Inv/EM build
Hmm. with that setup you would have 18% defense with no enemies in range and 33% with 10 in Invincibility range.
That's including the Unyielding debuff.
Invincibility does cap out at 10 enemies.
You would only have 10% against Psionic though.
Pretty sure my calculations are right, someone nudge me if I'm off the mark.
Whoops.
I was wrong there, That would be with Invincibility Unslotted
So that should be 20% total defense with 0 enemies in range to 44% with 10 in mellee range.
Still 10% defense to Psi in all situations.
See, 44% is alot of defence, only 6% of the time will I get hit. However, i'm thinking of swapping medicine for the 2 resist energy/element passives, as it's nice to have solid resistance to stuff too. Thoughts on that?
(Pure PvE for now btw)
Spirit you are a wise one making this a defensive buid, invulnerability is all based on defence nowadays no excuses. The resistence is only godo against smashig/lethal and the other auto powers (apart from resist pysical damage and tough hide) are pants.
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See, 44% is alot of defence, only 6% of the time will I get hit. However, i'm thinking of swapping medicine for the 2 resist energy/element passives, as it's nice to have solid resistance to stuff too. Thoughts on that?
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I would hesitate before relying on that 44%, the range on Invincibility is only 8 feet and even with a tight bunch around you if you move even a little you can lose a few out of range.
Not to mention ranged attackers as well as single tough bosses and AVs.
Good resistance along with a large HP pool will be needed.
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i'm thinking of swapping medicine for the 2 resist energy/element passives, as it's nice to have solid resistance to stuff too. Thoughts on that?
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I've got 2 INV tanks (lvl35 and lvl50), and on both I've got aid self (3 slotted with inter. reduction tho). The only resistance or defense we INV tanks have against Psionics is heal. If You have an empath in team it's ok, but otherwise... no res/def against it.
I gave my lvl50 yesterday a spin on our old SG-team, and even with 16 foe standing next to me, aid self kept me alive :-) So it's a great power imho, but needs 3 inter. reductions to be reliable.
Goodluck :-)
Fire Green - lvl50 INV/FM Tank
The Giant - lvl35 INV/SS Tank
an invul tank relies on resistance i would surmise that this build would be very end heavy tough and weave combined with temp invul/unyielding/invincibility will have you gasping for breath very quickly and the cost to properly slot them and add endredux is a waste imo i tried a similar build once changed it and never looked back try if you must but i'm sure you will come to a similar conclusion
Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.
Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.
Co-Leader of The Echelon
Visit us at http://www.theechelon.eu
Okay, Phobos. Let me bring up the numbers for you. Outside unstop, you can get great S/L res, but only about, what, 27% to other types? Compare that to about 40% def. Also bearing in mind the ol' equasion that 2 defence=1 resistance (Though a little off).
Plus, I still get 10% def to psi, and also defence is much better for aid self. Anyway, I've not been loosing any endurance atm. This is at level 22, and not an end red in toggles. Just ONE end red in bone smasher (Seeing as end red has better return in attacks then toggles). Plus attacking is not my priority anyway. I use taunt quite alot, being a teamer.
Just out of curiosity, what secondary have you used invuln with?
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I use taunt quite alot, being a teamer.
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I think the taunt slotting is tight in terms of flexibility.
More duration is ideal on higher levels and those of higher res to taunt types. Even in the aura you may atleast put one taunt in there (i know people with 3 so they dont "allegedly tank"). Also the rechg and duration of taunt is not offering much in the being flexible to handle aggro and keep damage of teams in various team make ups especially under -rechg circumstances with +lvls. I think atleast 3 slots is on average better but preferably 4 (2 rechg 2 taunt) You slot to the allowances you are prepared to make after all. Barrage is poo damage and poo gauntlet and so "no where near" as worthy of slots imo in comparison.
Your def goes down in front of 1 AV. Anyway a good couple of good shots on a low res toon that doesnt have the high hp as often as it could have (no haste) is all they could want.
All in all I think this build is a bit more selective of types of defense set required in a team vs AVs as its not a great kiter to keep damage completely off the team if and when needed (due to defense set perhaps) especially if vs AVs.
01) --> Barrage==> EndRdx(1) Acc(23) Dmg(23) Dmg(43)
2 dam slots can be spared for taunt imo providing the min of 3.
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(37) EndRdx(48)
Unless you bury boxing so that you never use it i'd move an end slot from here to it or
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
see what the 3rd slot means in numbers and go meh i wouldnt notice the difference!
30) --> Aid Other==> Heal(30) Heal(50)
i like the power on the tank as you use your healpoints but maybe stimulant and a slot saved be better, clearmind a defender/controller who does the actually buffing or debuffing that helps the whole team.
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
Even in pve the greatest thing is the +per imo, alot of tanks dont really require this amount of tohit (due to one thing or another) so even the tohit buffs are a bit optional.
44) --> Whirling Hands==> Acc(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
Aoe control and damage to the group. What it does to 10 foes adds up, i dont look at the amount of damage it does to one and its also a great opener. I just think 44 is late but its upto you, superstrength doesnt get footstomp till 38 and killed my xp/rate in comparison to other tanks for it. Energy is the poorest of sets when it comes to aoe imo so not too much of a cry over.
49) --> Unstoppable==> Rechg(49) Rechg(50) Rechg(50)
ideally 2 res to cap res in your case but i think ya may already realise that.
There is no win win build depending on who ya play with and who ya up against, the good thing is to enjoy 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.
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I use taunt quite alot, being a teamer.
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I think the taunt slotting is tight in terms of flexibility.
More duration is ideal on higher levels and those of higher res to taunt types. Even in the aura you may atleast put one taunt in there (i know people with 3 so they dont "allegedly tank"). Also the rechg and duration of taunt is not offering much in the being flexible to handle aggro and keep damage of teams in various team make ups especially under -rechg circumstances with +lvls. I think atleast 3 slots is on average better but preferably 4 (2 rechg 2 taunt) You slot to the allowances you are prepared to make after all. Barrage is poo damage and poo gauntlet and so "no where near" as worthy of slots imo in comparison.
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Yeah, I've noticed about barrage by now, It's out of my chain now that I've got a recharge in air sup.
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Your def goes down in front of 1 AV. Anyway a good couple of good shots on a low res toon that doesnt have the high hp as often as it could have (no haste) is all they could want.
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Aid self for that.
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All in all I think this build is a bit more selective of types of defense set required in a team vs AVs as its not a great kiter to keep damage completely off the team if and when needed (due to defense set perhaps) especially if vs AVs.
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Okay, I'm really confused as to what you mean by this.
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01) --> Barrage==> EndRdx(1) Acc(23) Dmg(23) Dmg(43)
2 dam slots can be spared for taunt imo providing the min of 3.
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Already done, new build to come up.
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08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(37) EndRdx(48)
Unless you bury boxing so that you never use it i'd move an end slot from here to it or
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No boxing/barrage use here now
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26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
see what the 3rd slot means in numbers and go meh i wouldnt notice the difference!
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Meh, suppose, but I'm squeezing out the defence here, so every little helps
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30) --> Aid Other==> Heal(30) Heal(50)
i like the power on the tank as you use your healpoints but maybe stimulant and a slot saved be better, clearmind a defender/controller who does the actually buffing or debuffing that helps the whole team.
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Noted, it was just a filler power really.
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41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
Even in pve the greatest thing is the +per imo, alot of tanks dont really require this amount of tohit (due to one thing or another) so even the tohit buffs are a bit optional.
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I've only got one acc in attacks, so I'll probs just run this against higher levels for the accuracy, or things like night widows and stuff.
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44) --> Whirling Hands==> Acc(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
Aoe control and damage to the group. What it does to 10 foes adds up, i dont look at the amount of damage it does to one and its also a great opener. I just think 44 is late but its upto you, superstrength doesnt get footstomp till 38 and killed my xp/rate in comparison to other tanks for it. Energy is the poorest of sets when it comes to aoe imo so not too much of a cry over.
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It's not in my build anymore, I want my damage as ST.
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49) --> Unstoppable==> Rechg(49) Rechg(50) Rechg(50)
ideally 2 res to cap res in your case but i think ya may already realise that.
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One res and unyielding caps it
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There is no win win build depending on who ya play with and who ya up against, the good thing is to enjoy it.
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Aaand here's my build of the moment, with a few tweaks here and there. The 2 end reds in air sup may look odd, but I found it to be my highest EPS usage power, and end reds are very handy in there!
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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(34)
01) --> Barrage==> EndRdx(1)
02) --> Dull Pain==> Rechg(2)Rechg(5)Rechg(7)Heal(29)Heal(29)Heal(40)
04) --> Bone Smasher==> Acc(4)Dmg(5)Dmg(11)EndRdx(13)Dmg(15)
06) --> Air Superiority==> Acc(6)Rechg(7)Dmg(13)EndRdx(23)EndRdx(23)
08) --> Unyielding==> DmgRes(8)DmgRes(9)DmgRes(9)EndRdx(34)
10) --> Taunt==> Rechg(10)Taunt(11)Taunt(43)
12) --> Swift==> Empty(12)
14) --> Fly==> Fly(14)Fly(15)
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) --> Stimulant==> IntRdx(22)
24) --> Aid Self==> IntRdx(24)Rechg(25)Heal(25)IntRdx(34)Heal(37)Rechg(46)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)
28) --> Boxing==>
30) --> Tough==> DmgRes(30)EndRdx(31)DmgRes(31)DmgRes(31)
32) --> Weave==> DefBuf(32)DefBuf(33)DefBuf(33)EndRdx(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) --> Focused Accuracy==> EndRdx(41)EndRdx(42)EndRdx(42)TH_Buf(42)TH_Buf(43)TH_Buf(43)
44) --> Laser Beam Eyes==> Acc(44)Dmg(45)Dmg(45)Dmg(45)Rechg(46)EndRdx(46)
47) --> Unstoppable==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)
49) --> Conserve Power==> Rechg(49)Rechg(50)Rechg(50)
---------------------------------------------
01) --> Power Slide==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
02) --> Rest==> Empty(2)
01) --> Gauntlet==> Empty(1)
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Cheers for advises though!
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Also the rechg and duration of taunt is not offering much in the being flexible to handle aggro and keep damage of teams in various team make ups especially under -rechg circumstances with +lvls.
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Can you clarify this a bit? I dont understand what youre after here..
I just peeked at nofuture, and noticed that it's a 41second taunt against critters, which means to me that it's not totally needed to slot recharge. In teams atm, I spam taunt between attacking, so I rarely leave foes untaunted anyway. So I'll have it 2 rech one taunt instead of the other way round I think.
No future isnt necessarily misleading but how people may read it might be, and 2 rechg 1 taunt would be how i'd go to place it about quickly in 2 different directions and maybe only 'just' keep a grip on a kited AV.
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One res and unyielding caps it
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Only smash and lethal is capped.
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The 2 end reds in air sup may look odd, but I found it to be my highest EPS usage power, and end reds are very handy in there!
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Its normally worth getting the damage per endurance up then judging the end use, but when in constant use its not as economical as your secondaries.
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Aid self for that.
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High burst attack chains and one hitters do exist although in general for herding with a high def toon i think its good.
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I've only got one acc in attacks, so I'll probs just run this against higher levels for the accuracy, or things like night widows and stuff.
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Certain types of hard kills are best for the other damage dealers to deal with. Of course you can still keep taunt control on anything you like and even if you only spent time hitting the minions you are contributing in damage against group of foes. I dont have any tohits in mine and i dont have probs versus arachnos, in fact i went "wow my epics come through here with the +per" which was the important thing.
Id sooner lower the eps of temp invuln, weave and tough after any commonly used attacks prior to having tohits for what my overall need as a tanker requires.
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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Also the rechg and duration of taunt is not offering much in the being flexible to handle aggro and keep damage of teams in various team make ups especially under -rechg circumstances with +lvls.
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Can you clarify this a bit? I dont understand what youre after here..
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Different enemies give of different secondary effects and how you have to tank for the people in the team to keep them safe enough may require a bit of change to tactics on your part as there is only so much on some things that the other support people in the team can help you and the team with.
You may have no one to help boost recharge when -rechgd and it would have to come from you at a time when you need the team to keep up the dps but you also need to keep damage away from the team.
I dont know who people will be teaming with and i dont particularly become choosy on who i team with, just the flexibility on making do with what you got from having taunt is there. Taunt duration can be resisted and so reduced heavily in duration that its gone prior to the next recharge when under -rechg effects.
When you are tanking for a team who could be subjected to more incoming damage per second than the outgoing healage per second can handle it pays to be away from the team to shift the direction of damage and placement of area of damage to buy time but if you cant keep the taunt control you have only helped so much.
Suggestions are just there to make ya think about whether or not you are sure about the build you have.
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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I just peeked at nofuture, and noticed that it's a 41second taunt against critters, which means to me that it's not totally needed to slot recharge. In teams atm, I spam taunt between attacking, so I rarely leave foes untaunted anyway. So I'll have it 2 rech one taunt instead of the other way round I think.
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The thing about those numbers is that they scale away down for higher level critters.
For even levels, you might do 41 seconds (if unresisted and that number looks suspiciously large even for +0s)... but for the +4s/+5s you'll be tanking regularly at higher levels, that number will scale down to as far as 30% effectiveness, or slightly under 14 seconds. Taunt's recharge is 10 seconds base, so that doesn't leave you much margin for error.
In practice, my INV tanker never encountered a situation where his taunt was insufficient to keep aggro... it's slotted with two recharge SOs. However at higher levels nearby mobs were occasionally turning away between my taunt aura's ticks, so I put 2 Taunt duration SOs into Invincibility and haven't had any problems since.
The full listing is:
1.00 for +0s
0.90 for +1s
0.80 for +2s
0.65 for +3s
0.48 for +4s
0.30 for +5s
0.15 for +6s
0.08 for +7s
0.05 for +8s
0.04 for +9s
0.03 for +10s
0.02 for +11s
0.01 for +12s and above
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One res and unyielding caps it
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Only smash and lethal is capped.
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Unslotted Unyielding and a +2 Damres SO in Unstoppable puts you just over the 90% cap for all but psi.
Unyielding actually gives less S/L resistance (5% base) than other resistance (10% base).
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The 2 end reds in air sup may look odd, but I found it to be my highest EPS usage power, and end reds are very handy in there!
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Its normally worth getting the damage per endurance up then judging the end use, but when in constant use its not as economical as your secondaries.
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Isn't that only applicable for attack powers? If he's using Air Superiority for damage output, then yes, damage slotting would be most effective... but surely 99% of the time it'd be more useful for its 100% knockdown affect? In which case Accuracy, Endreds and Recharge take priority.
I did an experiment a few months ago on a Scrapper to try to work out the "best" slotting for Air Superiority (as a defensive "perma knockdown" ability) outside of HOs, and came up with 2-3acc/1-2recharge/2endred.
My INV tanker went for Tough and Weave over the medicine pool, but that was mainly playstyle choice.
You can certainly get by with either (or neither, though really that'd be unnecessarily gimping yourself!)
I said "normally" you would get the damage per endurance up. The damage lowers fight duration and reduces the amount of times you will need to use the power for it.
To explain myself more (not necessarily to you Maelwys)
The 3 most beneficial slots on most attacks (not long recharge with say a heal or end boost for example or really other life saving heavy secondary effects) are damage slots.
In terms of dpe over time 3 dam slots are worth 3 end slots and 3 rechg slots put together.
To save me time i will use brawl index as it dont matter what i use but
Knockout blow 3 end 3 rechg is 9,89 damage every every 12,68 secs at a cost of 9,39. So thats 1,05 damage per 1 end every 12,68 secs. Now spammed in a space of 600 secs you could use it 47 times and do a total of 464,83 damage per 441.33 endpoints.
Now we just slot knockout blow for damage and sticking to BI even tho its outdated we do 19,50 damage per 18,51 end every 25 secs which is still 1.05 damage per 1 end, but every 25 secs in a timespan of 600 secs you can use it 24 times to do a total of 468 damage for 444.24 end.
Now the difference in figures from having knockout blow 3 end and 3 rechg or just 3 dam doesnt vary much but its took 3 slots of end and 3 slots of rechg to get what just 3 slots of dam roughly gets you.
In terms of dps, a rechg slot is usually = to a dam slot cept you use more end overtime.
But despite all that, i said "normally" people would get damage per endurance up and then worry about endurance slots which doesnt = change it.
Air sup is in damage per endurance over time terms an uneconomical attack (due to kb costing end points) and with the amount of spamming he may use with its +survivability bonus from kb 2 end slots is fine if the overall endurance cost of the build during the attack cycle is at its best for it and its actually needed.
Id like to slot my K/blow for dam but the holds in combination with my attack chain work better in terms of my survivability. Now i could think lower fight duration with it but it doesnt quite work with my chain in practise. By having twice the hold duration i get to do more damage before i get a chance of being sapped for example. Whilst beating up a 53 sapper it meant the difference of k/blow->attack chain and k/blow->drink some coke->attack chain . (I am prone to exaggerrate but its more comfortable).
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However at higher levels nearby mobs were occasionally turning away between my taunt aura's ticks, so I put 2 Taunt duration SOs into Invincibility and haven't had any problems since.
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Yeah thats what could happen with taunt versus an AV that resists taunt whom may of -rechgd you. If your teamed with a kin its not a prob, if your hastened its not a prob, ab'd or am'd (with rads or kins or dark there maybe no real need to kite unless you are debuffing the team as an anchor) and its not a prob. The 2 rechg was my first 2 slots just to spam it in different directions quick without leaving a debuff zone and taunt mostly allows (each to their own) comfortable time at which to use it again. 3 slots for me is bare bare minimum after what i have experienced though despite spamming it.
Tanking +5s with low or no aura taunt slotting is off and on tanking (now they want you, now they dont) type thing and in a moment any one foe can get away and take someone down. To fight higher than what i cant taunt control well simply wouldnt suit me as a taunt controller regardless of anything else.
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.
Getting both fighting and medicine, Maelwys.
my lvl 50 tank is invul/em and is a seasoned veteran being my first toon and has been active and played for near 2 years
Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.
Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.
Co-Leader of The Echelon
Visit us at http://www.theechelon.eu
Yeah, but what you said about it being mainly res based is false, to anything but S/L you can get more def than res. It's more a combo.
I must admit I am not impressed with that build.
You claim that your making a "def base tanker" first I would of said if you were planning this why didnt you go with ice armor ?
Now the next part is anyone that has had an inv tanker knows that they are a complemtary bettween def/res thats what makes them effectiant tanking machine. Choosing only one and trying to sticking with it will more than likely in the long run annoy your due to laying on the ground dead all the time.
Now in your build you only have your 3 res powers all though good giveing you a smashing / lethal of 78% 3+ sloted at lvl 50. If you added Resist Physical Damage you would have a 89.7% against s/r.
Next thing we have forgoten is the other two very good res powers Resist Emlements/ Resist Energies mixed with your Unyeilding gives you a very nice 27.3% in your resistance in turn increases your surivalbly petty well. Now the perk with them 2 permently on never use end which is handy.
Now since your making petty much a soul def toon annd you have your 3 power to pick from on this which are Invincibilty/ Tough Hide/ Weave which give you an impressive 25.7% in your defense but will be crushed a little with unyielding will knock you back down to 20.7%. I know I am being unfair here cos Invincibitly stats work by how hard your npc your smacking (minion, lietenant, boss). Your not goin to have a fun time later if your goin to be relaying on your defense to carry you through the game.
Now you said that your not goin though much endurace now wait till your a more than lvl 22 and you have all your toggles running and you use engery transfer total focus and then say you have no end troubles. (and Focused Accuracy will also murder your poor end)
imho I think if you really wanted somethign with defense based should when with more suited tanker AT like ice or stone armor as seem more suited to your play style. I personaly think inv is defense/Resistance base or just dont bother with thte set if your not goin to use it to its full protenical.
But in saying that I do think aid self is fantastic for inv set well worth it.
p.s This is only my owned view and sry for any spelling and grammer errors.
It has elements of both i agree and Pre-i5 the defence/resistance was second to none but afterward i needed to be conservative with my build and my current build works and is viable you amount of toggles you plan on taking is a waste of end i have tried tough and weave with focused accuracy after i5 in an attempt to compenstate what i found was i was running out of end very quickly my slotting was overstretched and in general was 'gimped' compared to what he is now people rarely notice what i do because i do it well just trying to give my opinion on a powersets i know quite well having a lvl 50 invul/em tank and a lvl 50 em/invul brute and currently working on a ss/invul brute on defiant currently lvl 38 when i can get round to posting my build i can only hope you will see what i am trying to say
Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.
Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.
Co-Leader of The Echelon
Visit us at http://www.theechelon.eu
Um, inv with 10 enemies 3 slotted, tough hide, weave and CJ gives something into the 40s, WITH unyielding. Aid Self I think will just help me alot more than res elements and energies.
I said "Def based" because it is based on that, WITH a nice bit of res to go with it. Plus, I like the shineyness and S/L res of Invuln, It's just so fun not being hurt by smashing and lethal stuff.
May juggle the last few slots, but these are things I would find up survivability more than the passives.
So what build are we talking here then cos in your other build u have posted you have fly not sj and then my next point is what happened when you get smacked from something with secondary effects.
I would think your goin to have a hard time later in lvl's.
Hey, atm I'm just playing my inv tank and grabbing powers as I go, intending to spec into a build at 20/22 for stamina/SOs. Now, I know that inv is supposed to be a resist based set, however I am thinking of making a defence based build. One thing I'm just wondering, is where does invincibility cap out at, and at what number of foes(3 slotted for def). I'm taking tough hide, Weave and CJ, and I hope that I will get a good amount of def.(Was browsing around the US boards and one guide says that it can get from about 9% from one foe to 31% from... 14 I think?) Anyway, if that's true, then with tough hide, weave, CJ and invinc, all 3 slotted for Def (Except maybe CJ ) I should get about 43.9%(Inc. the -5% from UY)! Which is insanely high, considering I'll also have resistance in UY.
I also have Aid self, which I May exchange for the passives, but I took it for mobs like psi mobs/AVs, where it should come in great use.
And here it is:
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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: Energy Melee
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01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(5) EndRdx(15) EndRdx(46)
01) --> Barrage==> EndRdx(1) Acc(23) Dmg(23) Dmg(43)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(5) Heal(11) Heal(13) Heal(13)
04) --> Bone Smasher==> Acc(4) Dmg(7) EndRdx(7) Dmg(11) Dmg(15)
06) --> Combat Jumping==> DefBuf(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(9) EndRdx(37) EndRdx(48)
10) --> Taunt==> Rechg(10)
12) --> Hurdle==> Empty(12)
14) --> Super Jump==> Empty(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(40)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Boxing==> Acc(22)
24) --> Tough==> DmgRes(24) DmgRes(25) DmgRes(25) EndRdx(31) EndRdx(34)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Weave==> DefBuf(28) DefBuf(29) DefBuf(29) EndRdx(31) EndRdx(31)
30) --> Aid Other==> Heal(30) Heal(50)
32) --> Aid Self==> Rechg(32) Heal(33) Heal(33) Heal(33) Rechg(34) IntRdx(34)
35) --> Energy Transfer==> Acc(35) Dmg(36) Dmg(36) Dmg(36) EndRdx(37) Rechg(37)
38) --> Total Focus==> Acc(38) Dmg(39) Dmg(39) Dmg(39) EndRdx(40) Rechg(40)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
44) --> Whirling Hands==> Acc(44) Dmg(45) Dmg(45) Dmg(45) EndRdx(46) Rechg(46)
47) --> Build Up==> Rechg(47) Rechg(48) Rechg(48)
49) --> Unstoppable==> Rechg(49) Rechg(50) Rechg(50)
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01) --> Power Slide==> Empty(1)
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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Have I screwed up? Thanks for any input