Inv/EM build


Fury_Green

 

Posted

Secondary effects? What can you do except dodge them with defence? And travel power-wise, I'm having flight for Air Sup until I get to ET at least, then I'm speccing into CJ to get that little bit of def.


 

Posted

You seem to think ppl only do s/l damage so having only resistance is your goal but not talking the other 3 resistance powers is putting you at risk of being smacked about when they break your defence. Having a 27.5% is better than wasting time on weave plus also a waste of slots.


 

Posted

The following is a close copy of my current build some powers are not in the same order i got them same goes for the ehancements as i lost the orginal build in a re-format

And i think what godfall was trying to say was that some attacks have more than one dmg type like Energy melee does Smash/Energy you'll be protected against the smash part but the energy will hit you for alot more with little or no resistance to it especially in PvE were it will come into play later on against enemies like Freakshow, Malta, Crey, Praetorian minions e.g. clockwork rad/electric etc

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Phobos-
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)DmgRes(3)DmgRes(3)EndRdx(17)
01) --> Barrage==> Dmg(1)Dmg(17)Acc(46)EndRdx(50)
02) --> Dull Pain==> Rechg(2)Rechg(5)Rechg(5)Heal(11)Heal(11)Heal(15)
04) --> Resist Physical Damage==> DmgRes(4)DmgRes(7)DmgRes(7)
06) --> Combat Jumping==> DefBuf(6)DefBuf(50)
08) --> Unyielding==> DmgRes(8)DmgRes(9)DmgRes(9)EndRdx(15)
10) --> Bone Smasher==> Dmg(10)Dmg(13)Dmg(13)Acc(21)Acc(31)EndRdx(43)
12) --> Taunt==> Taunt(12)Taunt(45)Taunt(46)Rechg(48)
14) --> Super Jump==> Jump(14)
16) --> Swift==> Run(16)
18) --> Invincibility==> DefBuf(18)DefBuf(19)DefBuf(19)TH_Buf(21)EndRdx(42)
20) --> Health==> Heal(20)Heal(37)Heal(40)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> Whirling Hands==> Dmg(24)Dmg(25)Dmg(25)Acc(34)Acc(43)EndRdx(43)
26) --> Tough Hide==> DefBuf(26)DefBuf(27)DefBuf(27)
28) --> Build Up==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(46)TH_Buf(50)
30) --> Resist Elements==> DmgRes(30)DmgRes(31)DmgRes(31)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)DmgRes(33)DmgRes(34)DmgRes(34)
35) --> Energy Transfer==> NucleExp(35)Dmg(36)Dmg(36)Acc(36)Acc(37)EndRdx(37)
38) --> Total Focus==> Dmg(38)Dmg(39)Dmg(39)Acc(39)Acc(40)EndRdx(40)
41) --> Conserve Power==> Rechg(41)Rechg(42)Rechg(42)
44) --> Resist Energies==> DmgRes(44)DmgRes(45)DmgRes(45)
47) --> Hasten==> Rechg(47)Rechg(48)Rechg(48)
49) --> Super Speed==> Run(49)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------


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

 

Posted

[ QUOTE ]
You seem to think ppl only do s/l damage so having only resistance is your goal but not talking the other 3 resistance powers is putting you at risk of being smacked about when they break your defence. Having a 27.5% is better than wasting time on weave plus also a waste of slots.

[/ QUOTE ]

I disagree. 16% from that 27.5% is from Unyielding anyway.

After much testing on my INV/SS I found the non S/L passives definately really aren't worth it. Using Weave to cap your defence works out to be far better mitigation in PvE, and you can grab "tough" on the way to cap your S/L resists. The only thing I'd even consider on a "team tanker" INV build instead of (tough + weave) would be Aid Self, the energy/element passives really aren't worth the picks.

My INV/SS is at the S/L resistance cap constantly, can hit the defence cap when he's tanking large groups of mobs and has (Unstoppable + Hasten + Dull Pain + Footstomp) for extra mitigation in case it's ever needed. I've never had a situation where taking Resist Elements/Energies would have been beneficial over capped defence... quite the opposite.


 

Posted

[ QUOTE ]
You seem to think ppl only do s/l damage so having only resistance is your goal but not talking the other 3 resistance powers is putting you at risk of being smacked about when they break your defence. Having a 27.5% is better than wasting time on weave plus also a waste of slots.

[/ QUOTE ]
Did I say only having resistance is my goal? Is that like how an ice tanker tries to pick only ice enemy groups? Oh, wait...

It's just fun to have a nice big bonus to something.

At most of the time, I don't need to hit dull pain that often, and this is before most of my defensive powers. Aid self next, then tough hide, then soon tough+weave. I think it WILL get better

PS (Weave has def V psi )


 

Posted

I would love to have aid self and tough together in my build but for that I`de have to drop hasten.

Just to mix things up a bit, what about the adage of attack being the first line of defence?

The OPs build doesnt allow for hasten.

With hasten up, (3 recharge) given that en/melee has two of Tankings hardest hitting attacks, you can do a whole lot more damage a whole lot faster, which of course decreases the weight of attacks hitting you. Not to mention, the faster you down the villians, the less likely they are to attack your team mates. (And the less your teammates have to take down themselves.)

Problem is, hasten will mean a pool power which means one of the current pool powers has to go.

There`s a certain amount of playstyle in this (I like to knock em down fast) but, on a sheer numbers basis, if two tanks took on an identical scenario, one with hasten, the other with the extra defensive pool power, who would the numbers favour?


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

Would depend on the scenario.

In general for big PvE groups it would favour higher survivability, since EM is a single-target set.
But if you're facing tougher mobs in fewer numbers, the build with Hasten would begin to have an edge.

Hasten's also a considerable endurance sink and INV has no self-recovery powers. Trying to attack flat out whilst running all your toggles plus Hasten... that'll see your blue bar plummet FAST.

In PvP though, I'd say Hasten (and Aid Self) would certainly win out over the fighting pool.


 

Posted

[ QUOTE ]
There`s a certain amount of playstyle in this (I like to knock em down fast) but, on a sheer numbers basis, if two tanks took on an identical scenario, one with hasten, the other with the extra defensive pool power, who would the numbers favour?

[/ QUOTE ]
I think it would depend a lot on the scenario; if there are lots of mobs, and/or they have high HP, the tank will need staying power and the high defensive powers may be an essential.

If there a fewer mobs, with high damage but lower HP, it's more useful to take them down quickly before they can get their strikes in so the high damage tank's better off.

To some extent I guess it's the old team tank versus soloer/scranker choice - do you want to be able to take an entire team's worth of damage while higher output ATs take the mobs down, or do a significant part of the takedown yourself at the expense of a bit of robustness?

(And before anyone posts, yes, I realise it's a continuous range of capabilities, not an either/or choice for offence/defence. )


 

Posted

[ QUOTE ]
To some extent I guess it's the old team tank versus soloer/scranker choice - do you want to be able to take an entire team's worth of damage while higher output ATs take the mobs down, or do a significant part of the takedown yourself at the expense of a bit of robustness?

[/ QUOTE ]

Agree 100% there standoff


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

 

Posted

Hasten does improve dps (-fight duration) and it in combo with an outside recharge boost makes dull pain perma allowing you the highest hit points you can get all of the time and atleast without a recharge boost something like 15 seconds from perma. Which is nothing.

You do have to be aware of your endurance to not allow it past a certain point so that haste doesnt detoggle you when it crashes. i think its 15 endpoints of the top of my head and i cant be geeky enough to check but its nothing compared to the benefits.

The return in damage and secondary effects over time terms far outweighs the end cost imo and is of great benefit especially if you feel more comfortable with extra hitpoints more often and contributing in damage as i do for a lower fight duration.

You could be speed,fitness,fight and med pool if ya wanted and just forget the low def boost from cj. On average i think the four pools i have mentioned are all better than leap pool for survivability played and slotted right especially taking into account the survivability coming from the secondary effects your secondaries have to offer. With the most likely types of outside support which most often unavoidably help you, added, then even more so.

Only problem then is vertical movement or lack of -fly attacks but no matter what you do, you cant have it all anyway.

Use this site to help ya as well as herobuilder.

http://www.nofuture.org.uk/cox/

Think of how you play, if ya always playing with any certain sets then what do they offer? as taking some powers could be a wasted power choice with them but most of all make something you'd enjoy.


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.

 

Posted

[ QUOTE ]
Hasten does improve dps (-fight duration) and it in combo with an outside recharge boost makes dull pain perma allowing you the highest hit points you can get all of the time and atleast without a recharge boost something like 15 seconds from perma. Which is nothing.

You do have to be aware of your endurance to not allow it past a certain point so that haste doesnt detoggle you when it crashes. i think its 15 endpoints of the top of my head and i cant be geeky enough to check but its nothing compared to the benefits.

The return in damage and secondary effects over time terms far outweighs the end cost imo and is of great benefit especially if you feel more comfortable with extra hitpoints more often and contributing in damage as i do for a lower fight duration.

[/ QUOTE ]

I actually forgot to mention how hasten recharges defensive powers such as dull health and unstoppable. And taunt too.

Plus epic powers such as laser vision, which when fired in quick successive bursts (ala hasten) can be a real boon to a Tanker without any other substantial range.

To be honest, I rarely notice the endurance drop (although my SS Tanker does notice it because they fixed rage end drop.Still manageable though.)

So, my personal conclusion is that hasten, on an energy melee Tank, outstrips one with the aid self and tough/ weave combo. (Given that its unlikely you can afford all three.)

Just an opinion though and it is strongly biased because I like decking the bad guys. (hate to use the word scranker but...)


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

The value of any power is based on concept, how you play and who you team with.

Def is definately good. I have a super reflex scrapper, you can in not getting hit miss out on secondary effects and it is better to not get hit than to get hit. The higher the level you face the more likely you are to get hit and the more damage they will do and in an unlucky streak did you trade res for def? Was the tohit of the mobs being floored anyway so that you didnt need in any def? Was you granted a def boost of someone that made you hit the soft def cap anyway? Whatever you feel comfortable about do that.

If i had a mace or axe tanker id have a def based invuln by taking weave, people may say go figure. Id also maybe a def based flying tanker with energy melee. For me to take med pool id need a secondary with secondary aoe effects as its not the complete problem to me whether id be able to get it off to heal myself because i'd have an issue as to whether i keep the enemies dps down in the group for the sake of others whilst i do so.

Trying to use aid self when it would be better to keep in control of a situation kills the idea for me but i have it on my SR and it rocks but you do effectively have more healage over time from it.

No advice on powerchoice is wrong its just that there are so many factors that you'd have to consider that no one can for you as only you play your toon with the people you play with.

Go on test and play with them all, i have tested them and the epics.


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.