Inv/SS build, looking for any suggestions
Hi,
I've not played either Inv or SS to a high level but I've got reasonable knowledge.
Few points:
You've got both attacks from the fighting pool these are sub par compared to your SS attacks, drop kick.
Personally I wouldn't slot punch for the reason above, slot your main attack chain and just put an acc in punch.
Some of your attacks have no acc in them, I would recommend one/two.
You've picked up Focused Accuracy, if you pick up sets at the high levels you normally get a fair bit of +acc even if your not going for it; outside of PVP cant see the use for it now it's just an end hog.
Not sure how many recharge you need for perma rage but I would imagine that its more than one - so more recharge there. I'd also pick up Weave when if you drop kick.
Just my opinion, I'm sure that some one with more experience of the sets will expand on this soon
L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR
Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller
As Psiphon said, I'd drop Kick, you don't really need to use either of the attacks from the Fighting set, they should not make up part of your attack chain. Also I'd slot 1 acc in each attack until you're high enough to get Focused Accuracy. Once you get Focused Accuracy slot it with 3 ToHit enhancements and you will never need accuracy in any attacks again. My Tank has it that way and he pretty much never misses. I've slotted all my attacks with 3 damage and 3 end reduction, but that's just to keep my end up. I suggest 2 damage, 2 end reduction and 2 recharge, but that's just my opinion. Totally up to you. Two powers I'd definitely get rid of are Laser Beam Eyes, which to be honest is a really pathetic power, does very minor energy damage and as a Tank you shouldn't be needing ranged attacks, and Hurl. Although Hurl has a nice fast new animation, I think you could afford to lose it and replace with Hasten. Hasten really is an amazing power. All your powers (Except your tier 9) will be recharging much quicker meaning you will only need three or four decent attacks cycling. Finally, I'd take Taunt instead of Laser Beam Eyes. My Tank respecced out of Taunt and ever since he's been terrible at keeping aggro. I miss Taunt so much and I'm saving up to buy a respec recipe just to respec back to Taunt and a few other essentials. Hope this helps.
Josh.
I have a lvl 50 Inv/SS which ive slotted through the roof, so a couple of pointers from me would be these
Power Changes:
Drop Hurl, Laser Beam Eyes and Focussed Acc, in their place take Resist Energies, Taunt and Weave
The main purpose of a tank is to take agro and protect the team, taunt lets you take agro more efficiently, and the other two powers ive recommended will help increase your survivability (Weave slotted properly can yeild 8% def to a tank and resist energies will help protect you from one of the hardest hitting damage types in the game)
Slotting Changes:
Invincibility (the power) doesnt need Taunt, however it is an awesome defence power, slot it for that
No need to Slot Unstopp for resist dmg, its 70% out of the box, the cap being 90% so theres little point in enhancing it at all, i wouldnt slot kick, you wont find yourself using it much at all
This reflects how i play my tank however, so you may find you enjoy it better other ways, but if you want further help or help slotting some sets contact me and ill happily share some knowledge with you
Thanks for all the tips. They've been really helpful. I'll drop Hurl I think, from what I gather it's just a cool looking animation as opposed to being very useful. I'll keep Laser eyes for concept reasons and I'll smuggle Resist energies and Weave in there somewhere, I'll probably lose Kick for it. Although I wonder if that would make my attack chain too small?
@Demonic Judgement. Nice avatar btw Squall pwns all XD
Laser eyes may be cool for concept reasons, but don't expect many teams to be too happy if you skip taunt...
...on a tank
I've always wondered about Taunt. I've been looking around and there's far too many posts which debate it already lol. I'm of the mindset that the taunt aura power, in this case Invincibility, is sufficient enough to hold aggro but isn't so good for re aggroing any mobs who break away from me. So far I havent used Taunt and I've got along fine, but then I've seen other tanks who've used it really effectively.
At the moment I'm willing to forego it so I can have an extra power in there somewhere but I'm going to roll another toon with Taunt and see how I get on with it I think.
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I'm going to roll another toon with Taunt and see how I get on with it I think.
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Hat off to you then Your playstyle after all.
Gut reaction, Layz0r eyezes > Taunt has most of my organs screaming with worry. But i'm used to DJ's tanking :P
Taunt auras are no substitute for taunt they are good however for herding groups together or getting the mobs to alpha on you but taunt will always be useful in my eyes.
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Taunt auras are no substitute for taunt they are good however for herding groups together or getting the mobs to alpha on you but taunt will always be useful in my eyes.
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^this, my tactic is to control the mob in two halfs if its split, run into the biggest patch, use footstomp, let invince put up the taunt for them and back taunt those stragglers. The early levels its easy to get away without taunt (think i took it @ 18 or 22) but to tank properly its needed imo
Edit: plus imo invince is a def power, not a main taunt, also taunt is much better for splitting/pulling than an attack if you learn how to
In my experience so far Taunt is invaluable to any self respecting tanker, it just allows you so much more aggro control, it layers nicely with the taunt aura and
punch-voking.
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Power Changes:
Drop Hurl, Laser Beam Eyes and Focussed Acc, in their place take Resist Energies, Taunt and Weave
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In my personal opinion don't take Weave as its pointless for a tanker, and is another toggle which doesn't contribute much. However I definately agree, Taunt is a must for a PvE tank and resist energies is vital as invulnerability doesnt have that much energy res.
Before other people fly in and do figures I promise you weave can make a hell of a difference to an Invuln tanker.
The difference between herding carnie with and without is huge.
I don't have it, I put more faith in teams and restrict myself to trying to make sure basic builds do alright in PvE as the game shouldn't force people into considering extras like fight pool as a must have.
But even then some energy attacks come with -def and so its good to have energy resists to extend your survivability.
There is info on practically anything somewhere on these forums if people dug deep enough.
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.
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In my personal opinion don't take Weave as its pointless for a tanker, and is another toggle which doesn't contribute much.
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Your opinion, as you say. Mine = calling it 'pointless' is a little strong. It is far far far far from pointless. Weave on an /elec brute, sure- pointless. On a tank with a strong +def component, and another place to slot +def sets for recharge...I can think of powers more pointless than a very very very sensible choice for a tank
Its another toggle, and one thing Invul does not need is another toggle unless you want to be sitting there waiting for your endurance to recharge rather than your powers. and as for your referal to sets not everybody uses them either due to a)Don't want to or b) can't afford them. invincibility provides more than enough defense and incase you hadnt forgotten Invul also has a stupid amount of resistance. Weave, again imo, is not needed. Dont get me wrong, it helps, but tbh id rather be able to retaliate with the endurance saved instead of being a wall/pacifist
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The difference between herding carnie with and without is huge.
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And carnies are not the only villain type in Heroes, and a lot of people steer well clear of them
Weave is not "needed" but far from "pointless". Without weave as an Invuln it pays to get as many foes in melee range with as little ranged attacks being used as much as possible; but then weave would still add to my defense versus melee; making attacks that would normally leave me damaged, not hit at all and thats with the secondary effects as well. The fact that attacks that consist of -end miss, more than makes up for its end cost. Seriously.
In teams of the most cooperative players that will work together in a way that helps each other survive best plus buffs and debuffs already available weave is not needed and sometimes not even useful. However some people are bite sized players who may have generally little idea of how their own powersets work so no chance in knowing your needs, having weave adds flexibility to surviving in teams that may work against you. I myself have got to 50 on characters that I still needed to learn about purely because I never got info from anywhere.
When I say work against you, think fire cages on spread mobs who do what, with the exception of psi, you resist least with their ranged attacks and your invincibility is at perhaps 8% instead of 29%, weave would compensate. I can go nuts at people who may as well be batting for the other side.
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.
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Its another toggle, and one thing Invul does not need is another toggle unless you want to be sitting there waiting for your endurance to recharge rather than your powers. and as for your referal to sets not everybody uses them either due to a)Don't want to or b) can't afford them. invincibility provides more than enough defense and incase you hadnt forgotten Invul also has a stupid amount of resistance. Weave, again imo, is not needed. Dont get me wrong, it helps, but tbh id rather be able to retaliate with the endurance saved instead of being a wall/pacifist
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The difference between herding carnie with and without is huge.
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And carnies are not the only villain type in Heroes, and a lot of people steer well clear of them
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I Never said it was needed.
Plus, this is a 'Build' thread. In today's game, sets and set bonuses is a sensible assumption of what the OP wants. With enough +recovery from set IOs, you can run weave no problem, without becoming a 'wall/pacifist'
My point was, if you *are* going to take a pool power, Weave *DOES* have a use, whereas, whirlwind or flurry far less so
When posting in AT threads, aiming for the best is what I'd like to do, not dissuade people from perfectly sensible power choices
Ok. Lets me get 2 things straight.
1) Using the word "pointless" was perhaps the wrong word to use, so apologies on that.
2) I'm not trying to "Dissuade" anyone from choosing anything, hence why I have stated more than once that it is of my own opinion.
My Invul tank does exceedingly well without weave or tough and its only slotted with SO's. The best way possible to find out what works the best is Trial and Error. Apologies to anyone who i have offended by posting here...
"and one thing Invul does not need" = Rather Dissuading
But I'd be very swift to acknowlege that they can do perfectly well without it. This sort of thread is more about perfecting things, min-maxxing, normally. And absolutely, trial and error indeed. Replies here can only go so far, actually putting people's ideas to the test is where it's at
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My Invul tank does exceedingly well without weave or tough and its only slotted with SO's. The best way possible to find out what works the best is Trial and Error.
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I find this really commendable. Some people are "Your not very tanker like without tough or weave." but to get on you just have to have faith in team work more or know your enemies better.
Some love the feel of tough and weave and it gives them what they expect from their characters and thats fine.
If I move my invuln tank across to another server which I have been contemplating I may get tough and weave until people are no strangers to my methods and then take it out (- because my patience is so thin).
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.
Hey there, I've been looking around at different builds for a while now and I've come up with a build that's reasonably close to what I'm trying to achieve. It gives me 90% S/L resistance and about 28% for everything else except energy damage, which is at 15.6% resistance. I was wondering if anyone had any ideas for how I could shift powers and slots around and what effect that might achieve or whether I'm using any redudant powers that could be swapped out for something else.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Vandabolt: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (3) Resist Damage IO: Level 40[*] (3) Resist Damage IO: Level 40[*] (5) Endurance Reduction IO: Level 40[/list]Level 1: Jab <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (5) Damage Increase IO: Level 40[*] (7) Damage Increase IO: Level 40[/list]Level 2: Dull Pain <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (7) Recharge Reduction IO: Level 40[*] (9) Recharge Reduction IO: Level 40[*] (9) Healing IO: Level 40[*] (11) Healing IO: Level 40[*] (11) Healing IO: Level 40[/list]Level 4: Haymaker <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (36) Damage Increase IO: Level 40[*] (36) Damage Increase IO: Level 40[*] (36) Accuracy IO: Level 40[*] (37) Endurance Reduction IO: Level 40[*] (37) Recharge Reduction IO: Level 40[/list]Level 6: Air Superiority <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (13) Damage Increase IO: Level 40[*] (13) Damage Increase IO: Level 40[/list]Level 8: Unyielding <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (15) Resist Damage IO: Level 40[*] (15) Resist Damage IO: Level 40[*] (17) Endurance Reduction IO: Level 40[/list]Level 10: Swift <ul type="square">[*] (A) Flight Speed IO: Level 40[/list]Level 12: Resist Physical Damage <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (17) Resist Damage IO: Level 40[*] (21) Resist Damage IO: Level 40[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed IO: Level 40[*] (29) Flight Speed IO: Level 40[*] (29) Flight Speed IO: Level 40[/list]Level 16: Health <ul type="square">[*] (A) Healing IO: Level 40[*] (23) Healing IO: Level 40[*] (23) Healing IO: Level 40[/list]Level 18: Invincibility <ul type="square">[*] (A) Defense Buff IO: Level 40[*] (19) Taunt Duration IO: Level 40[*] (19) To Hit Buff IO: Level 40[*] (21) Endurance Reduction IO: Level 40[/list]Level 20: Knockout Blow <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (33) Damage Increase IO: Level 40[*] (33) Damage Increase IO: Level 40[*] (34) Endurance Reduction IO: Level 40[*] (34) Accuracy IO: Level 40[*] (34) Recharge Reduction IO: Level 40[/list]Level 22: Resist Elements <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (43) Resist Damage IO: Level 40[*] (43) Resist Damage IO: Level 40[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 40[*] (25) Endurance Modification IO: Level 40[*] (25) Endurance Modification IO: Level 40[/list]Level 26: Tough Hide <ul type="square">[*] (A) Defense Buff IO: Level 40[*] (27) Defense Buff IO: Level 40[*] (27) Defense Buff IO: Level 40[/list]Level 28: Rage <ul type="square">[*] (A) To Hit Buff IO: Level 40[*] (31) To Hit Buff IO: Level 40[*] (33) Recharge Reduction IO: Level 40[/list]Level 30: Kick <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (31) Damage Increase IO: Level 40[*] (31) Damage Increase IO: Level 40[/list]Level 32: Unstoppable <ul type="square">[*] (A) Recharge Reduction IO: Level 40[*] (37) Resist Damage IO: Level 40[*] (40) Recharge Reduction IO: Level 40[/list]Level 35: Hurl <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (43) Damage Increase IO: Level 40[*] (46) Damage Increase IO: Level 40[*] (50) Endurance Reduction IO: Level 40[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (39) Damage Increase IO: Level 40[*] (39) Damage Increase IO: Level 40[*] (39) Endurance Reduction IO: Level 40[*] (40) Accuracy IO: Level 40[*] (40) Accuracy IO: Level 40[/list]Level 41: Focused Accuracy <ul type="square">[*] (A) To Hit Buff IO: Level 40[*] (42) To Hit Buff IO: Level 40[*] (42) To Hit Buff IO: Level 40[*] (42) Endurance Reduction IO: Level 40[/list]Level 44: Laser Beam Eyes <ul type="square">[*] (A) Damage Increase IO: Level 40[*] (45) Damage Increase IO: Level 40[*] (45) Damage Increase IO: Level 40[*] (45) Endurance Reduction IO: Level 40[*] (46) Accuracy IO: Level 40[*] (46) Recharge Reduction IO: Level 40[/list]Level 47: Tough <ul type="square">[*] (A) Resist Damage IO: Level 40[*] (48) Resist Damage IO: Level 40[*] (48) Resist Damage IO: Level 40[*] (48) Endurance Reduction IO: Level 40[/list]Level 49: Conserve Power <ul type="square">[*] (A) Endurance Reduction IO: Level 40[*] (50) Recharge Reduction IO: Level 40[*] (50) Recharge Reduction IO: Level 40[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
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