Invul/Energy Tank What and what not to have?
So far, so good as far as I can see. When you say 'That other res power I can't remember', did you mean Unyielding? Because Unyielding is a decent choice and you will be needing it
Now that you have the three key Invulnerability powers for your level, you might want to think about choosing a Travel Power? Or if you're not so bothered about the Travel power, start the Fitness pool. Get Swift 'OR' Hurdle, then at 14 you can get Health, then at 20 you can get Stamina. Stamina is a much-needed passive power with most Heroes, especially Tanks who have a lot of defensive toggles.
Then again, those passive Invulnerability powers that you skipped, 'Resist Physical Damage', 'Resist Elements', can actually be quite decent when you've slotted them at a higher level. Infact, as far as I can see, you will be wanting to take every single Invulnerability power just to soup up your Tank's survivability.
So you can go for a travel power, open up fitness for Health and Stamina later on, fill in the gaps by taking those passive Invulnerability powers that you thought were skippable, or do whatever. Hope this helped in some way, good luck.
Josh.
I have a Invul/SS tank and I opted out of the passive powers at first but after some number crunching, respecced them back in, at the higher levels they give a real added boost to survivability. It's best to pick them up when you get to levels where you can't take anything else or you havent unlocked the higher tier powers so you need to mark time for a bit.
The only main invul powers I would skip if you find you have to would be Tough Hide, but I wouldnt pass it up for one of the passive powers.
Hope that helps somewhat
For PvE or PvP dude? This build I made for mine is sorta a hybrid; good PvP but -can- handle PvE.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Luke Energised: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Presence
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage <ul type="square">[*] (A) Titanium Coating - Resistance[*] (17) Titanium Coating - Endurance[*] (19) Titanium Coating - Resistance/Endurance[/list]Level 1: Barrage <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (13) Crushing Impact - Damage/Endurance[*] (15) Crushing Impact - Damage/Recharge[*] (15) Crushing Impact - Accuracy/Damage/Recharge[/list]Level 2: Temp Invulnerability <ul type="square">[*] (A) Titanium Coating - Resistance[*] (3) Titanium Coating - Endurance[*] (3) Titanium Coating - Resistance/Endurance[*] (11) Titanium Coating - Resistance/Recharge[*] (13) Titanium Coating - Resistance/Endurance/Recharge[/list]Level 4: Bone Smasher <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (5) Crushing Impact - Damage/Endurance[*] (5) Crushing Impact - Damage/Recharge[*] (9) Crushing Impact - Accuracy/Damage/Recharge[*] (9) Crushing Impact - Accuracy/Damage/Endurance[*] (27) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (7) Recharge Reduction IO[*] (7) Recharge Reduction IO[/list]Level 8: Unyielding <ul type="square">[*] (A) Endurance Reduction IO[*] (19) Endurance Reduction IO[*] (46) Resist Damage IO[*] (46) Resist Damage IO[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (11) Luck of the Gambler - Recharge Speed[*] (17) Luck of the Gambler - Defense/Endurance[*] (46) Luck of the Gambler - Defense/Recharge[/list]Level 12: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 18: Health <ul type="square">[*] (A) Healing IO[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (21) Endurance Modification IO[*] (21) Endurance Modification IO[/list]Level 22: Dull Pain <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (23) Doctored Wounds - Endurance/Recharge[*] (23) Doctored Wounds - Heal/Recharge[*] (25) Doctored Wounds - Heal/Endurance/Recharge[*] (25) Doctored Wounds - Recharge[/list]Level 24: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (43) Perfect Zinger - Taunt/Recharge[*] (43) Perfect Zinger - Taunt/Recharge/Range[*] (45) Perfect Zinger - Chance for Psi Damage[/list]Level 26: Provoke <ul type="square">[*] (A) Mocking Beratement - Taunt[*] (27) Mocking Beratement - Taunt/Recharge[*] (37) Mocking Beratement - Taunt/Recharge/Range[*] (40) Mocking Beratement - Accuracy/Recharge[*] (42) Mocking Beratement - Taunt/Range[*] (43) Mocking Beratement - Recharge[/list]Level 28: Intimidate <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge[*] (29) Glimpse of the Abyss - Endurance/Fear[*] (29) Glimpse of the Abyss - Accuracy/Endurance[*] (34) Glimpse of the Abyss - Accuracy/Fear/Recharge[*] (34) Glimpse of the Abyss - Fear/Range[/list]Level 30: Build Up <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Recharge[*] (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge[*] (31) Adjusted Targeting - Endurance/Recharge[*] (31) Adjusted Targeting - To Hit Buff/Endurance[*] (34) Adjusted Targeting - Recharge[/list]Level 32: Unstoppable <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (33) Resist Damage IO[*] (33) Resist Damage IO[/list]Level 35: Energy Transfer <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (36) Crushing Impact - Damage/Endurance[*] (36) Crushing Impact - Damage/Recharge[*] (36) Crushing Impact - Accuracy/Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Endurance[*] (37) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 38: Total Focus <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (39) Crushing Impact - Damage/Endurance[*] (39) Crushing Impact - Damage/Recharge[*] (39) Crushing Impact - Accuracy/Damage/Recharge[*] (40) Mako's Bite - Accuracy/Endurance/Recharge[*] (40) Endurance Reduction IO[/list]Level 41: Resist Elements <ul type="square">[*] (A) Titanium Coating - Resistance[*] (42) Titanium Coating - Endurance[*] (42) Titanium Coating - Resistance/Endurance[/list]Level 44: Resist Energies <ul type="square">[*] (A) Titanium Coating - Resistance[*] (45) Titanium Coating - Endurance[*] (45) Titanium Coating - Resistance/Endurance[/list]Level 47: Focused Accuracy <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[/list]Level 49: Tough Hide <ul type="square">[*] (A) Defense Buff IO[*] (50) Defense Buff IO[*] (50) Luck of the Gambler - Recharge Speed[/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
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4.5% DamageBuff(Smashing) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Lethal) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Fire) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Cold) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Energy) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Negative) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Toxic) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4.5% DamageBuff(Psionic) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+1.26% Defense(Smashing) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.26% Defense(Lethal) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.58% Defense(Fire) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.58% Defense(Cold) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.8 Max Endurance to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+55% Enhancement(Accuracy) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2.75% Enhancement(Terrorized) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4% Enhancement(Heal) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+53.8% Enhancement(RechargeTime) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+288.1 HP (15.4%) HitPoints to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Held) 5.5% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) 8.8% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) 8.8% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Stun) 2.2% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Terrorized) 4.95% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2.5% (0.04 End/sec) Recovery to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+20% (1.56 HP/sec) Regeneration to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.26% Resistance(Fire) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.26% Resistance(Cold) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.26% Resistance(Energy) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+1.26% Resistance(Negative) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Hope it helps
@Lukas
Dont need so much +HP on a invul
DP + Freedom Phalanx accolade is hp cap
Happy Birthday Chim,
@Recluses Phantom.
I think Imperviums are the most popular set for Invulns however for PvE, even SOs still do. You may not need to go for +HP but you can give yourself the regen of someone with more hp. Although I'd rather go for most other things.
There are Invuln Energy Builds if you dig deep. Invincible is great to have for taunt control. All the def you can get from it is great but you can have your base def reduced to nothing but, but, but that taunt control in the aura is what keeps mobs in things like debuffs ie -tohit debuffs. When your def debuffed down considerably you may well want those there passives.
When you do a build, read what each slot physically provides. By that I don't mean "ooh look at my regen its giving me 250%" I mean read the bars and look at the hitpoints per second its giving you.
In a build the order of which I take asap the key powers of Invuln is:
Temp Invuln
Dull Pain
Unyielding
Invincible
Tough Hide
Unstoppable
Stun is often left out. Energy Punch is sometimes traded for air sup for a -fly and knock up.
Energy isn't as ground based as other sets btw but if you get combat jump for slightly more def then I would go swift.
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.
I rolled a Invul/Energy Tank and he's lvl 10
My current powers are
[u]Invul[u]
Temp Invunerability
Dull Pain
That other res power I can't remember
[u]Energy[u]
Barrage
Bone Smasher
Taunt
What should I get and what should I leave out?