Inv/SS tanker - help with build
I can only comment on the Inv/* part because I have no real experience with SS, However..
01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13) EndRdx(37) EndRdx(40)
once you get stamina you will only need 1 endredux in this
02) --> Dull Pain==> Heal(2) Rechg(5) Heal(7) Heal(11) Rechg(11) EndRdx(23)
3 heal/3 recharge in this
08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13) EndRdx(39) EndRdx(40)
18) --> Invincibility==> DefBuf(18) EndRdx(19) DefBuf(19) DefBuf(23) EndRdx(39) EndRdx(40)
again, 1 endredux in these are fine. Also I'd suggest slotting with taunt in invincibility. But thats only my personal opinion, and others might disagree.
32) --> Unstoppable==> DmgRes(32) Rechg(33) DmgRes(33) DmgRes(34) Rechg(34) Rechg(36)
Since the resists from this stack with unyielding, resist physical damage and passives, you will have over 100% resist on ALL except psi with a single dmg resist, to slot with 3 is a waste of 2 slots.
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.
Thanks.. i will try that out
Repost after cuffzters changes wont ya cos there is more that needs tweaking or may do after.
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.
[ QUOTE ]
Repost after cuffzters changes wont ya cos there is more that needs tweaking or may do after.
[/ QUOTE ]
QFT
There is more to do with that build I think. I only hope someone with some experience with SS can give him a hand.. (nudge nudge, wink wink)
edit: ooh, my 200th post.. im such a spammer
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.
From SS I'd say your "must haves" are:
Jab -- You have to
Haymaker -- Nice damage, will be part of your attack chain.
Taunt -- Obvious as your build suggests you want to be a meat shield. I'd put a recharge in it as well if you can spare it.
Knockout Blow -- The best single target attack you have, long animation but worth it, also has knockup. 6 slot it.
Rage -- 3 Recharge I think :/ you can have it perma. Be warned of the 10 second downtime but *generally* you are ok.
Foot Stomp -- I don't have this yet, but i've seen it in action and its the reason I started an inv/SS tank I can't wait for it and i'm probably going to slot it 3dam, 2acc, 1recharge
I have Hand Clap at the moment for it is useful in certain occasions. I wouldn't take it at 49, by then you'll have adapted to not using it so it'll be useless unless its a fun power.
Other main thing is your resist elements and resist energies. There's many different opinions about this. Elements is very useful for CoT in the 30's as they get fire attacks. Energies is useful for rikti although be warned they have psi energy in their attacks also (hand clap is useful).
If you choose to take both of these, take them earlier if possible. As with hand clap if you've gotten into the 40's without them then they'll make little difference when you get there. Remember you can always pick one of them up (i.e. Res energies) when you need it then respec it out later once you don't meet many more of that enemy. Just a thought.
Jab > Air Superiority > Haymaker is an excellent attack chain that keeps you going. Both Haymaker and AS has very high chance of knockdown and will keep most bosses in the air (and, well, out of it as well, with the -fly).
Not to put down Super Jump, but if you can fit Air Superiority in and go for Fly I would do so. End Drain isn't unbearable and quite often I activate fly to keep flying foes busy. Especially if we have the luxuary of more than one tanker on a team. Of course, that's all up to one's own. But Air Superiority is a wonderful tool, IMHO. A lot of people seem to pick it up, but not use it more than for novelty.
I would try to fit in Res Energy and Res Elements sooner, but that's just me. My offensively-minded tanker had all powers in the primary by level 32
Tough is strictly optional . If you can't tank on your primary alone it's not worth it, pick another powerset and move along. But that's not the case, Inv can tank pretty well, your resistances are quite sufficient for small mobs, and Invincibility kicks in for the larger mobs. But if you want to be rock solid vs. Smash/Lethal, by all means go for it.
I have to agree with coffee about the AS/Fly point he made. I find AS very useful and I can combo it with haymaker and KB (when available) to take down a boss without getting hit myself.
However, if you decide to stick with Super Jump take the def buffs out of combat jumpnig, the defense it provides is too small for it to be worthing slotting, use slots somewhere else, 3 more slots in Foot Stomp for example Its the only AoE damage move you have so slot it
Hi,
Thanks for the replies
The main idea I had was to make a meat sheild that is solely there to take as much damage as possible, basically a meat shield for a team.
I don't plan on soloing this tanker and probably wont be doing much damage (only for gauntlet when needed).
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13) EndRdx(37) EndRdx(40)
01) --> Jab==> Dmg(1) Acc(3) Dmg(27) Dmg(36) Rechg(45) EndRdx(48)
02) --> Dull Pain==> Heal(2) Rechg(5) Heal(7) Heal(11) Rechg(11) Rechg(23)
04) --> Haymaker==> Dmg(4) Acc(5) Dmg(27) Dmg(37) Rechg(46) EndRdx(46)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13) EndRdx(39) EndRdx(40)
10) --> Combat Jumping==> DefBuf(10) DefBuf(34) DefBuf(36) EndRdx(42) EndRdx(43) EndRdx(43)
12) --> Resist Physical Damage==> DmgRes(12) DmgRes(15) DmgRes(15)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) EndRdx(19) DefBuf(19) DefBuf(23) EndRdx(39) EndRdx(40)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Taunt==> Taunt(22)
24) --> Knockout Blow==> Dmg(24) Acc(25) Dmg(25) Dmg(37) Rechg(43) EndRdx(46)
26) --> Boxing==> Acc(26)
28) --> Tough==> DmgRes(28) EndRdx(29) DmgRes(29) EndRdx(31) DmgRes(31) EndRdx(33)
30) --> Tough Hide==> DefBuf(30) DefBuf(31) DefBuf(34)
32) --> Unstoppable==> DmgRes(32) Rechg(33) Rechg(33) Rechg(34)
35) --> Rage==> Rechg(35) Rechg(36)
38) --> Foot Stomp==> Acc(38) Acc(39) Taunt(50)
41) --> Resist Energies==> DmgRes(41) DmgRes(42) DmgRes(42)
44) --> Resist Elements==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
49) --> Hand Clap==> Acc(49) DisDur(50) Acc(50)
---------------------------------------------
I took hand clap at 49 as I couldnt decide on a power to take at 49. I would gladly put something else there lol.
I also slotted combat jumping for def to try and mitigate the -def from some of the powers, but if you think the slots are better used somewhere else, please point me in the right direction
Starting looking a bit better now.
I see you still have quite the love for wanting to have loads of endredux in your toggles. I believe this is because you have yet to discover how effective your endurance recovery will be once you have Stamina.
Also, in teams it will be your teammates who will do most of the attacking while you as you say while only do it for the gauntlet, meaning you will use even less endurance than when soloing.
Only thing i cant comment on is the endredux in tough, as I have chosen not to pick that power pool myself. Although Ive heard its something of a endhog..
FOr the remainder of the toggles, like Temp inv, Unyield and Invincibility slotting with more than one once you have stamina will be somewhat of a overkill.
I can keep those three running having very little endurance problem and still attack a lot. Only time I start running out is when facing enemies who uses a lot of endurance sapping attacks, and that I can counter with turning TI off to save endurance since they dont do S/L damage. (to my knowledge)
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.
Cool.. I guess the only option is to see how it goes on these end reductions on the toggles. Suck it and see eh
Lol thats the problem when you havnt got the powers yet, can only go by calculating what you think the power usage will be and I think I might be a little bit off
I will try without so many end redux in them, and without. I suppose the easiest way would be to get him to a high enough level then dump him onto test and put a couple of end redux on him and see.
Get handclap earlier. It's a demon for both grabbing aggro and lowering incoming damage.
Drop some end reduction from toggles and pop them in clickies.
Drop end redux from invincibility and get three taunts in alongside the Defbuffs.
Get taunt earlier and slot it up - it's no good being tough if you can't make the mobs beat on you instead of on your team. Without a fast-recharge long-lasting taunt or some way to spread gauntlet far and wide, the foes will just run straight past you and wallop the blaster.
Get weave! It'll do more for your survivability in the later game than any other pool power, and turn you from "get hit sometimes" to "rarely get hit by stuff".
Hasten would be ace if you can live without vertical movement (hurdle helps lots) as it brings unstoppable and DP back that much faster.
If you really want to be the toughest you can be, go with Aid Self. It may sound sappy, but slot that puppy up and your survivability will go through the roof.
Reconsider both Resist Elements and Resist energies. That late in the game they'll do virtually nothing for you, and by then you're tanking on your def rather than your Res anyway. Personally, I wouldn't touch them with a ten-foot bargepole. They help a bit against AV's, but will rarely make a difference between debt and not-debt.
Drop the damage res from unstoppable - you'll still be running the rest of your toggles and it's no use going past the res cap.
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]!
01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13) EndRdx(37) EndRdx(40)
I have 1 end red per toggle, the end reduction is unmissable imo the 2nd and 3rd end reds may give you an additional attack chain but cos you have tough then 2 is fine.
01) --> Jab==> Dmg(1) Acc(3) Dmg(27) Dmg(36) Rechg(45) EndRdx(48)
ive got 3 slots on this acc, end and rechg, whats good about this power is the disorient although minor, it is rubbish gauntlet but my build is exempable so i slot it for rechg otherwise it doesnt need to be majorly slotted.
08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13) EndRdx(39) EndRdx(40)
again the 2nd and 3rd slot if removed may prove unmissable, if your that low on end its hard to say "theyll save you" cos i doubt they would but cos you have tough then 2 maybe fine.
10) --> Combat Jumping==> DefBuf(10) DefBuf(34) DefBuf(36) EndRdx(42) EndRdx(43) EndRdx(43)
slot it with one def and forget it the rest of the slots here could be more beneficial elsewhere its well overslotted it uses next to no endurance and your still minimising it.
18) --> Invincibility==> DefBuf(18) EndRdx(19) DefBuf(19) DefBuf(23) EndRdx(39) EndRdx(40)
if this was 3 def and 3 taunt id see the benefits but this is the lowest toggle for end use and i cant see the point in slotting it for end unless maybe one you could spare, but the taunt is worth it because the aura pulses and the base duration doesnt cover the whole time between pulses.
22) --> Taunt==> Taunt(22)
well late imo but each to their own, this is something id of taken straight after mezz protection at lvl 10 till i got the aura so i can start tanking asap, also the full value of slotting it is unrecognised by "new school" but most people "old school" well aware of game mechanics slot it upto 4 slots. Tanking isnt just about taking damage, its controlling mobs within an area of a debuff or away from squishies, its also anti ambush from pulling, it directs direction of fire, its the damage mitigater from making an AV become less offensive from the limitations of the attacks you can "allow" them to use from kiting and the real way of keeping aggro of higher levels and higher ranks.
35) --> Rage==> Rechg(35) Rechg(36)
when this drops as in runs out you lose endurance, you cant use any powers but those that effect self and you have what id rather say "no defence" for 10 secs.
38) --> Foot Stomp==> Acc(38) Acc(39) Taunt(50)
well underslotted, this is a major aoe gauntlet and the most damaging attack you have because it hits 10 its more of a minion hitter so id say acc, end 3 dam and rechg it, damage stacks with gauntlet, the taunt enhancement compared to the rechg well i dont think it makes sense not to rechg it as you do more dpe and dps as well as having dam stack with gauntlet anyway.
49) --> Hand Clap==> Acc(49) DisDur(50) Acc(50)
i would have this if there was nothing else better to get but by and large it will only be used on malta and even then be relatively pants the right direction would be imo weave as you will miss out on a lot of secondary effects and damage but you would need to 6 slot it so get it in earlier.
Unless you want conserve power for a specific reason i would take a hold from another epic, its better to hold end drainers than try to recover from them, knockout blow is a hold which i have 3 slotted for holds and i get a 10 sec hold.
[ QUOTE ]
Reconsider both Resist Elements and Resist energies. That late in the game they'll do virtually nothing for you, and by then you're tanking on your def rather than your Res anyway. Personally, I wouldn't touch them with a ten-foot bargepole. They help a bit against AV's, but will rarely make a difference between debt and not-debt.
[/ QUOTE ]
id try to keep the passives in for AVs, they should make a big difference in survivability imo. It depends on your attitude as a player. Are you playing a hero looking to remain upstanding in all kinds of team make ups or are you someone who says i dont mind debt or others getting it as a result. As an invuln you get your def made up by mobs around you which then is well worth stacking with weave which is great for herding. Now standing in a mob for extra defence versus an AV is well "sick", it does depend on the levels you face but almost always youd be left with just the AV as the mob around him will get hit and die sooner in which case your rather low on defence and rather low on resists without the passives. Its a toss up thing. Also from the perspective of my other ATs id rather a tanker taunting than sayin "come on aid self work dammit" whilst its being interrupted. Everything you need is within the powersets imo to be a tank the rest is for extra QoL but if you have some inadequately interactive or unsupportive teams then go for as much survivability as you can make just as long as you can create better team survivability when they allow you too. A bodyguard to a client is in fact the clients boss when it comes doing his/her job. I expect survivability to be created and not decimated by the rest of the team providing i give them ample chance to do so but also only if they allow me ample time in which to do it.
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.
Well when I levelled my tanker, it was in the heyday of i4 so the passives meant allot.
I will not comment on invulnerable except to say as a 50 who has resepected into a i7 build (that includes tough and all the passives), I have no problem with any s/l damage which still remains prevalent. I do have DP fully slotted and it can help many times. I do not have unstoppable. Of course, I would not like to take my tank on a mayhem miss against all the psi-cops there.
With regard to SS, you want to slot heavily FS, Haymaker, and KO Blow. Punch is a good attack and I have it slotted for 3 dmg but AS is superiour if you can fit it into your build. Taunt is also a must. I personally avoided Hand Clap as it causes villains to scatter which is contrary to what you want with FS.
[ QUOTE ]
Reconsider both Resist Elements and Resist energies. That late in the game they'll do virtually nothing for you, and by then you're tanking on your def rather than your Res anyway. Personally, I wouldn't touch them with a ten-foot bargepole. They help a bit against AV's, but will rarely make a difference between debt and not-debt.
[/ QUOTE ]Bolded the key word.
The difference is between taking 1800 damage and 1650.
If you're not at full HP you'll die anyway, I'd much rather have Weave and Tough in my build since AVs are only 2% of the game and for everything else, Weave is FAR superior to the passives (that I have skipped altogether) and it helps more than anything else against Psi foes (it's DEF vs anything) that are, even if a minor part of the game, the most annoying thing you can find.
I'd never ever slot the first attack with more than the default slot, I had it fully slotted and noticed a wooping 40 dmg more (at lvl 50) wich isn't worth 5 slots.
All of the other attacks are very well worth 6 slots:
Footstomp is the best AoE for a tanker.
KO Blow is the daddy, hold + awesome damage + knockup, what else could you want?
Air Superiority is awesome too, you can knockup anything bar some AVs with it, helping with tanking and survivability.
Haymaker makes nice damage and fits nicely in the attack chain, I'd pick AS over this, tho.
What would happen if I had weave and all the passives in my build? Would I reach the cap on defense and resist?
An invulnerability tanker can reach Resistance cap for only Smashing/Lethal withtout resorting to Unstoppable (and can reach all but psi way easilly with it) and can get to 45% Defense with enough enemies around you (I think you can get an Inv tanker to about 27% or 28% without counting the +def from extra enemies, and you get some +2.5%ish per enemy in melee range up to maximum of 10 enemies with Invincibility running).
45% is not the real defense cap, but if you get there, you're most often in a situation where you get hit 5% of the time unless enemies use +ToHit or -Defense powers.
As an Invulnerability tanker, the more extra Defense powers you get, the easier time you will have dealing with smaller number of more powerful enemies. You will not need extra powers to deal with 10 minions. But you might want some if you get into a fight with 2 or 3 bosses that deal some damage type you don't resist that well, for example Negative Energy.
(numbers are approximate as I'm not in a place where I can properly calculate this stuff)
[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]
Hi,
I've started my tanker, and am going to respec as soon as the respec mission is available to me (i am only level 16 atm).
Please can you look over my build (planning on running this from the first respec to level 50). This is my first time building a tanker, so I expect real problems with this build!
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13) EndRdx(37) EndRdx(40)
01) --> Jab==> Dmg(1) Acc(3) Dmg(27) Dmg(36) Rechg(45) EndRdx(48)
02) --> Dull Pain==> Heal(2) Rechg(5) Heal(7) Heal(11) Rechg(11) EndRdx(23)
04) --> Haymaker==> Dmg(4) Acc(5) Dmg(27) Dmg(37) Rechg(46) EndRdx(46)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13) EndRdx(39) EndRdx(40)
10) --> Combat Jumping==> DefBuf(10) DefBuf(42) DefBuf(43) EndRdx(43)
12) --> Resist Physical Damage==> DmgRes(12) DmgRes(15) DmgRes(15)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) EndRdx(19) DefBuf(19) DefBuf(23) EndRdx(39) EndRdx(40)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Taunt==> Taunt(22)
24) --> Knockout Blow==> Dmg(24) Acc(25) Dmg(25) Dmg(37) Rechg(43) EndRdx(46)
26) --> Boxing==> Acc(26)
28) --> Tough==> DmgRes(28) EndRdx(29) DmgRes(29) EndRdx(31) DmgRes(31) EndRdx(33)
30) --> Tough Hide==> DefBuf(30) DefBuf(31) DefBuf(34)
32) --> Unstoppable==> DmgRes(32) Rechg(33) DmgRes(33) DmgRes(34) Rechg(34) Rechg(36)
35) --> Rage==> Rechg(35) Rechg(36)
38) --> Foot Stomp==> Acc(38) Acc(39) Taunt(50)
41) --> Resist Energies==> DmgRes(41) DmgRes(42) DmgRes(42)
44) --> Resist Elements==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
49) --> Hand Clap==> Acc(49) DisDur(50) Acc(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Thanks in advance!