Changes to Invuln....


Col_Blitzkrieger

 

Posted

Hiya, i've been absent for about 6 months and looking through a few posts, I can see that there has been some changes to the Invulnerabilty set....any chance someone can give me a brief run through of the changes, or at least link me to the patch notes (know idea when the changes happened, so needle in haystack springs to mind)

Cheers.


 

Posted

The passives are stronger and have some exotic debuff resists (most noticeable, DefDebuff resistance), there is no more defense penalty in Unyielding, Invincibility scales a little different now (stronger than before with few enemies, a tiny bit weaker with 10, but that barely ever happens anyway).

The biggest buff to Invunlerability was indirect - the buff to Typed Defense set bonuses from IO sets. It's cheap and easy to softcap an Invul Tanker to S/L damage (the most common, either pure or partial damage type wise) with only one mob in Invincibility, and with a bit more inf you can do so for the other types as well, I'd guess.


 

Posted

I'd have thought that an Invuln tanker wouldnt need to get any S/L def bonuses..


 

Posted

Like I said, it's the most common damage type in both pure or partial senses (partial meaning stuff like fire sword dealing fire/lethal). Softcap that and most things will bounce off you.

Sure, you don't -need- it, but if you can easily get it, why not do so? Against most foes it's like playing Super Reflexes, with capped S/L resists and respectable other resists backing you up if anything -does- hit you.


 

Posted

I'm not saying it won't help, but that E/N/F/C and Psi def will have a better impact, and should be more of a priority if slotting for Def. I have personally been thinking of making an invul that can cap Def with 1 foe in invince and 1 purple, maybe not even the purple if it's a tanker. That way I'd be able to try and get the combo of Capped HP, Capped Defence AND Capped Res (While Unstoppable is up) which would be quite a thing to have at once!


 

Posted

There is a build posted on the US which actually does nearly self-cap all defence bar Psi (44.1%) without Invincible turned on, it costs quite a lot of inf I believe (not sure how expensive Kinetic Crash sets are) but it coloured me Impressed.

Personally building my Invuln/SS to fill the Psi gap its resistance has using a moderately expensive build (around 150mil inf...which is nothing these days compared to the billion inf builds I've seen going around) it thankfully includes no Purple sets...will post it here for you review.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(21)
Level 6: Swift -- Run-I(A)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(23), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam(25), ImpArm-ResPsi(27)
Level 10: Taunt -- Acc-I(A)
Level 12: Combat Jumping -- DefBuff-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(27), GftotA-EndRdx/Rchg(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Def(31), GftotA-Run+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(37), ImpArm-EndRdx/Rchg(37), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39), ImpArm-ResPsi(39)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 35: Hurl -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Build%(42), Decim-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 41: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResPsi(46), ResDam-I(46)
Level 44: Resist Elements -- ResDam-I(A), ResDam-I(46), ResDam-I(48)
Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48), ResDam-I(48)
Level 49: Weave -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

Set bonuses:
+3% DamageBuff(Smashing)
+3% DamageBuff(Lethal)
+3% DamageBuff(Fire)
+3% DamageBuff(Cold)
+3% DamageBuff(Energy)
+3% DamageBuff(Negative)
+3% DamageBuff(Toxic)
+3% DamageBuff(Psionic)
+1.88% Defense(Smashing)
+1.88% Defense(Lethal)
+5.63% Defense(Psionic)
+3.75% Defense(Melee)
+10.8% Max End
+31.3% Enhancement(RechargeTime)
+4% Enhancement(Heal)
+30% Enhancement(Accuracy)
+84.3 HP (4.5%) HitPoints
+MezResist(Held) 10.5%
+MezResist(Immobilize) 9.35%
+MezResist(Stun) 2.2%
+MezResist(Terrorized) 2.2%
+14.5% (0.24 End/sec) Recovery
+3.76% Resistance(Fire)
+1.26% Resistance(Cold)
+2.84% Resistance(Toxic)
+34.2% Resistance(Psionic)
+7.5% RunSpeed

This is the joy of IO sets, one person can build for def while others can plug gaps, I could push the boat out further and get around 40-45% Psi resistance but that would be sacrificing all other normal resistances, whereas 34% is nicely equal with my other non s/l resistances.

Edit: Please ignore the slot levels..I tend to have a habit of suddenly going 'oh yeah...that power needs slots!' when using Mids.


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Posted

Weave as your taking it is better far sooner than the passive resists. With what your slotting in the passive resists you're throwing slots away as the 3rd IO is doing squat really. This is handy though as I would want weave with a minimum of 5 slots normally and so 2 out of the passives can be thrown in.

I don't like the footstomps slotting I think that kind of slotting suits PvP ST attacks better although its an AoE set. I have yet to find a place in any character where I am looking at that set and deciding its the best one anyway. If you take the 3rd slot from TH and move it to RPD (if psi res is that important to you) you can save room for a Steadfast P +res/3% def IO. Then don't 6 slot footstomp but instead swap the chance for, for an end red. It'll all improve your dpe and conserve your eps better without losing but gaining def.

Cos your working within inf limits I don't think its worth me suggesting much else.


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

Hi Mechano. Some feedback for your build:
- If you are at all able to, see if you can fit in a Steadfast Protection: Res/Def IO. It will boost all your typed defenses by 3%, which is highly useful.
- For Resist Elements/Energies, I'd recommend using either Aegis (good Fire/Cold def), Impervium (some psi def and recovery, if you are not already at 5 recovery boni)or Reactive Armour (extra Energy/Negative def). By using the Res, Res/End and Res/Rech you will not sacrifice that much of the enhancement values.
- Consider using set IOs for Weave, in order to decrease the end consumption a bit. I.e., use IOs with Def/End. For a toggle it is fairly expensive. With Gift of the Ancients you may be able to pick up a Recovery set bonus as well.
- Two lvl 50 recharge IOs in Unstoppable is not that much worse than three, due to ED kicking in. You may want to consider moving a slot elsewhere, if you are not going for maximum recharge. I'd still advise you to switch out at least one Rech IO for a Res/Rech IO from any resistance set though. If you ever go into a PvP zone, it'll be useful with extra resistance in Unstoppable.
- The same goes for the three lvl 50 end mod IOs in Stamina. You may want to switch out two for the Performance Shifter: EndMod and Performance Shifter: Chance for +End proc. You'll get some extra movement bonus, as well as a chance to recover end regardless of whether your recovery has been debuffed to zero or not. Downside is slightly decreased recovery.


 

Posted

I read that Proc as 10e per 50 secs or 12e per min. The 3rd normal IO would be 0.06 eps, and 0.06*60s=3.6e per min so the proc gives more. I have yet to put the proc in a single build despite having it myself in store to confirm.


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

Heh should have also pointed out that I hadn't adjusted to the normal level of which I set IOs when I make builds in Mids, all of the generic IOs are level 30-40 as are 90% of the set IO's (this is for exemping reasons mostly).

The Set slotting on Footstomp was simply because there was nothing else in the PBAoE sets that lept out at me..Scirocoo's Dervish is hella expensive although I've not seen the price of the Obliteration set so i will probably keep it as generic IO's (since the PBAoE sets don't offer any Psi res in any way for their set bonuses) with 2 Acc, 3 dam, 1 endredux.

I may reduce the slotting on the Passives from 3 to 2 apart from RPD, isn't the steadfast IO stupidly expensive...I am not a rich player and most of this inf has been earnt with lucky drops on a level 50 with the initial start of it (it was enough to afford 5 out of 6 for 3 Impervium armor sets) and the rest has been picked up as and when I can, I don't farm and I don't play the market so money actually is of object for me.

To be honest Weave I really picked because it seemed logical and there was nothing else at 50 that I wanted and could be three slotted, Invuln doesn't 'need' weave the same way it needs Tough IMO but it is a nice bonus will slot it with franken slot def/end set IOs though which shouldn't be too expensive.


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A real showstopper!

 

Posted

Weave is def to all, Tough is just S and L. Weave covers all passives in basic survivability terms and therefore a quick and will do, till passives (which are fine with a lesser amount of slots). After 49 you don't get many slots to make weave as accommodated as it could be, making the overall build perform better. On basic IOs you could 1 Acc (you have rage+invince for tohit) footstomp and hit most things some may have no acc in attacks and opt for 2 end, 2 dam, 2 rechg for aoe dps but I'd be much happier with atleast an acc myself.


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.