Threat status of Inv/SS
Anything with -recharge speed, -res, psi damage, a permadom dominator, a fire/ice blaster, end drainers... uhhhh. Everything which isn't S/L.
I'm out.
EDIT: Re read your post and anything with -Fly too
lol
Oh and tactics too... well the slowers would stack slows, psi defenders would kite + stack psi blasts and any mitigating powers (lingering rad etc), permadom dominators would kite + stack holds, blasters would kite and blast (probably some snow storming going on too), end drainers would take advantage of dodgy tank end (especially SS). -Fliers would -Fly you and then just use their speed advantage to stay at range
@Rooks
"You should come inside the box... Then you'll know what I mean."
Thank you Rooks. It does occur to me that I might have phrased the question the wrong way to get the information I was after however (just goes to show that posting in a hurry is never a good idea). So I will ask a follow-up question...
What tactics and/or build would you, as the Inv/SS/Energy utilize against the opponents you described?
Regarding the cases you did mention, I do have some experience against those. Please tell me if you know of any way I can refine my tactics.
Dominators running domination constantly are difficult, as they cannot be mezzed easily by a SS tank (which is the main viable tactic I have found to lock kiters down so that I can engage in melee). The few I have fought generally chewed me up slowly unless my Heavy or a Longbow patrol came by before they finally got through my hitpoints and regen. I am still looking for a viable tactic to deal with them that does not rely on the environment.
Psi defenders I have not fought much, at least not in RV for obvious reasons. The ones I have fought in the Arena had trouble dealing enough damage through the IO added psi res. They were however empaths without the heavy-duty debuffs available to some sets.
Blasters, corruptors and any squishy without mez protection or Break Frees I find fairly harmless usually, as getting close enough to stun them with Handclap is doable before they chew through me (if they are able. Not all seem to be). Again slows and debuffs are highly problematic, which means that unless I stun them first I am usually in for a slow demise. Temporary phase shift powers can be a life saver in those cases.
End drainers... the few I have fought after IOs were introduced (admittedly they were mainly Brutes) did not use to be a problem as long as I paid attention to the blue bar, until I dropped Stamina. Still haven't completely shifted over to Impervium Armour from Aegis to compensate for the recovery loss though.
While I do agree that -Fly powers does put me at a disadvantage, the advantage of being able to scout from above and choose my battles is one I would not like to give up. Also, together with the Stealth IO and Focused Accuracy (which together usually gives me the range of sight advantage) it makes it easier to avoid any gank squads.
As I mainly play an Inv/SS tank and occasionally PvP with it, I would be interested to hear what particular characters others play that are capable of taking a well-built Inv/SS/Energy apart and what tactics you would use to do so.
For the purpose of the discussion, assume a highly IO:ed build with some purples, Numina/Miracle IO, Luck of the Gambler +Recharge, et.c. The tank travel power would be flight without superspeed/superjump.
The environment would be Recluse's Victory, and it would be a 1v1 case.