Simulacrus, I11 (Inv/SS/Earth)


Alvan

 

Posted

I know Shannon still disagrees with this build's basic idea of skipping unstoppable, but beyond that, here are the basic I11 changes for Simulacrus.

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Simulacrus I11: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/Rchg:39(A), RctvArm-ResDam/EndRdx:39(7), RctvArm-ResDam/EndRdx/Rchg:39(9), RctvArm-ResDam:39(9)
Level 1: Jab -- Acc-I:40(A)
Level 2: Dull Pain -- Dct'dW-Rchg:39(A), Dct'dW-Heal:39(3), Dct'dW-Heal/EndRdx/Rchg:39(3), Dct'dW-Heal/Rchg:39(5), Dct'dW-EndRdx/Rchg:39(5), Dct'dW-Heal/EndRdx:39(7)
Level 4: Resist Physical Damage -- RctvArm-ResDam:39(A), RctvArm-ResDam/EndRdx:39(11), RctvArm-ResDam/Rchg:39(11), RctvArm-ResDam/EndRdx/Rchg:39(34)
Level 6: Hurdle -- Jump-I:40(A)
Level 8: Combat Jumping -- RedFtn-Def:39(A), RedFtn-Def/EndRdx:39(29), RedFtn-Def/EndRdx/Rchg:39(46), LkGmblr-Rchg+:39(46)
Level 10: Unyielding -- Aegis-ResDam/EndRdx:39(A), Aegis-Psi/Status:39(34), Aegis-ResDam:39(36), Aegis-ResDam/Rchg:39(36)
Level 12: Taunt -- Zinger-Taunt/Rchg/Rng:39(A), Zinger-Taunt/Rng:39(13), Zinger-Taunt/Rchg:39(13), Mocking-Taunt/Rchg/Rng:39(15), Mocking-Taunt/Rchg:39(15), Mocking-Taunt/Rng:39(17)
Level 14: Health -- Numna-Regen/Rcvry+:39(A), RgnTis-Regen+:30(17), Mrcl-Heal:39(33), Numna-Heal:39(34)
Level 16: Super Jump -- EndRdx-I:40(A)
Level 18: Invincibility -- Taunt-I:40(A), Taunt-I:40(19), RedFtn-Def:39(19), RedFtn-Def/EndRdx:39(21), RedFtn-Def/EndRdx/Rchg:39(21), GftotA-Def/EndRdx:39(23)
Level 20: Stamina -- EndMod-I:40(A), EndMod-I:40(33)
Level 22: Knockout Blow -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/Rchg:50(25), FrcFbk-Rechg%:39(25), Hectmb-Dmg:50(33)
Level 24: Boxing -- Acc-I:40(A)
Level 26: Tough Hide -- GftotA-Def:39(A), GftotA-Def/EndRdx:39(27), GftotA-Def/Rchg:39(27), RedFtn-Def:39(29)
Level 28: Aid Other -- IntRdx-I:40(A)
Level 30: Aid Self -- Dct'dW-Heal:39(A), Dct'dW-Rchg:39(31), Dct'dW-Heal/Rchg:39(31), Dct'dW-Heal/EndRdx/Rchg:39(31), IntRdx-I:40(45), IntRdx-I:40(46)
Level 32: Tough -- RctvArm-ResDam:39(A), RctvArm-ResDam/EndRdx:39(36), RctvArm-ResDam/EndRdx/Rchg:39(37), RctvArm-ResDam/Rchg:39(37)
Level 35: Weave -- GftotA-Def:39(A), GftotA-Def/EndRdx:39(37), GftotA-Def/EndRdx/Rchg:39(40), RedFtn-Def/EndRdx:39(40)
Level 38: Foot Stomp -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:39(39), Sciroc-Acc/Rchg:39(40), Sciroc-Dam%:39(43)
Level 41: Stone Prison -- Enf'dOp-Immob/Rng:39(A), TotHntr-Immob/Rng:39(42), GravAnch-Acc/Rchg:50(42), Enf'dOp-Acc/Rchg:39(42), TotHntr-Acc/Rchg:39(43), GravAnch-Immob/EndRdx:50(43)
Level 44: Rage -- AdjTgt-Rchg:39(A), AdjTgt-ToHit/Rchg:39(45), AdjTgt-ToHit:39(45)
Level 47: Resist Elements -- RctvArm-ResDam:39(A), RctvArm-ResDam/Rchg:39(48), RctvArm-ResDam/EndRdx:39(48), RctvArm-ResDam/EndRdx/Rchg:39(48)
Level 49: Resist Energies -- RctvArm-ResDam/EndRdx:39(A), RctvArm-ResDam/Rchg:39(50), RctvArm-ResDam:39(50), RctvArm-ResDam/EndRdx/Rchg:39(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+6,25% Defense(Lethal)[*]+1,58% Defense(Fire)[*]+1,58% Defense(Cold)[*]+6,25% Defense(Energy)[*]+1,8% Max Endurance[*]+15% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+8% Enhancement(Immobilize)[*]+12,5% Enhancement(RechargeTime)[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 22,8%)[*]+MezResist(Immobilize) (Mag 29,9%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 27,2%)[*]+16% Recovery[*]+32% Regeneration[*]+15,1% Resistance(Fire)[*]+10,1% Resistance(Cold)[*]+1,26% Resistance(Energy)[*]+4,39% Resistance(Negative)[*]+1,26% Resistance(Toxic)[*]+4,26% Resistance(Psionic)[*]+5% RunSpeed[*]+2,5% Debt Protection[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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`
|-----------------------------------------------------------------------------|
</pre><hr />


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

Heya Alvan, looks like a great defensive build. I saw a few things without altering it too much, maybe it's helpfull if you don't mind.

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Simulacrus I11: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9)
Level 1: Jab -- Acc-I:50(A)
Level 2: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(3), Dct'dW-Heal/EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/EndRdx:50(7)
Level 4: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(29), RedFtn-Def/EndRdx/Rchg:50(33), LkGmblr-Def/EndRdx:50(46)
Level 10: Unyielding -- Aegis-ResDam/EndRdx:50(A), Aegis-Psi/Status:50(34), Aegis-ResDam:50(36), Aegis-ResDam/Rchg:50(36)
Level 12: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rng:50(13), Zinger-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rng:50(17)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), RgnTis-Regen+:30(21), RgnTis-Heal/EndRdx:30(34)
Level 16: Super Jump -- Jump-I:50(A)
Level 18: Invincibility -- RedFtn-Def/EndRdx/Rchg:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(19), LkGmblr-Def/EndRdx:50(33)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(21), EndMod-I:50(33)
Level 22: Knockout Blow -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/EndRdx:50(23), C'ngImp-Acc/Dmg/Rchg:50(25), C'ngImp-Dmg/EndRdx/Rchg:50(25), C'ngImp-Acc/Dmg/EndRdx:50(29)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(27), GftotA-Def/Rchg:40(27)
Level 28: Aid Other -- IntRdx-I:50(A)
Level 30: Aid Self -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(31), Dct'dW-Heal/Rchg:50(31), Dct'dW-Heal/EndRdx/Rchg:50(31), IntRdx-I:50(45), IntRdx-I:50(46)
Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(37)
Level 35: Weave -- RedFtn-Def:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-Def/EndRdx/Rchg:50(40), LkGmblr-Def/EndRdx:50(40)
Level 38: Foot Stomp -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(39), Sciroc-Acc/Rchg:50(40), Sciroc-Dam%:50(43)
Level 41: Stone Prison -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), TotHntr-EndRdx/Immob:50(42), TotHntr-Acc/Immob/Rchg:50(43), TotHntr-Acc/EndRdx:50(43)
Level 44: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(45), AdjTgt-ToHit:50(45), GSFC-ToHit/Rchg:50(46)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 49: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+6,25% Defense(Lethal)[*]+1,58% Defense(Fire)[*]+1,58% Defense(Cold)[*]+6,25% Defense(Energy)[*]+1,8% Max Endurance[*]+8% Enhancement(Heal)[*]+5% Enhancement(Immobilize)[*]+5% Enhancement(RechargeTime)[*]+49,7 (4,13%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 22,8%)[*]+MezResist(Immobilize) (Mag 34,3%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 27,2%)[*]+14% Recovery[*]+32% Regeneration[*]+16,4% Resistance(Fire)[*]+13,9% Resistance(Cold)[*]+1,26% Resistance(Energy)[*]+4,39% Resistance(Negative)[*]+1,26% Resistance(Toxic)[*]+4,26% Resistance(Psionic)[*]+9% RunSpeed[*]+2,5% Debt Protection[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />


 

Posted

Good ideas about adding the set IOs to Stamina for +MaxHP and putting better set IOs to the def toggles

Now, let me reason why I didn't do what you did...

[ QUOTE ]
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), RgnTis-Regen+:30(21), RgnTis-Heal/EndRdx:30(34)

[/ QUOTE ]Regen trumps Runspeed on a tank that almost never walks.

[ QUOTE ]
Level 18: Invincibility -- RedFtn-Def/EndRdx/Rchg:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx:50(19), LkGmblr-Def/EndRdx:50(33)

[/ QUOTE ]Having 2 Taunt IOs there gives me a leeway of up to nearly two seconds to reposition myself or jump away and deal with a bothersome enemy further away.

[ QUOTE ]
Level 12: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rng:50(13), Zinger-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rng:50(17)
Level 41: Stone Prison -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), TotHntr-EndRdx/Immob:50(42), TotHntr-Acc/Immob/Rchg:50(43), TotHntr-Acc/EndRdx:50(43)

[/ QUOTE ]The range of these two are synchronized so I can immob/taunt -lock AVs from beyond their own attack range.

[ QUOTE ]
Level 44: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(45), AdjTgt-ToHit:50(45), GSFC-ToHit/Rchg:50(46)

[/ QUOTE ]In the past months, I think I've used rage ... five times. 3 of those by misclick. It's there for -tohit auras, not for +dmg. It's more a bane than a boon on a defensive tanker when the crash hits tbh

Made a couple of changes after thinking about it

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Simulacrus I11: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(9)
Level 1: Jab -- Acc-I:50(A)
Level 2: Dull Pain -- Dct'dW-Rchg:53(A), Dct'dW-Heal:53(3), Dct'dW-Heal/EndRdx/Rchg:53(3), Dct'dW-Heal/Rchg:53(5), Dct'dW-EndRdx/Rchg:53(5), Dct'dW-Heal/EndRdx:53(7)
Level 4: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- RedFtn-Def:53(A), RedFtn-Def/EndRdx:53(29), RedFtn-Def/EndRdx/Rchg:53(46), LkGmblr-Rchg+:53(46)
Level 10: Unyielding -- Aegis-ResDam/EndRdx:53(A), Aegis-Psi/Status:53(34), Aegis-ResDam:53(36), Aegis-ResDam/Rchg:53(36)
Level 12: Taunt -- Zinger-Taunt/Rchg/Rng:50(A), Zinger-Taunt/Rng:50(13), Zinger-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rng:50(17)
Level 14: Health -- Numna-Regen/Rcvry+:53(A), RgnTis-Regen+:30(17), Mrcl-Heal:40(33), Numna-Heal:53(34)
Level 16: Super Jump -- HO:Micro(A)
Level 18: Invincibility -- Taunt-I:50(A), Taunt-I:50(19), RedFtn-Def:53(19), RedFtn-Def/EndRdx:53(21), RedFtn-Def/EndRdx/Rchg:53(21), LkGmblr-Rchg+:53(23)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/EndRdx:50(33)
Level 22: Knockout Blow -- Hectmb-Acc/Dmg/Rchg:50(A), Hectmb-Acc/Rchg:50(23), Hectmb-Dmg/Rchg:50(25), FrcFbk-Rechg%:50(25), Hectmb-Dmg:50(33)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), GftotA-Def/Rchg:40(27), LkGmblr-Rchg+:53(29)
Level 28: Aid Other -- IntRdx-I:50(A)
Level 30: Aid Self -- Dct'dW-Heal:53(A), Dct'dW-Rchg:53(31), Dct'dW-Heal/Rchg:53(31), Dct'dW-Heal/EndRdx/Rchg:53(31), IntRdx-I:50(45), IntRdx-I:50(46)
Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam/Rchg:40(37)
Level 35: Weave -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(37), GftotA-Def/EndRdx/Rchg:40(40), LkGmblr-Rchg+:53(40)
Level 38: Foot Stomp -- Armgdn-Acc/Dmg/Rchg:50(A), Armgdn-Dmg/Rchg:50(39), Armgdn-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:53(39), Sciroc-Acc/Rchg:53(40), Sciroc-Dam%:53(43)
Level 41: Stone Prison -- Enf'dOp-Immob/Rng:53(A), TotHntr-Immob/Rng:53(42), GravAnch-Acc/Rchg:50(42), Enf'dOp-Acc/Rchg:53(42), TotHntr-Acc/Rchg:53(43), GravAnch-Immob/EndRdx:50(43)
Level 44: Rage -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(45), AdjTgt-ToHit:50(45)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 49: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(50), RctvArm-ResDam:40(50), RctvArm-ResDam/EndRdx/Rchg:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2% DamageBuff[*]+6,25% Defense(Lethal)[*]+1,58% Defense(Fire)[*]+1,58% Defense(Cold)[*]+6,25% Defense(Energy)[*]+1,8% Max Endurance[*]+15% Enhancement(Accuracy)[*]+8% Enhancement(Heal)[*]+8% Enhancement(Immobilize)[*]+35% Enhancement(RechargeTime)[*]+21,1 (1,13%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 22,8%)[*]+MezResist(Immobilize) (Mag 29,9%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 27,2%)[*]+16% Recovery[*]+32% Regeneration[*]+15,1% Resistance(Fire)[*]+10,1% Resistance(Cold)[*]+1,26% Resistance(Energy)[*]+4,39% Resistance(Negative)[*]+1,26% Resistance(Toxic)[*]+4,26% Resistance(Psionic)[*]+5% RunSpeed[*]+2,5% Debt Protection[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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B9FO-=X)Q]Z!;(3%C9,;KJ_\`:B-URP``
|-----------------------------------------------------------------------------|
</pre><hr />


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

Mmm seems I can't import the datachunk, but I get your reasoning. Slotting of health was just to free up a slot and not for the runspeed, it could be just normal health IO if you want. It seems like a good build, the only thing that I couldn't live with is just 2 slots on stamina. In my days as a tank I got drained till I cried and unstoppable was my only backup for that. But I'm glad I've been of some help.

Edit: Seeing as you are trying to crank up defenses, have you looked into the steadfast unique btw


 

Posted

Yeah, end-drainers are still a huge problem on Simu, but thank god for KO blow and Veteran attack powers vs. those.

Oh, and I just realized - additional Numina for Health = +MaxHP :P


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

yeah I'm using that too This is the build I was working on before I got burned out on heroes. Just posting it because it's fun to compare a def tank vs a dmg tank, not to get my build flamed or anything.

Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php

Power Doll: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Presence

Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(3), TtmC'tng-ResDam:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(5)
Level 1: Jab -- C'ngImp-Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(5), C'ngImp-Acc/Dmg/Rchg:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(7), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Dmg/EndRdx:30(43)
Level 2: Punch -- C'ngImp-Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(9), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Dmg/EndRdx/Rchg:50(11), P'ngS'Fest-Acc/Dmg:30(13), P'ngS'Fest-Dmg/EndRdx:30(50)
Level 4: Haymaker -- C'ngImp-Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/EndRdx:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Dmg/EndRdx/Rchg:50(15), P'ngS'Fest-Acc/Dmg:30(17), P'ngS'Fest-Dmg/EndRdx:30(23)
Level 6: Dull Pain -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(17), Numna-Heal:50(19), Numna-Heal/EndRdx/Rchg:50(19), Tr'ge-Heal/Rchg:30(21), Tr'ge-Heal/EndRdx/Rchg:30(21)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(9), TtmC'tng-ResDam:50(23), TtmC'tng-ResDam/Rchg:50(25)
Level 10: Swift -- Flight-I:50(A)
Level 12: Hover -- Srng-Fly:50(A), Srng-EndRdx/Fly:50(27), Flight-I:50(27)
Level 14: Fly -- Srng-Fly:50(A), Srng-EndRdx/Fly:50(29), Flight-I:50(29)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), Numna-Heal/EndRdx:50(31), RgnTis-Regen+:30(42), RgnTis-Heal/EndRdx:30(50)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(33)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(33), EndMod-I:50(34)
Level 22: Taunt -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(46), Taunt-I:50(48), Taunt-I:50(50)
Level 24: Knockout Blow -- C'ngImp-Dmg/Rchg:50(A), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(37)
Level 26: Provoke -- Acc-I:50(A)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(36), ToHit-I:50(39), ToHit-I:50(46)
Level 30: Intimidate -- Abys-Acc/Rchg:50(A), Abys-Acc/Fear/Rchg:50(34), Abys-EndRdx/Fear:50(40), Abys-Fear/Rng:50(42), Abys-Acc/EndRdx:50(42)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(43)
Level 35: Invoke Panic -- Abys-Acc/Rchg:50(A), Abys-Acc/Fear/Rchg:50(39), Abys-EndRdx/Fear:50(45), Abys-Fear/Rng:50(45), Abys-Acc/EndRdx:50(45)
Level 38: Foot Stomp -- Sciroc-Dmg/Rchg:50(A), Sciroc-Acc/Dmg/EndRdx:50(40), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Rchg:50(46), C'ngBlow-Dmg/EndRdx:50(48), C'ngBlow-Acc/Rchg:50(48)
Level 41: Tough Hide -- DefBuff-I:50(A)
Level 44: Resist Energies -- ResDam-I:50(A)
Level 47: Resist Elements -- ResDam-I:50(A)
Level 49: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(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)[*]+3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+64% Enhancement(Accuracy)[*]+6% Enhancement(Heal)[*]+20% Enhancement(RechargeTime)[*]+5,5% Enhancement(Terrorized)[*]+194,3 (16,1%) HitPoints[*]+MezResist(Immobilize) (Mag 8,8%)[*]+MezResist(Sleep) (Mag 4,4%)[*]+MezResist(Stun) (Mag 4,4%)[*]+3% Recovery[*]+80% Regeneration[*]+3,13% Resistance(Negative)[*]+4% RunSpeed[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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</pre><hr />


 

Posted

Something wrong with the data chunks, it seems, can't import yours :/

I'd really love to find a way to fit intimidation (and hasten while naming pool powers I really want) in, but one can't have all.

PD and Simu have always been a nice two sides of the same coin in my view, so it's fun to see where you would have gone with it


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

[ QUOTE ]
I know Shannon still disagrees with this build's basic idea of skipping unstoppable, but beyond that, here are the basic I11 changes for Simulacrus.

[/ QUOTE ]
Cheeky Bugger and is this the link for as close to we get about it?

Your tanker back then I wouldn't want to solo too much with, can make lazy team mates, have you criticized for basically being a taunt bot but I accept pacifist builds EoS. Your build now does something 45% of the time other than taunt which is fine enough imo as your a support toon first damage toon second anyways, panning around and checking is sometimes needed.

I like the taunt slotting. I can see value in it

You actually able to achieve this build right now?

Shall I transfer my TA to union?

I don't like to suggest anything for Inv/SS, Stone/Stone, Fire/Fire or Ice/Ice anymore as I have them or any IO builds in general concerning tankies so I am just gonna see if there is somit worth having and there is...ty!


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



I am waiting for the prices of purples to drop a bit more before starting to really buy and finishing the build with them. No point in using insane amounts of inf on something that can be easier achieved in a while. I have respecced Simu so that the slotting is there for the purples as well. As for the other IOs, I'm buying them bit by bit, so got maybe about 50%-75% of them done now. Buying a few more each day. Reactive Armors seem to be hard to come by in the AH.


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

At one point I considered dropping Tough/Weave for Aid Self on my INV/SS... but I couldn't really live with the tech animation due to the character concept, and I wasn't about to drop Unstoppable.

I don't find myself using "Unstoppable" that much now, but I still find it to be a VERY useful situational power. When I need to use it it simply doesn't let me down... the only time I can think of recently that I needed to pop US was whilst I was tanking five-six DE Monsters at once in PI for an EoE-farming party (the day before the most recent ill-fated Defiant Hamidon Raid).

No healing support and multiple toxic DoTs on me meant I needed to pop Unstoppable or face faceplanting. Popped it, tanked happily for 170 seconds, then taunted, jumped behind a rock, crashed, popped a blue + Dull Pain, retoggled UY and TI, then jumped right back into tanking duty again, retoggling "Tough", "Weave" and "Invincibility" on the way. Makes me feel more useful when I don't have to rely on buffers/healers to tank!


 

Posted

I don't have the uberest builds. I know how to make them but I like to put concept first and work out ways of achieving an end result through team work. I might if and when I respec my first tank put tough and weave back because as my attacks recharge faster I wont need them all. Its nice to function from solo to 8 man teams and so for soloing an attack chain is good yo have. I have for a long time considered putting them back but I like to be sure game content can be done for myself without it although with enough support you can manage on nothing really.

I follow the rule that when I make a trick archer I want to play that trick archer; feel needed and be needed; not follow immortals about blasting; but if I was on a blaster then thats fine.

I don't like to see the switching of toons and the selecting of power sets to a team and prefer to see if the content is do able without being picky. The only reason to pick a character for PVE is down to concept for the devs and why that is i like to know. I think often players make the game harder than it is really and I especially hate a team of players who all need a personal aura rocker to have fun.


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

So, youre saying you only have 4 attacks at 50? Jab, Knockout Blow, Boxing and Footstomp? Are the others just not worth it? Punch, Haymaker, Hurl? I dont count Handclap as it really should have a damage component, even a itsy bisty one..

Just wondering as, I've not got a Scranker.. Im definately a tank, doing damage comes second. Just feel sometimes, im waiting for an attack to recycle, in order to get some benefit out of Gauntlet(ie got to be hitting stuff for it to come into effect).

Im only 25 now, but i have 4 attacks already(Jab, KB, Haymaker, Sands of Mu).. just assumed i'd have more by 50.

Kranx


 

Posted

I pretty much jump in, Foot Stomp, Taunt those away from me, land a K.O. Blow on the big bad guy and by this time, the team should be already nearly done with the mob. If it takes longer, then add another Foot Stomp and maybe another taunt. If the enemies are scattered, Taunt and the Immob are good ways to gain aggro from them.

I don't really use jab or boxing at all. It's also a very rare occation that I have to use Rage, usually only vs. enemies with Dark auras (-acc).

I also have Blackwand and Sands of Meh for the rare occations when I solo or when I need an additional ranged attack for some reason or another. But I don't usually need these. I play the Tanker more like a controller than a damage dealer - I make sure that the mobs aren't really a threat to the rest of the team and if I deal damage to them in the process, it's a nice bonus.

So - for a scranker, yes, I'd say the other attacks are worth it. But if your aim is to be mostly defensive and keep aggro and maybe deal some additional damage while doing it, then the setup I have is more than enough. I have been the main tank for a successful Master of Statesman's Task Force with this character, and for a defensive build, it's very good. If I were to make an inv/ss scranker build, I'd maybe drop the autopowers or some of them for attacks and compensate the loss with some set bonuses from those I think.


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

An invuln can do the MoSTF without fight pool, without med pool, without using unstoppable, without 2 other tankers in the team, without the 2 empaths and be a non scranker purely because they focused on aggro control. Not saying you did btw.


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

Agree with you there.

We had a fire scranker as the other tank, so basically it was a one tanker run. We had a couple of empaths aboard to balance our ragatag team, but they are not a mandatory thing to have (altough I like to have as many buffers/debuffers in the team as possible, they just make things so much easier)

If I'd make a "MoSTF build" out of this, I'd drop medicine, as there is most likely someone with better heal than Aid Self around, and take something like Hasten instead, as it never hurts. Fight pool I'd probably keep, it's nice to have that extra resistance (even if STF is more vs. energy than smashing/lethal).

One thing I've been thinking is that Unstoppable steered by unskilled hands in MoSTF might be one of the reasons Invu tanks have such a bad reputation in the TF. They use it, and it drops when they're deep in aggro management, killing themselves in the process. I could trust a good tank to use it well, but in a PUG situation, I might actually feel more safe with someone who doesn't rely on a momentary Godmode for their safety.

But summa summarum - The times I've run MoSTF (successful or not), I've noticed that the character powersets don't really mean that much - as long as they can perform together and everyone knows their role and place in the group (and the essential roles are filled), it can be done.


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]