Got a Invul/Stone build here, got comments?
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The goal was to make pretty much a pure team tanker and figured this one would do the trick (after a few times):
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You left invincible late to 26 and its your aura. Unstoppable is way over ressed as 1 res is enough with passives. Invincible lacks taunt durations for high res/levels and movement, taunt also lacks love for AVs imo with flexibility to all defense sets in mind and for spread recoveries without leaving a debuff zone. 2 of your attacks are without an end slot and if you use them then slotting your invincible toggle and any 2nd/3rd slot with endreds is a definate waste as your attack chain is end heavier than your toggles. Powerchoice wise i differ due to what i expect from defenders who are very important but its each to their own. I wouldnt increase the kb in fault as it minimises your def.
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.
Cheers Shannon for yer reply.
Invincibility has been move earlier, since ya got a good valid point that it was too late taken (and of course missed out taunt ). Checked the end usage with hero builder and agree that 2x end reds on the toggles were a lil bit too much wishful thinkin' as they only gave 0.03 reduction.
Picked initially recharge reduction on the attacks, since end havn't been a problem so far, tho I didn't take Tough and Weave into account when I get em later, since those 2 are quite end heavy, also noticed that the later stone powers are lil end heavy so moved over a end reduction to them.
Wasn't sure how to slot Unstoppable, so cheers for that feedback
Revised and redone version:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Stone Melee
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(7) DmgRes(9)
01) --> Stone Fist==> Acc(1)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
04) --> Temp Invulnerability==> EndRdx(4) DmgRes(9) DmgRes(11) DmgRes(13)
06) --> Kick==> Acc(6)
08) --> Unyielding==> EndRdx(8) DmgRes(13) DmgRes(15) DmgRes(15)
10) --> Taunt==> Rechg(10) Taunt(11) Taunt(23) Rechg(48)
12) --> Combat Jumping==> DefBuf(12) DefBuf(50)
14) --> Super Jump==> Acc(14)
16) --> Tough==> EndRdx(16) Heal(17) DmgRes(17) DmgRes(25) DmgRes(31) EndRdx(43)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(21) Taunt(21) TH_Buf(23)
20) --> Fault==> Acc(20) Acc(25) Rechg(29) Rechg(31) Taunt(31) EndRdx(33)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24) Heal(37) Heal(37)
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Weave==> EndRdx(28) EndRdx(29) DefBuf(34) DefBuf(36) DefBuf(37) EndRdx(46)
30) --> Tough Hide==> DefBuf(30) DefBuf(34) DefBuf(34)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(40)
35) --> Resist Energies==> DmgRes(35) DmgRes(36) DmgRes(36)
38) --> Seismic Smash==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) EndRdx(40)
41) --> Tremor==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) EndRdx(43)
44) --> Hurl Boulder==> Empty(44) Acc(45) Dmg(45) Dmg(45) Dmg(46) EndRdx(46)
47) --> Resist Elements==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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Added another taunt and rechage on taunt so I can fire it up lil more often, removed 1 end red from the toggles and added a taunt on invincibility (how could I miss that in the first time). Also, removed the KB from fault and added an end red, still havin' 3 end reds on tough and weave since I kinda didn't find anywhere else to put those 2 slots (even if the end red on the 3rd one is minor). Kick and Stone fist is only a "fill up" till the main powers have rechaged, so will have them unslotted. If I feel the lack of taunt I could always swap out an dmg from Tremor and add an taunt in there... but by the looks of the build right now, it feels like there's enough taunt for the time being.
Only thing I really miss in the build is where the heck I'd fit Hasten, but I guess you cannot have it all
01) --> Stone Fist==> Acc(1) take an end from tough and stick here
06) --> Kick==> Acc(6) take an end from weave and stick here
12) --> Combat Jumping==> DefBuf(12) DefBuf(50)<--moot defbuf, i dont like decimals really, teamed with a defender and a controller all your needs to effectively reach soft cap with can easily be met and/or survivability is gained in so many other ways even taking weave could be a wasted powerchoice with the right dynamics and defenders. In fact with a trick archer the flash arrow a power that some people say dont take, effectively gives the whole team weave for free except better. Flash arrow reduces perception by 90% so whilst herding alot cant even target you till herdpoint. If people say dont bother with that power then you know other powers do so much.
14) --> Super Jump==> Acc(14)<--bugged herobuilder
16) --> Tough==> EndRdx(16) Heal<--bugged(17) DmgRes(17) DmgRes(25) DmgRes(31) EndRdx(43)move an end red
28) --> Weave==> EndRdx(28) EndRdx(29) DefBuf(34) DefBuf(36) DefBuf(37) EndRdx(46)move 1 endred
Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar. Both are less than invincible, 3rd end slot saves you half what you will read it to be and imo what you will read it to be is nothing to worry about. A 2nd endred on temp invulnerability does more than the 3rd end reds on tough and weave put together but id stick them on your 2 attacks that arent reduced in cost. You may cos they are there use them.
Endurance per tick is decieving once you change everything to endurance per sec .
44) --> Hurl Boulder==> Empty(44) range is nice but aslong as you can when needed kite an AV (better for the types of defenders that cant match the damage to team with heals per sec) hit an AV with it between taunts its okay and so okay at base but i find extra range is better than travelling.
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.
Ahh cheers for the other heads-up post, really apprichiate it Shannon
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14) --> Super Jump==> Acc(14)<--bugged herobuilder
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Of course, the day Super Jump has to check against acc, then it's time to move on
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Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar. Both are less than invincible, 3rd end slot saves you half what you will read it to be and imo what you will read it to be is nothing to worry about.
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Ahh I've always thought it was endurance per sec, and not per tick... Ya learn something new everyday
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44) --> Hurl Boulder==> Empty(44)...
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Yea I'd agree with prefering the dmg over range increase, tho that is so easy to swap around to test and see what one prefers.
I'll have an end mod from Tough and Weave removed and added to the 2 attacks, 2 acc has become the "standard" in the attacks in pretty much all the ATs... Rather it hits often for Gauntlet to launch than the poor minor dmg it does anyways.
Inputs been really great, cheers
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Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar.
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Incorrect. They're listed in Sherk's Hero Builder as endurance per second. Each tick costs 0.1625 Endurance and happens every 0.5 seconds... so that's 0.325 Endurance per second, each.
Running both Tough and Weave unslotted will nearly take all of the bonus endurace that a 3-slotted stamina grants you. I'd certainly slot two endreds in both of them, beyond that you'd get more return from slotting your INV powers with one or two endreds.
Temp Invunerability and Unyielding Cost slightly more endurance than Invincibility, so it might be worth moving the spare endreds from Tough and Weave into them.
I agree with Shannon that the Defense from Combat Jumping is very slight, Would only stick slots into that if you've nowhere else to put them. A Defbuff in the default slot works fine.
Only other thing I can see there is that Kick is usually a worse choice than Boxing for the fighting pool prerequisate. Boxing occasionally does Disorient, which you can stack Stone powers with. And Kick does Knockback, which is BAD for Invincibility's buffs.
the def on combat jump was really something I couldn't decide where to put the last one... and Maelwys, yer correct Kick did knockback and not Knockdown as I think Hero Builder says.
According to Hero Builder: Temp invul and Unyelding costs 0.195 with 1 end red, which is the same as Tough and Weave with 2x end reds. However, you get slighty better benefit from adding the 2nd end red to Temp Invul and Unyeld than 3x on Tough and Weave.
Swapping Kick for Boxing, and adding the def buff from CJ to acc there.
Been playing her quite good lately, and I must say I've been quite darn wrong that Invul "seems like a bad Power set"... it's bloody amazing Really enjoying the lil toon.
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Tough and weave arent as high as you may think. They are listed as endurance per tick on herobuilder and not endurance per second. In endurance per second terms both use .16 of an end point, 16/1000ths of your end bar.
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Incorrect. They're listed in Sherk's Hero Builder as endurance per second. Each tick costs 0.1625 Endurance and happens every 0.5 seconds... so that's 0.325 Endurance per second, each.
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My apologies i didnt check, i thought it was the other way around for some reason confusing it perhaps with the miswrite in the attack chain planner which would say eps instead of end per tick without thinking. I am so used to not looking anymore with the amount of times i used to look at them cos either way the 3rd slot in end didnt matter which is pretty much all i rely on needing to really know.
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Temp Invunerability and Unyielding Cost slightly more endurance than Invincibility, so it might be worth moving the spare endreds from Tough and Weave into them.
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On test server i did a test to see what my toggles ran like and i found invincible to be lower than what i read from herobuilder and so i dont have endreds in it despite what was said but i never clicked why -> tick rate. Long time ago tho and I am gettin on
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.
So it was time to roll a new tank, and decided to try out a Invul/Stone tanker. Already gotten an Ice tank to 50, I wanted to check out the "dmg resistance" sets and have a goodie time. So after some browsing on the board, where I found some builds with invul/stone I decided to fool around with the hero builder for a decent set.
) The build above isn't planned to be respeced until at least lvl 38, after I've gotten Seismic Smash.

alltho, picked it up around 47, since that would be the latest to start working on the Portal Jockey badge, and kick Inferno a zillion times as one have done with Frosty in Hollows.
The goal was to make pretty much a pure team tanker and figured this one would do the trick (after a few times):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Amazing Cathryn
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Stone Melee
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(5) DmgRes(7)
01) --> Stone Fist==> Acc(1)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(3) Heal(7) Heal(9) Heal(11)
04) --> Temp Invulnerability==> EndRdx(4) EndRdx(5) DmgRes(11) DmgRes(15) DmgRes(15)
06) --> Kick==> Acc(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(13) DmgRes(13) DmgRes(17)
10) --> Taunt==> Rechg(10)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Tough==> EndRdx(16) EndRdx(17) EndRdx(19) DmgRes(19) DmgRes(21) DmgRes(21)
18) --> Swift==> Run(18)
20) --> Fault==> Acc(20) Acc(23) Rechg(23) Rechg(40) Taunt(43) KB_Dist(45)
22) --> Health==> Heal(22) Heal(48) Heal(50)
24) --> Stamina==> EndMod(24) EndMod(25) EndMod(25)
26) --> Invincibility==> EndRdx(26) DefBuf(27) DefBuf(27) DefBuf(29) TH_Buf(29) TH_Buf(31)
28) --> Tough Hide==> DefBuf(28) DefBuf(34) DefBuf(36)
30) --> Weave==> EndRdx(30) EndRdx(31) EndRdx(31) DefBuf(36) DefBuf(36) DefBuf(37)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(33) DmgRes(34) DmgRes(34)
35) --> Resist Energies==> DmgRes(35) DmgRes(37) DmgRes(37)
38) --> Seismic Smash==> Acc(38) Acc(39) Dmg(39) Dmg(39) Dmg(40) Rechg(40)
41) --> Tremor==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
44) --> Hurl Boulder==> Acc(44) Acc(45) Dmg(45) Dmg(46) Dmg(46) Rechg(46)
47) --> Resist Elements==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Conserve Power==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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At the moment, she's lvl 26 and only had Stone fist, heavy mallet and taunt up to lvl 24, where I picked up Fault (which is an wicked awsome power, btw
The missions I've soloed so far (1 or 2) I've only had Heavy Mallet slotted with 2x acc, and done okay... Sure it's not like the ice/nrg set but, hey I'm the one coming out laughing from every mission
If anyone see some funny slotting or mebbe has some suggestions on re-locating some powers I'd be idle ear. At around 35 when ya really start to fight Freaks more and more often, I figured resist energies would be ok lvl to pick em up... resist elements, well... those dmg types are quite rare, and who doesn't try to avoid those fresky CoTs anyways
Well, enough babbling before I even bore myself out, comments are, as said welcome.
Cheers