Inv/SS - Advice Please
Hi,
I'm not very experienced with the IOs, so I'll try to give my point of view on the general questions...
1) I love Air superiority in combo with SS, but I swpapped it on my latest tank (inv/ss) to Haste/SS. I hate SS, but i gets me Haste for free :-) So The Speed pool is a must for a tanker (mebbe for every toon).
Another pool set, you can consider is the "Presence" pool, and take provoke. I have on my tanker 2 taunts (taunt+provoke) and I must say it sure comes in handy for controlling/maintaining/getting aggro.
2) Acrobatics, not sure it'll stack with Unyielding for extra KB protection, but imho you don't need it.
3)Aid Self is a must imho for a tanker (or brute), repected it in on all my toons. regarding the interruptable, I use 3 int. reductions on my tank (since INV is a res tank), and it only gets messed up after a herd when they launch DOTs like fire, AR but otherwise it's great. If you wannne increase the aid self hit ratio, use it after a FootStamp and you're OK. I started medicine poolfrom lvl 22 with 'Stimulant'. Mebbe a bit weird, but it saved my def and troller a couple times when they were held.
Hope this helps a lil
Fire Green - lvl50 - INV/FM tank
Andre - lvl41 - INV/SS Tank
The rest of the toons are evil, not mentionable here
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Temporary Invulnerability (currently slotted 3 End Reduc, 3 Res Dam - are there any sets that people would particularly recommend?)
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3 End Reds was a bit excessive there.
Anyway, one thing you might want to slot in there would be a Steadfast Protection Res/Def IO.
Gives an extra 3% defense to all, which is handy for an Inv/.
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Dull Pain (currently slotted with a Heal and a Rech Reduc and two from the Regenerative Tissue set - Heal/Rech and Heal/End. I've started using this set because I earned/was given them; are there any even better sets people would reccomend for this power?)
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Try and get 2 Numina's (any type) in there, gives a nice extra 12% regen. A third would give a bit more health.
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Invincible (currently slotted with two End Reduc and three from Kismet - Def/End, Def/End/Rech and End/Rech. Question = as with the last two powers. Also, is it worth having this toggle on if you're not fighting a particularly big mob? Does it make any notable difference if I also have Unyielding turned on, or does Unyielding more or less cancel it out?)
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It's always worth having this on.. the extra defense even against one enemy does help.
Slot with 3 Cytoskeleton Exposure's if possible.
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Jab (obv.) (Currently slotted with one Acc, one Dam and one Disorient Duration - any comments?)
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A couple of Pounding Slugfests would go well here and give a bit of extra Regen.
Drop the disorient anyway, it's not helping imo.
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Haymaker (currently slotted with two from Smashing Haymaker - Acc/Dam and Dam/End/Rech - any comments?)
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I like the crushing impact set, it comes with some very handy bonus'.
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Taunt (Currently slotted with two Taunt Durations - should I bother with a third?)
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I wouldn't, although some recharges may be useful.
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Knockout Blow (Brand new power, as yet unslotted - any suggestions?)
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A full Crushing Impact set would be nice here.
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1) What are the other powers (main sets and pool) that experienced Tanks think that I just can't live without?
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Health, no question.
6 slot it for maximum regen + recovery.
It is a perfect spot for a Numina's +Regen/+Recovery IO and a Miracle +Recovery IO, also the Regenerative Tissue +Regen IO. Plus a few extra from those sets for some extra set bonuses.
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2) I'm a Super Jumper - should I bother with Acrobatics?
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No, unyielding does the biz ere. Acrobatics is not needed.
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3) I hear people mentioning Aid Self a lot, but doesn't that have an interrupt time and therefore mean I'd have to avoid getting hit to use it? Do most people take it to heal between mobs really (which granted, would be useful)? What pool power should I take before Aid Self if I do need it? What level should I start down the road to getting it, whereby I won't be making myself wait for other shiny main set powers?
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Aid self can be handy and when slotted with a few Interupt reductions it can be used in combat without problem.
Does need heavy slotted to be useful.
Put it off till later IMO.
Cheers for the advice so far guys.
Moog - With IOs like Numina's +Regen/Recovery - how does that work with a power like Health that's just always 'on'. I was under the impression that the bonuses that Enhancements like these gave 'went off' when you activated the power they were slotted in - is that wrong?
Also, If three End is a bit excessive in Temp Invul - are there any toggles that DO need three ideally (I have a freespec or two, so could fix this fairly easily)?
Everyone - Another question that comes to mind (as well as the originals if anyone else would like to chip in) - how far is it worth slotting Combat Jumping? I've been assuming that the bonus is comparatively modest, so just have a Def so far - any better suggestions?
Cheers,
The Unlovable
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Moog - With IOs like Numina's +Regen/Recovery - how does that work with a power like Health that's just always 'on'. I was under the impression that the bonuses that Enhancements like these gave 'went off' when you activated the power they were slotted in - is that wrong?
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When slotted in a power which is always on (such as health) then the bonuses are always active.
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Also, If three End is a bit excessive in Temp Invul - are there any toggles that DO need three ideally (I have a freespec or two, so could fix this fairly easily)?
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Not on an Inv/ tank, None of the toggles are that endurance intensive.
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Everyone - Another question that comes to mind (as well as the originals if anyone else would like to chip in) - how far is it worth slotting Combat Jumping? I've been assuming that the bonus is comparatively modest, so just have a Def so far - any better suggestions?
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The defense is small (only 2.5%), worth a defbuff in the default slot, but nothing beyond that IMO.
Hmmm, cheers again Moog. May look into using a freespec to shuffle a few bits about then.
Anyone else got any views on 'must haves' and 'oughta avoids' when it comes to slotting and power selection?
Failing that, anyone wanna loan me a coupla hundred million inf to buy all these lovely goodies?
Unlovable
I have played INV/SS since i started this game the first one went to 29 before getting anything that made him shine but the present have all the shiny stuff.
It is not hard really you will want temp and unyelding with 3 deff invincibility with some dett and some taunt. dull pain with somthing equiwalent to 3 heals and 3 recharge all the attacks that you bother using deserves acc and dam i use 1 acc and 3 dam at the moment + 1-2 end redux depending on your pool powers i run leadership so i have 2 endredux in the attacks. stamina is a must and rage is simply to good to ignore not onlt does it make u shine like a littel sun but it also gives +20% to hit and a nice +80% damage in 2 minutes with 3 recharge SOs that is all the time you will have to learn wen not to ues it also because it has a nasty 10 seconds crash. but go out and experiment and remember there will always be other respecs.
the greatest thing with INV/.. is al the passives that can be safely taken later in the game freeing up slots for attacks and pover pools.
editet for the worst spelling
Never really thought about slotting Cytoskeletons tbh but it makes sense to get the tohit buff, ive currently got it slotted with 4 numinas and 2 taunts,
Going to take 1 of the numinas out and fit 1 cyto the 20% to hit buff will be better than the 9% acc bonus
I might as well chip in here, seeing as I IO'ed my SS/Inv fairly recently and I've somehow ended up with 15 mins or so to spare before I'm meant to quit work for today...
Inv has four very powerful methods of damage mitigation:
- 1. high S/L resistances
- 2. high defense when tanking groups of mobs
- 3. high HP plus a powerful heal in "Dull Pain"
- 4. Unstoppable
SS has three methods of damage mitigation:
- 1. Stuns (Handclap Mainly)
- 2. Knockdown (Footstomp, Haymaker, Punch, KO Blow, Hurl does KnockBACK)
- 3. Hold (KO Blow)
Generally an SS/INV can take either Aid Self (to increase Healing power), Tough and Weave (to cap S/L resists and boost Defence) and/or Hasten (to reduce the downtime of Unstoppable, Footstomp and Dull Pain).
IOs can be used to great effect to reduce the "downtime" aspect further- to the point at which you can run "Perma Dull Pain", have less than 50% downtime on Unstoppable and use Footstomp every few seconds. The +3% Global Defence IO from the "Steadfast Protection" Resistance set also adds to your defence nicely.
On my own SS/Inv "Womble" I've opted for a Perma Dull Pain build. He's incredibly survivable, noticably moreso than with his pre-i9 build which had the exact same power pool picks. The only downside was that I had to take out a few Taunt Duration enhancements from invincibility in order to attain true "Perma Dull Pain" throughout several Hasten cycles... but a few patches ago Invincibility's taunt effect was given a major buff to bring it into line with the other taunt auras, so his aggro-grabbing performance has not suffered at all. In fact, with Footstomp up so regularly now it has actually improved.
Build is below. he currently has everything except the Stealth IO in Sprint (he's never needed to hide from anything yet, so I've not seen the need to slot it!!). Permanently at the HP cap, he can solo-tank the Honoree unaided indefinately outside of Unstoppable, and he overshoots the 'soft defence cap' when tanking 8 or more enemies with Unyielding, CJ, Weave and Invincibility running. Footstomp is up every 7 seconds.
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Womble: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(3), ResDam-I:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(9)
Level 1: Jab -- Acc-I:50(A)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(11), Numna-Heal/EndRdx/Rchg:32(11), Mrcl-Heal/Rchg:40(13), Mrcl-Heal/EndRdx/Rchg:40(13)
Level 4: Haymaker -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/EndRdx:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(17)
Level 6: Hurdle -- Jump-I:50(A), Jump-I:50(45)
Level 8: Unyielding -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx/Rchg:40(9), HO:Ribo(15), Aegis-Psi/Status:50(15), S'fstPrt-ResDam/Def+:14(40)
Level 10: Boxing -- Acc-I:50(A)
Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), LkGmblr-Def:44(43), LkGmblr-Rchg+:35(46)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Heal/Rchg:50(17), Numna-Regen/Rcvry+:50(34), Mrcl-Heal:40(37), Mrcl-Rcvry+:40(46), RgnTis-Regen+:30(46)
Level 18: Invincibility -- RedFtn-Def:50(A), RedFtn-EndRdx:50(19), RedFtn-Def/EndRdx:50(19), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(37), LkGmblr-Rchg+:35(50)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(34)
Level 24: Taunt -- RechRdx-I:50(A), Taunt-I:50(36)
Level 26: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/EndRdx/Rchg:40(27), ResDam-I:50(27), TtmC'tng-ResDam/EndRdx/Rchg:50(34)
Level 28: Rage -- HO:Membr(A), HO:Membr(29), HO:Membr(29)
Level 30: Tough Hide -- RedFtn-Def:50(A), RedFtn-EndRdx:50(31), RedFtn-Def/EndRdx:50(31), RedFtn-Def/Rchg:50(31), RedFtn-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:35(48)
Level 32: Unstoppable -- TtmC'tng-ResDam/Rchg:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 38: Foot Stomp -- Sciroc-Acc/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Dmg/EndRdx/Rchg:50(39), C'ngBlow-Acc/Dmg:50(40), C'ngBlow-Dmg/Rchg:50(40)
Level 41: Weave -- RedFtn-Def:50(A), RedFtn-EndRdx:50(42), RedFtn-Def/EndRdx:50(42), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(43), LkGmblr-Rchg+:35(43)
Level 44: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45)
Level 47: Focused Accuracy -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
Level 49: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]+6% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+14% Enhancement(Accuracy)[*]+55% Enhancement(RechargeTime)[*]+49.7 (4.13%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 31%)[*]+MezResist(Sleep) (Mag 21.7%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 20%)[*]+13.5% Recovery[*]+44% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+3% Resistance(Psionic)[/list]<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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Good thing about that build is red fortunes are so cheap im going for the rgn route with numinas and its killing me, if i could afford 4 numinas +recharge i would not only have the rgn bonus but the recharge bonus aswell....can anyone lend me 100mill inf
Numinas don't give +recharge.... O.o
Doctored Wounds do though. But then if you've already slotted your Defensive abilities with (5x Red Fortunes + a LOTG +Recharge) then you'll probably already be at the +5% Recharge set bonus limit...
I couldn't really justify building for +regen on my tanker, Perma Dull Pain was too good a target! He's managed about 270% Regen just through the Uniques and the odd Numina/LOTG set bonus though, which is enough to stop him from needing a Bubble in the Respec reactor room... it's funny seeing other toons panic about them!
I found Womble was one of my cheapest toons to IO-up actually... I managed to get him finished just before the "Quick Katie" nerf, so the LOTG +recharge IOs weren't anywhere near as expensive as they are currently. Total cost came to about 150-200mill compared to over 350mill for my Spines/DA's build...
oops meant to say LotG instead of numinas will edit post!!
well couldnt edit my post and got numinas and LotG mixed up will be easier just to post my build Im a stoney so ignore my attack slotting
might bring in build up instead of res energys.
Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php
Dipstar: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Resist Physical Damage -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(29)
Level 1: Stone Fist -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(43), C'ngImp-Acc/Dmg/EndRdx(50)
Level 2: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(31)
Level 4: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal/Rchg(5), Numna-Heal(5), RechRdx-I(11), RechRdx-I(11), Heal-I(31)
Level 6: Heavy Mallet -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 8: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam/Rchg(13)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Taunt -- Taunt-I(A), Taunt-I(13)
Level 14: Super Jump -- Jump-I(A), Jump-I(48)
Level 16: Resist Elements -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(37), ImpArm-ResDam/Rchg(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), HO:Cyto(19), HO:Cyto(21), Taunt-I(21), Taunt-I(37)
Level 20: Swift -- Run-I(A), Run-I(46)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(27)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31)
Level 32: Unstoppable -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(33), RechRdx-I(34), ResDam-I(34)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Seismic Smash -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Stone Mallet -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(42), C'ngImp-Acc/Dmg(42), C'ngImp-Dmg/EndRdx(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 44: Fault -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(45), Rope-Acc/EndRdx(45), Rope-Stun/Rng(45), Rope-Acc/Stun/Rchg(46), Rope-Acc/Stun(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Resist Energies -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+12.4% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+6.75% Max Endurance[*]+37% Enhancement(Accuracy)[*]+15% Enhancement(RechargeTime)[*]+2% Enhancement(Stun)[*]+113 (9.38%) HitPoints[*]+MezResist(Held) (Mag 1.65%)[*]+MezResist(Immobilize) (Mag 8.8%)[*]+12.5% Recovery[*]+92% Regeneration[*]+0.95% Resistance(Fire)[*]+0.95% Resistance(Cold)[/list]
this is my Pve team only build that i have respeced into, i only use dull pain when needed which unless fighting Psys is not often, it only has down time of 7 secs anyway.
Hello chaps,
Having recently respecced my Inv/SS Tan and started slotting him with IOs I finally feel like a proper Tank. My SG members have noticed a huge difference and I'm really starting to find real joy in being the only person who's hurt at the end of each mob. So, with that in mind, I'd love some further advice to maximise my potential. I'm currently level 22, and have the following powers and questions about them, mostly about slotting:
Invulnerability
Temporary Invulnerability (currently slotted 3 End Reduc, 3 Res Dam - are there any sets that people would particularly recommend?)
Dull Pain (currently slotted with a Heal and a Rech Reduc and two from the Regenerative Tissue set - Heal/Rech and Heal/End. I've started using this set because I earned/was given them; are there any even better sets people would reccomend for this power?)
Unyielding (Currently slotted with 2 End Reduc and two from Impervium Armour - Res/End and Res/End/Rech. Again, I'm using this because it was earned/given and would be interested to hear whether people have other preferences)
Invincible (currently slotted with two End Reduc and three from Kismet - Def/End, Def/End/Rech and End/Rech. Question = as with the last two powers. Also, is it worth having this toggle on if you're not fighting a particularly big mob? Does it make any notable difference if I also have Unyielding turned on, or does Unyielding more or less cancel it out?)
Super Strength
Jab (obv.) (Currently slotted with one Acc, one Dam and one Disorient Duration - any comments?)
Haymaker (currently slotted with two from Smashing Haymaker - Acc/Dam and Dam/End/Rech - any comments?)
Taunt (Currently slotted with two Taunt Durations - should I bother with a third?)
Knockout Blow (Brand new power, as yet unslotted - any suggestions?)
General Queries:
1) What are the other powers (main sets and pool) that experienced Tanks think that I just can't live without?
2) I'm a Super Jumper - should I bother with Acrobatics?
3) I hear people mentioning Aid Self a lot, but doesn't that have an interrupt time and therefore mean I'd have to avoid getting hit to use it? Do most people take it to heal between mobs really (which granted, would be useful)? What pool power should I take before Aid Self if I do need it? What level should I start down the road to getting it, whereby I won't be making myself wait for other shiny main set powers?
Thanks for reading all of that guys - your comments would be welcome...
The Unlovable