Opinions - High Defence tanker (inv/SS)
Acrobatics? No. Just no. It's mag protection for holds is tiny, and you can't be kbed through unyielding. Well, technically you can, but it never really happens.
Rage is a bit silly if you're all-defence though, As you're not doing damage with much else. On more offensive builds it rocks though.
Might I suggest trading out RPD and rage for Aid self? It will add HUGELY to your migitation, RPD is S/L which you have enough res to already tbh, Aid self can help against all, especially with your huge defence that will let you get it off without interruption. This is because you have quite low resistances to elements/energies (comparatively), even with UY and possibly the passives, so you're more defence reliant, so a couple lucky hits can be noticed. Aid self can just heal anything up straight away.
Thanks. Might transfer/copy this tanker onto the test server and give aid self a spin.
Might have to wait for a couple of levels so that I have enough slots etc. to play around with but I will definately give it a go.
What do you suggest taking aid other or stimulant so that I can get aid self?
To be honest I'd suggest dropping Resist Elements/Energies first before RPD. It can be very handy to have capped S/L damage resistance outside Unstoppable later on when you'll be tanking Monsters, GMs and AVs.
Aid Self will certainly help more than elements/energies... and Rage with just one recharge SO will perform very poorly. I'd suggest dropping rage and resist elements first, and pulling some slots from combat jumping (which does not need even one endred, it's the lowest cost toggle in the game).
Taunt could also do with more slotting if you're going for a resistance/tanking build... I'd suggest two recharges at a minimum with 1-2 taunt durations if you still have trouble. Invincibility has been tweaked fairly recently with the other tanker taunt auras, but it certainly used to need two taunt durations in it to reliably keep +4s aggroed... my invincibility slotting was def/def/def/endred/taunt/taunt.
I have some things I'd like to point out from your build:
1) You dont really need 3x endredux in each power, 2 should be enough if you want to run them nonstop through any mission
2) Drop the slots from combat jumping, it costs 0.07end per sec so 3 endreduc SOs lower the cost to 0.035 end per second, this is 0.035 end per sec for 3 SOs, definitely not worth it. Also the extra defence slots, keep the 1 slot in it which it already has but drop the 2 extra ones, you'll only benefit about 1% of def, again not worth 2 SOs.
3)Invincibility slotting: As a tanker I would go for 1 endrdx, 3 defbuff and 2 tauntdur. You're a tanker after all.
4) Taunt slotting: I dont really know much about tanks but I'd slot it 2x recharge 2x tauntdur
5) Tough n weave: Tough doesnt need 3x endredux, 2 is enough. Also, IMO Weave isnt worth getting. It provides you with 5% def as a tanker, if you were to get it I would just slot it with 2x endredux and not put any defbuffs in it. 3 defbuff SOs raise it to about 8% def, that's only 1% per SO, not worth it.
6) If you can, I'd add endreducers (at least one) in your attacks. After all, your attack chain uses more endurance per second than your toggles.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
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Weave 8% is *just* about enough to push your defense to the 45% cap when you're tanking 10 mobs (with Invincibility, CJ, Tough Hide and Unyielding's -5%). I'd still seriously consider picking it up, particularly if you want to take Tough. It's only one extra power slot and it's helped a lot on my INV tanker.
It's also worth pointing out that Weave and Combat Jumping are the only mitigation you'll have against psionic damage (11% ish total) and they'll stack with a defender's fortitude.
I think weave gives me ranged defence too, which can only be a bonus. Im aiming for as much defense as possible, and only use my SS powers for gauntlet/aggro.
This build is not really meant to be solo'd at all.
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What do you suggest taking aid other or stimulant so that I can get aid self?
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Stimulant. It doesn't need any extra slotting to be useful and it's something you can apply before a fight and not need to worry about whereas if you take Aid Other you might feel compelled to use it mid-battle and end up dragging all your aggroed mobs down on top of your hurt team mate (against foes that use AoE's a lot this would be bad).
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New and improved.. hopefully lol
Please rip to shreds and give opinions on this one
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01) --> Temp Invulnerability==> DmgRes(1) EndRdx(3) DmgRes(7) DmgRes(13)
01) --> Jab==> Dmg(1) Acc(3) Dmg(27) Dmg(36) EndRdx(39)
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) EndRdx(40)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8) EndRdx(9) DmgRes(9) DmgRes(13)
10) --> Combat Jumping==> DefBuf(10) DefBuf(43) DefBuf(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) Taunt(37) Taunt(39)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Taunt==> Taunt(22) Taunt(33) Rechg(34) Rechg(36) Rechg(45)
24) --> Knockout Blow==> Dmg(24) Acc(25) Dmg(25) Rechg(31) Dmg(37) EndRdx(43)
26) --> Boxing==> Acc(26)
28) --> Tough==> DmgRes(28) EndRdx(29) DmgRes(29) DmgRes(31)
30) --> Tough Hide==> DefBuf(30) DefBuf(31) DefBuf(34)
32) --> Unstoppable==> DmgRes(32) Rechg(33) Rechg(33) Rechg(34)
35) --> Weave==> DefBuf(35) EndRdx(36) DefBuf(42) DefBuf(42)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(40) Dmg(40) EndRdx(48) Rechg(50)
41) --> Rage==> Rechg(41) Rechg(42) Rechg(46) TH_Buf(46) TH_Buf(46)
44) --> Resist Energies==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
49) --> Resist Elements==> DmgRes(49) DmgRes(50) DmgRes(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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NOTES: CJ slots are available for change, and still undecided about resist elements etc. (might swap to med pool). If CJ slots can be more useful somewhere else please slap me and say "OI.. NOOOOOOOOOOOOOOOOOOOOOOOOO!" and point me in the right direction
Hi,
I am currently at lvl34 on my INV/SS tanker and want to make him have the highest defence and status protection as possible. This includes me taking all of the INV powers and some power pool powers to help with this.
This is a team build and as such not much of a heavy hitter (just enough to provide some gauntlet taunts).
Below is my build.
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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)
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)
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)
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) --> Weave==> DefBuf(35) EndRdx(36) DefBuf(42) DefBuf(42) EndRdx(46)
38) --> Foot Stomp==> Acc(38) Acc(39) Rechg(46) Taunt(48) Taunt(50)
41) --> Rage==> Rechg(41)
44) --> Resist Energies==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Conserve Power==> Rechg(47) Rechg(48) Rechg(48)
49) --> Resist Elements==> DmgRes(49) DmgRes(50) DmgRes(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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Just for the extra status protection (as I have been mezzed before) I was toying with the idea of removing rage and putting in accrobatics for the extra KB and hold protection.
Will having accrobatics provide any benefit to my build at all? (perhaps later for PVP?) or would I be best sticking to rage?
Thanks.