Inv/Fire build advice
Ive got a inv/ tank and i never take resist energys or elements, this will allow you to take 2 powers from the epic pools which in my opinion are better than the extra 10% def especialy if you take tough and weave.
I would try and fit in conserve energy and prehaps foccussd acc.
Aid self is a great power for a tank but i would recommend taking that or fighting pool not both, with IOsets it is possible to be perma dull pained so it becomes overkill.
I do take the passives. When they are slotted they give more resists to common types of attacks in the higher lvls that no power pool is going to help you with.
I would question Weave as it doesnt really help as unyielding gives u a greater chance to be hit, so weave is really cancelled out.
I would also question Aid self as this couldnt be used in battle and so just having some greens would be more benificial, and if with IOs dull pain can be perma there is no real need for it.
Conserve Power is a must in my opinion, but I would forget about FA as things should be hitting u and so u should there fore be able to see them any way.
Of course this is in my opinion and I almost only ever play my tank in PvE so may be different for PvP (Probably is and is a reason why we should have dual builds........another thread i know )
What these builds are, are just proposals and possibly none of them will become a final build but I am gonna look at how you build.
I think you over-estimate unyielding and invincibility for end use and under-estimate the attacks for end use but whether you use the attacks is another thing, some people never use boxing and some use it a lot. Using it al ot will cost endurance over time. I would have at least an end slot in any available space for slotting thats there, on an attack thats used before slotting unyielding or invincibility. Providing you actually connect with an attack the damage enhancement is the best enhancement. Nothing on a Tanker is worth 3 end redux's. Fire Melee players don't actually always need all their secondaries as far as attacks are concerned and the AoEs can also become viably near ST attacks with 1-2 end slot and stamina really. I like hasten on any tank its worth 2 recharge slots and only a 15% iirc every so often end crash.
The first build is closer to what I would do for one reason only. Taunt is at its earliest then and when slowed by quicksand or galaxies I like to have 'something' rather than 'someone' to sort it out. I also would rather pull than intercept. I could tank with all these builds and with less survivability.
If your gonna have fight pool always get weave before the REn and REl passives and 3 def slot SO weave.
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.
OK, looking at the replies here (thanks for those), I had a re-think.
I've tried to take on board what everyone said (which did get sorta tricky with the passives).
I've now come up with this...
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
inv: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Hero Profile:
------------
Level 1: Temp Invulnerability EndRdx(A), EndRdx(3), ResDam(7), ResDam(13), ResDam(25)
Level 1: Scorch Acc(A), Dmg(5), Dmg(11), Acc(15), Dmg(37)
Level 2: Dull Pain RechRdx(A), RechRdx(3), RechRdx(7), Heal(13), Heal(34), Heal(45)
Level 4: Combustion Acc(A), Dmg(5), Dmg(11), Acc(15), EndRdx(37), Dmg(37)
Level 6: Swift Run(A)
Level 8: Unyielding EndRdx(A), EndRdx(9), ResDam(9), ResDam(27), ResDam(29)
Level 10: Combat Jumping DefBuff(A)
Level 12: Aid Other Heal(A)
Level 14: Super Jump Jump(A)
Level 16: Health Heal(A), Heal(17), Heal(17)
Level 18: Invincibility EndRdx(A), DefBuff(19), DefBuff(19), Taunt(29), DefBuff(33)
Level 20: Stamina EndMod(A), EndMod(21), EndMod(21)
Level 22: Aid Self RechRdx(A), Heal(23), IntRdx(23), RechRdx(34), Heal(34), IntRdx(45)
Level 24: Taunt RechRdx(A), Taunt(25)
Level 26: Tough Hide DefBuff(A), DefBuff(27), DefBuff(31)
Level 28: Resist Energies ResDam(A), ResDam(31), ResDam(46)
Level 30: Resist Elements ResDam(A), ResDam(31), ResDam(46)
Level 32: Unstoppable RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Fire Sword Circle Acc(A), Dmg(36), Dmg(36), Acc(36), EndRdx(40), Dmg(40)
Level 38: Incinerate Acc(A), Dmg(39), Dmg(39), Acc(39), Dmg(40), RechRdx(43)
Level 41: Greater Fire Sword Acc(A), Dmg(42), Dmg(42), Acc(42), EndRdx(43), Dmg(43)
Level 44: Resist Physical Damage ResDam(A), ResDam(45), ResDam(46)
Level 47: Fire Sword Acc(A), Dmg(48), Dmg(48), Acc(48), Dmg(50)
Level 49: Hasten RechRdx(A), RechRdx(50), RechRdx(50)
------------
Level 1: Brawl Acc(A)
Level 1: Sprint Run(A)
Level 2: Rest RechRdx(A)
Level 1: Gauntlet
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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As you can see I've also moved over to using the Mids' Hero Designer
Assuming that Defence is more effective than Resistance I think bringing Tough Hide forward should help more than either REn/REl.
My concern this time is that it's pushed my attacks back. Now I realise that a tank might not need attacks to tank, but it would be nice to be able to defend myself, plus it should give me something more to do.
Should I move Fire Sword Circle, Incinerate and Greater Fire Sword back to the levels they first become available and move the REn & REl down to the 40s?
Should I be taking Resist Physical Damage sooner?
[ QUOTE ]
Should I move Fire Sword Circle, Incinerate and Greater Fire Sword back to the levels they first become available and move the REn & REl down to the 40s?
[/ QUOTE ]
Personally I would, especially if you want to solo now and again. I would take Resist Physical damage earlier as well because it's auto on and the extra defence against smash/lethal is useful at the start.
I probably wouldn't take combustion at level 4 either. It doesn't do great damage and is much more useful as an AoE for grabbing aggro. Opinions may differ, but I don't think a tank necessarily wants all the aggro at that level, especially without Resist Physical damage. I also think using three powers to get Aid Self is too much. Depends how survivable you really want to be but I prefer a bit of offence as well and I got by with just Dull Pain.
Also if, like me, you quake at the thought of a stray Malta sapper I'd think about getting a hold from one of the epics.
Jack ^^ above me is Invuln Fire iirc. I am Invuln/SS which is worse/more challenging in many ways and Fire/Fire but Jack has, I believe 1300 hours approx.
Rather than me do a build..
Tough hide is "overall" better than both Rel and Ren.
Getting RPD before Ren and Rel is probably overall more worth it due to more smash and lethal.
Weave is better than Tough Hide but for the end cost and Tough is better than RPD.
All AoEs providing you team tank are better than single targets for dps but thinking on constantly doing damage to groups rather than single targets.
I would of actually of taken taunt at 10 due to gauntlet being poo and attacks more easily missing in the lower levels but fire melee which I do have is rather good. I pretty much use taunt when my accuracy is floored by debuffs or to pull as I am too snobbish to have a blaster pull for me. But the more free people are from my commitment to support, the more free they are hopefully to support me right back the safer I feel....or should feel :s...but anyways I rely on team work.
I'd of been leaving Aid self very late despite how good Aid self is as I'd be able to keep a better eye on teams (i hate the action time, the relying, the hoping till more defense is had but some people are alright with it tho) and to also get better accustomed to different types of support out of increased necessity. Aid self comes fully home with Weave added to the build or when Tanking AVs or GMs but then with either weave or aid self in ya build so can almost any defender or controller if you set things up so that its easy for them too.
Anyways! I'd be a sucker for Combustion or Fire Sword Circle asap. Not only are they good aggro grabbers but very good dps against groups and makes things more fun (no debt until level 10 with combustion!) but until 10 your survivability as a tanker is roughly as good as a blaster unless ofc you slotted DP asap and got Haste at 6. The less time spent in a fight the less attacks are being thrown your way, so nothing wrong with dishing the damage, getting aggro is a way of being supportive and preventing players from being so overwhelmed that they are at the point within which they become unsupportive.
Your not doing badly on how to slot imo (I would of end slotted scorch rather than Invincible personally and end slotted boxing (if used) rather than a second on unyielding) but I thinks its best to feel your way up the levels and see how it goes as play-style changes everything.
If you don't get defeated from time to time then you simply haven't pushed yourself, pre ED we had everything but still aimed in the border lining of getting defeated in every mission. XP/time comes from the damage dealing, particularly within the big teams and usually from defeating of foes over time which are +2 to +3 rather than +4 all of the time.
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.
God knows how many hours I have on my Inv/Fire tank now but it's more than it should be for sure. My philosophy has always been to try a build and if it isn't working for you...change it. That's what respecs are for so I've never once planned, and stuck to, a build to 50.
A lot of it, for me anyway, comes down to how you like the feel of the build. For example, I tried a build with tough and weave on the test server and it just didn't fit the way I felt about the toon. On my tank I take the attitude that if you want to get to my team mates then you have to go through me first and I expect to take a lot of damage, but I also expect the team to help me out and if they can do that I can dish out a fair amount of damage to help everyone along. The earth/empathy troller I'm playing now though I don't even care that I can't deal any real damage because that's not my place in the team. The team and the attitude mean more than the build to me.
When my tank was in the 40s though I began to notice that survivability was getting worse. At that point I took resist elements and resist energies and it got better so I'd say it's better to experience what the powers mean than to worry too much about the numbers. Taking advice isn't a bad thing but if you really fancy a particular build then just go with it and see how it works out. Personally, I reckon it makes the game a lot more fun. In saying that, I always listen to what Shannon posts on tanking, so there are a lot of words of wisdom floating around out there
Hi all,
I'm playing (on and off) an inv/fire tank that I think might be quite good in the later levels. Trouble it I've got about 3 builds and I'm not sure which to go with.
They're pretty similar up to about lvl22/23, but I've got to lvl24 and need to choose which route to go down.
Now I'm pretty sure this isn't a rare combo, so hopefully a lot of people will have experience with the combo and be able to offer me some advice.
The 3 builds I'm considering are...
1)
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(9) DmgRes(13) DmgRes(27)
01) --> Scorch==> Acc(1) Dmg(5) Dmg(7) Acc(15) Dmg(46)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(11) Heal(31) Heal(37) Heal(40)
04) --> Combustion==> Acc(4) Dmg(5) Dmg(7) Acc(15) EndRdx(34) Dmg(45)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(11) DmgRes(13) DmgRes(27)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) Rechg(23) Heal(23) Heal(25) IntRdx(40) IntRdx(50)
24) --> Boxing==> Acc(24) Acc(25)
26) --> Taunt==> Taunt(26) Rechg(48)
28) --> Fire Sword Circle==> Acc(28) Dmg(29) Dmg(29) Acc(33) EndRdx(34) Dmg(43)
30) --> Tough==> EndRdx(30) EndRdx(31) EndRdx(31) DmgRes(37) DmgRes(46)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Dmg(36) Dmg(36) Acc(36) Rechg(37) Dmg(43)
38) --> Greater Fire Sword==> Acc(38) Dmg(39) Dmg(39) Acc(39) EndRdx(40) Dmg(43)
41) --> Weave==> EndRdx(41) EndRdx(42) EndRdx(42) DefBuf(42) DefBuf(46)
44) --> Tough Hide==> DefBuf(44) DefBuf(45) DefBuf(45)
47) --> Resist Energies==> DmgRes(47) DmgRes(48) DmgRes(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)
---------------------------------------------
or this one, which by lvl50 is very similar if not the same. But I'll spend most of my time getting to 50, so the order in the 20s & 30s might be important...
2)
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(7) DmgRes(13) DmgRes(25)
01) --> Scorch==> Acc(1) Acc(5) Dmg(11) EndRdx(15) Dmg(33) Dmg(43)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(27) Heal(31) Heal(37)
04) --> Combustion==> Acc(4) Acc(5) Dmg(11) EndRdx(15) Dmg(34) Dmg(42)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(13) DmgRes(46)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(25) Taunt(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) IntRdx(23) Heal(23) IntRdx(27) Heal(37) Rechg(40)
24) --> Resist Energies==> DmgRes(24) DmgRes(45) DmgRes(46)
26) --> Resist Elements==> DmgRes(26) DmgRes(45) DmgRes(46)
28) --> Fire Sword Circle==> Acc(28) Acc(29) Dmg(29) EndRdx(31) Dmg(34) Dmg(40)
30) --> Taunt==> Taunt(30) Rechg(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Acc(36) Dmg(36) Rechg(36) Dmg(37) Dmg(43)
38) --> Greater Fire Sword==> Acc(38) Acc(39) Dmg(39) EndRdx(39) Dmg(40) Dmg(43)
41) --> Tough Hide==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Boxing==> Acc(44) Acc(45)
47) --> Tough==> EndRdx(47) EndRdx(48) DmgRes(48) DmgRes(48)
49) --> Weave==> EndRdx(49) EndRdx(50) DefBuf(50) DefBuf(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Or leaving out Tough as a lot of people seem to say it's not really needed and that Weave is a waste of a skill & endurance...
3)
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Fiery Melee
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(7) DmgRes(13) DmgRes(25)
01) --> Scorch==> Acc(1) Dmg(5) Dmg(11) Acc(15) Dmg(37)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(13) Heal(33) Heal(46)
04) --> Combustion==> Acc(4) Dmg(5) Dmg(11) Acc(15) EndRdx(37) Dmg(40)
06) --> Swift==> Run(6)
08) --> Unyielding==> EndRdx(8) EndRdx(9) DmgRes(9) DmgRes(31) DmgRes(46)
10) --> Combat Jumping==> DefBuf(10)
12) --> Aid Other==> Heal(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> EndRdx(18) DefBuf(19) DefBuf(19) Taunt(25) DefBuf(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aid Self==> Rechg(22) Heal(23) IntRdx(23) Rechg(34) Heal(34) IntRdx(45)
24) --> Resist Energies==> DmgRes(24) DmgRes(27) DmgRes(43)
26) --> Resist Elements==> DmgRes(26) DmgRes(27) DmgRes(43)
28) --> Fire Sword Circle==> Acc(28) Dmg(29) Dmg(29) Acc(31) EndRdx(37) Dmg(42)
30) --> Taunt==> Rechg(30) Taunt(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33)
35) --> Incinerate==> Acc(35) Dmg(36) Dmg(36) Acc(36) Dmg(40) Rechg(46)
38) --> Greater Fire Sword==> Acc(38) Dmg(39) Dmg(39) Acc(39) EndRdx(40) Dmg(43)
41) --> Tough Hide==> DefBuf(41) DefBuf(42) DefBuf(42)
44) --> Resist Physical Damage==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Fire Sword==> Acc(47) Dmg(48) Dmg(48) Acc(48) Dmg(50)
49) --> Hasten==> Rechg(49) Rechg(50) Rechg(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
So which one looks best?
I don't want to just use someone else's build, but if you have any suggestions regarding your preferred version that might improve it I'll take it into consideration.
Thanks in advance for any help.