt needs Acc. As a PvE only tank i would recommend slotting a minimum of 2Acc 1rch 1 taunt if you fancy perma holding Av aggro.
In pvp i get my accuracy bonus from focused accuracy and rage which is nice. For properly permaholding +2 AVs whilst kiting 2 rechg 1 taunt or 1 rechg 2 taunt just almost does it but i would say 2 rechg and 2 taunt really accomplishes it. The level 54 AVs just makes me want to 3 rechg and 3 taunt in order to even come close to permaing attention but thats more about out taunting other tankers who are by being in melee range with the AVs taking more damage and subjecting the other melee fighters and anyone else in range with increased chances of being coned, aoe'd and pbaoe'd...whereas i think the job of the tanker is to try and help protect people from all that.
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.
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oh and from i7 taunt needs Acc. As a PvE only tank i would recommend slotting a minimum of 2Acc 1rch 1 taunt if you fancy perma holding Av aggro.
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Unless it has been changed with the live build, Taunt is still autohit in PvE. Accuracy enhancements are solely for use in PvP.
Yes, this is thread necromancy, but I'm going to be rewriting this thing again, with the comment and criticism.
Anyone else got anything to add before I rewrite?
Do not go gentle into that good night.
Rage, rage against the dying of the light.
It would be great to see your current build for an inv/em as I have just generated one which I am playing as a secondary toon while I level my scrapper.
I have a pretty good understanding of inv powers as my first toon was an inv/ss tank...of course that was in the heydays of i4 when being a maxed out inv meant I could aggro whole maps like I did in the Eden trial. But of course that has evolved with ED.
However, my understanding of EM is not great. Anything you can add would obviously help.
THIS IS A VERY GOOD BUILD
In this one only Taunt need to be slotted good...
Name: EGON
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(5)
01) --> Barrage==> Acc(1) Acc(3) Dmg(9) Dmg(11) Dmg(15) DisDur(46)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(7) EndRdx(40) EndRdx(42)
04) --> Energy Punch==> Acc(4) Acc(7) Dmg(9) Dmg(15) Dmg(17) DisDur(46)
06) --> Hurdle==> Jump(6)
08) --> Dull Pain==> Heal(8) Heal(17) Heal(19) Rechg(33) Rechg(34) Rechg(34)
10) --> Unyielding==> DmgRes(10) DmgRes(11) DmgRes(21) EndRdx(43) EndRdx(43)
12) --> Hasten==> Rechg(12) Rechg(13) Rechg(13)
14) --> Super Speed==> Run(14)
16) --> Bone Smasher==> Acc(16) Acc(21) Dmg(27) Dmg(27) Dmg(31)
18) --> Health==> Heal(18) Heal(19) Heal(23)
20) --> Stamina==> EndMod(20) EndMod(23) EndMod(25)
22) --> Kick==> Acc(22)
24) --> Invincibility==> DefBuf(24) DefBuf(25) DefBuf(31)
26) --> Tough==> DmgRes(26) DmgRes(29) DmgRes(29) EndRdx(42) EndRdx(42) EndRdx(48)
28) --> Build Up==> Rechg(28) Rechg(31) Rechg(33)
30) --> Taunt==> Taunt(30)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(34) Rechg(36) Rechg(37) Rechg(37)
35) --> Energy Transfer==> Acc(35) Acc(36) Dmg(36) Dmg(37) Dmg(39)
38) --> Total Focus==> Acc(38) Acc(39) Dmg(39) Dmg(40) Dmg(40) EndRdx(50)
41) --> Focused Accuracy==> EndRdx(41) TH_Buf(43) EndRdx(45) TH_Buf(45) TH_Buf(45)
44) --> Conserve Power==> Rechg(44) Rechg(46) Rechg(48)
47) --> Assault==> EndRdx(47) EndRdx(48)
49) --> Tactics==> EndRdx(49) EndRdx(50) EndRdx(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
ITALIAN POSSE FOUNDER
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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rofl
happy birthday btw dude
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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What do you suggest m8? I think bonesmasher need a stun slot, invincibility need 3 end redux too? This is my first tanker, i would appreciate your idea.
ITALIAN POSSE FOUNDER
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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What do you suggest m8? I think bonesmasher need a stun slot, invincibility need 3 end redux too? This is my first tanker, i would appreciate your idea.
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slotting kick or boxing would be better than barrage as the damage is better, boxing has disorient too and is faster to activate. Take all slots from barrage for high level play IMO.
unstoppable seems slotted fine imo, i like maxing res especially with -res powers out there.
put a recharge into energy transfer.
an end red wouldnt go amiss in invince even though it is the cheapest toggle.
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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What do you suggest m8? I think bonesmasher need a stun slot, invincibility need 3 end redux too? This is my first tanker, i would appreciate your idea.
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slotting kick or boxing would be better than barrage as the damage is better, boxing has disorient too and is faster to activate. Take all slots from barrage for high level play IMO.
unstoppable seems slotted fine imo, i like maxing res especially with -res powers out there.
put a recharge into energy transfer.
an end red wouldnt go amiss in invince even though it is the cheapest toggle.
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Ok thanks!
ITALIAN POSSE FOUNDER
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THIS IS A VERY GOOD BUILD
[/ QUOTE ]6 slotted barrage, 3 damres in unstoppable, underslotted bonesmasher and invinc? Yeah, right...
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do a build Max, i bet ya can knock one up in 5 mins flat if that.
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.
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unstoppable seems slotted fine imo, i like maxing res especially with -res powers out there.
[/ QUOTE ]1 DamRes in unstop will put you enough over the cap that it'd require huge amount of debuffs to drop you below it, since resistance resists resistance debuffs.
My take on the build:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
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01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(11) [/b]EndRdx(46)
01) --> Barrage==> Acc(1)
02) --> Dull Pain==> Rechg(2)Rechg(5)Rechg(5)Heal(15)Heal(17)Heal(17)
04) --> Bone Smasher==> Acc(4)Dmg(7)Dmg(7)Dmg(15)Rechg(37)EndRdx(43)
06) --> Resist Physical Damage==> DmgRes(6)DmgRes(25)DmgRes(27)
08) --> Unyielding==> DmgRes(8)DmgRes(9)DmgRes(9)EndRdx(11)
10) --> Hurdle==> Jump(10)
12) --> Hasten==> Rechg(12)Rechg(13)Rechg(13)
14) --> Super Speed==> Run(14)
16) --> Health==> Heal(16)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)Taunt(40)Taunt(42)Taunt(42)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Whirling Hands/Air superiority==> Acc(22)Dmg(23)Dmg(23)Dmg(25)Rechg(42)EndRdx(43)
24) --> Taunt==> Rechg(24)Taunt(34)
26) --> Boxing==> Acc(26)Dmg(27)Dmg(31)Dmg(34)
28) --> Tough==> DmgRes(28)DmgRes(29)DmgRes(29)EndRdx(31) [/b]EndRdx(43)
30) --> Build Up==> Rechg(30)Rechg(31)Rechg(34)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)DmgRes(33)
35) --> Energy Transfer==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(37)Rechg(37)
38) --> Total Focus==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)EndRdx(40)
41) --> Aid Other==> Heal(41)
44) --> Aid Self==> Heal(44)Heal(45)Heal(45)Rechg(45)IntRdx(46)Rechg(46)
47) --> Focused Accuracy==> EndRdx(47)EndRdx(48)TH_Buf(48)TH_Buf(48)TH_Buf(50)
49) --> Conserve Power==> Rechg(49)Rechg(50)Rechg(50)
(Replace either rech or end in attacks if fighting high levels before FA)
Ok Thanks
ITALIAN POSSE FOUNDER
Opening Thoughts
NB: This is a PvE build first and foremost. If you want PvP, either don't roll an inv tank (they aren't all that good at it) or, better yet, go ask someone who doesn't think PvP is a badly thought-out, pointless, bolt-on, ego-stroking, lamer-justifying, griefing device.
Invulnerability's seen some major nerfs lately. Between I5 and I6, we've seen our resistances having been gutted, and we are a shadow of our former...
Wait, lets start again. Invulnerability has met several challenges in the recent months. However, as a powerset and as an AT, the Inv Tank still stands as an example of unbreakability. Oh sure, you now have to do a little more work than you used to, but it's still fun.
Slaps and Bennies (AKA. Whats in it for me? and what sucks?)
Bennies
Survivability: Even today, you're eminently survivable. Decent S/L resists, combined with lesser resist to other types. Not exactly the golden age,but perfectly adequate.
Hitpoints: Dull Pain is Your New God. Accept it. What was merely nice to have before now becomes vital. With Dull Pain up, you can get something in the region of 3000 hit points at level 50. Not shabby.
Damage: Broadsword scrappers have massive damage at high level. I know this. Energy Melee however, at 35 and 38 has two attacks that eclipse broadsword, the twin holy grails of the EM set. Energy Transfer and Total Focus. ET can practically one-shot minions, and TF isn't far behind. ET uses comparatively low end, instead taking a certain amount of your (3000odd) hitpoints, which tends to surprise the empath that's watching your health bar (sorry Hikari ), and is a liveable side-effect of taking out the foe that quickly. TF does slightly less damage, and costs more, but is practically a one-shot mez against anything short of a boss, and even has a great chance of stunning bosses too. I've even stunned AV's with it before for a few seconds.
Slaps
Psi: Against Psi damage, you're weaker than a wet fish, and its prevelant in the 40+ game. Your only defence here is your huge hitpoints and the other thing you get in the late game, your huge single-target damage.
Endurance Use: It's a hog, never doubt that for a moment. Get stamina. You will need it. Slot those toggles with end reduction. Slot the attacks in the late game, and you'll be a happy munchkin.
The Build
Disclaimer: The travel power was as much concept as utility, and you can probably alter it to suit without pain (and make the build maybe slightly more efficient)
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(17) DmgRes(23)
01) --> Barrage==> Acc(1) Dmg(13) Dmg(33) Dmg(40) Rechg(43)
02) --> Temp Invulnerability==> EndRdx(2) DmgRes(3) DmgRes(3) DmgRes(5)
04) --> Energy Punch==> Acc(4) Dmg(5) Dmg(34) Dmg(37) Rechg(43) EndRdx(48)
06) --> Dull Pain==> Heal(6) Heal(7) Heal(7) Rechg(13) Rechg(27) Rechg(29)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(11) DmgRes(11)
10) --> Taunt==> Rechg(10)
12) --> Recall Friend==> Rechg(12)
14) --> Teleport==> EndRdx(14) EndRdx(15) Range(15) Range(43)
16) --> Bone Smasher==> Acc(16) Dmg(17) Dmg(34) Dmg(37) Rechg(42) EndRdx(48)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(21) TH_Buf(21) TH_Buf(23)
20) --> Hurdle==> Jump(20)
22) --> Health==> Heal(22)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Whirling Hands==> Acc(26) Dmg(27) Dmg(34) Dmg(37) Rechg(40) EndRdx(48)
28) --> Resist Energies==> DmgRes(28) DmgRes(29) DmgRes(31)
30) --> Resist Elements==> DmgRes(30) DmgRes(31) DmgRes(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Energy Transfer==> Acc(35) Dmg(36) Dmg(36) Dmg(36) Rechg(46) EndRdx(46)
38) --> Total Focus==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(40) EndRdx(46)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) TH_Buf(45) TH_Buf(45)
47) --> Hover==> Fly(47)
49) --> Energy Torrent==> Acc(49) Dmg(50) Dmg(50) Dmg(50)
Options, thoughts and customisations.
Teleport: I like teleport. Many don't. The hover eventually comes necessary to protect against lag, but you can drop that if you need to. Or you could go SJ or fly with equal utility. I use teleport in combat for sneaking up on sappers, and getting out of quicksand/caltrops, if you get annoyed with Knives of Artemis or Earth Thorn Casters.
Unstoppable: Divided Opinions. 50% hate it, 50% love it. Massive resist boost, tasty endurance regen and health regen boost and extra mez protection for 3 minutes. After 3 minutes, however, you crash to minimal health and end, which usually ends up dropping all your toggles and leaving you vulnerable, if it happens. This tends to really surprise empaths who haven't seen it before (again, sorry Hikari ) This can be mitigated with planning, and sometimes, if the drop times right, you don't lose all your end or toggles (not sure how to make it consistent, though) What is sure is that unstoppable is an "oh poot" power par excellence, and, anyone who has seen an unstoppable inv tank running away, with a mob of about 20 or 30 bad guys all throwing huge attacks at it, with the rest of the team wiped on the floor, is unlikely to forget it. When you hit that button, you have three minutes of virtual godhood. Remember the drop, factor it in, and unstoppable will love you and hug you call you george. If you're still taking huge damage through it, either you're facing an AV, something throwing psi at you, or you're in so much trouble that nothing's going to save you.
Invulnerability: Not as grand as it once was, but still, a defence boost per enemy in melee is not to be sneezed at, increases your survival time a fair whack, and is generally a good thing. It's an open debate as to whether slotting with To Hit buffs does enough good. I like it, so I do it. You don't have to.
Epic: I chose energy mastery for conserve power and focussed accuracy. feel free to choose another if you think the hold will do you more good than the end help or acuracy/perception boost.
Taunt: The most hotly debated point. I put 1 recharge into it, and called it golden, between that and punchvoke, I can handle most things, and it recharges fast enough for my play-style. YMMV, so see what works for you.
This build is balanced between decent soloability (especially in the late game) and decent team play. You could tip the balance one way or the other if you wanted, with things like health pool. I don't recommend fighting pool, if only because I don't believe the extra boost from tough/weave is enough to justofy the extra power/enhancement slots and end use (and the fact that every attack you get, including the first, are still better than boxing or kick, so there's a wasted power right there.) I suppose you could get concealment pool, but you're a tank, and with your autotaunt aura up, it kind of defeats the object somewhat. I don't believe it useful enugh to take. People used to as the pre-req's for phase-shift, but with the nerfing of that, the concealment pool became an expensive liability for a tank.
Stun and Build Up. If you were a scrapper, I;d say get build up. But you aren't, and there are far more useful powers to get. Same with Stun, in PvE there are far more useful powers to get and you don't have the power slots to justify it. Again, YMMV.
Final Words
To summarise. A fully solo-capable team-tank, with decent survivability, and a whole slew of decent damage powers. Treated right, and played with a little intelligence as to what you do, how you do it, and where you do it (ie. not just mashing buttons, mmkay?) and you'll get years of happy play from your inv tank. That is, until they decide they're overpowered again.
Do not go gentle into that good night.
Rage, rage against the dying of the light.