Invul/Energy Tanker build
In team pvp, the fact that your tauntless should in my mind, lead to more kills for the opposition but guessing other than that I have to stop cos I don't look at duel builds and not into pvp much.
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.
Well it would be more solo pvp seen as the zones are more or less dead. I did think about taunt still for the -range but I eventually decided against it in favour of more damage.
PvE wise I know my build is good at the minute because people always comment on me being a good tank, its a little low damage but as I always say, if your doing damage your not tanking properly
I think that's where a few of the player base go wrong with Tankers. They build to run in and mash keys with other ATs needed to bail them and those around them out.
Tanking isn't about doing damage. Scrappers and Blasters are so much better at it really but in different terms.
It's about providing damage mitigation to the team.
I don't 'have to care' if I have to tank the entire inner circle together for a team without a single controller or defender in the team on 'any type' of tanker. That means without either I bet I can make any type of tank able to manage just fine with SOs in the slots.
Although I would care about having a bunch of people in the team with more than a whack a mole brain cell.
The PvE game is balanced, any type of tank in any team make up can be made to successfully tank very almost anything, time and time again should chosen routes be taken within a tanks build and rarely seen methods be used with much more team diversity. Too many tankers know little beyond run in and take damage which is so caveman.
Someone who is able to tank Ghost Widow for a single Trick Archer with a Firetank for forever and a complete day while a bunch of blasters blast away is how a person is going to define themselves to me as a tanker stepping beyond 99% of the player bases thinking and being what I call 'reasonably' flexible in who they need to be teamed with powerset wise.
Most of the answers don't have to lie in whose in the team supporting you and the others but that's where they tend to come from as people in learning to do anything tend to make laws for themselves..ie "need a empath". Most answers can lie in all the secondary effects that people don't even bother to read in the power details like they're some unimportant thing. They're not unimportant. This is partly how I love Trick Archers so much. The Power guys have given players everything for any AT to not need other ATs for anything.
For some peoples' needs, a Tanker in the team could be replaced by a scrapper or a Tanker would be taking the pity spot. This is especially so for some controller fanboi's and defender fanboi's who think their ATs are the ones that are needed yet unbeknown to so many people Tankers, playing with blasters and scrappers do not necessarily have to need controllers or defenders for anything either.
There are too many people who think they know tanking when they only know scranking at the end of the day. They daren't do jack without a controller or defender in the team to bail both themselves and a team of key mashers out. Almost every team for certain TFs somehow has to have certain kinds of support rather than trying to obtain anything using secondary effects that are almost always forgotten about from simply whoever just shows up. On fast run teams its simpler to get 3 colds and a kin or something, some sets don't go together to create speed.
When I look at an AV I can often turn around, name their powers, what their powers can do, more importantly say what they can't do with their abilities and from knowing all that limit them, limiting can come from several powers combined using secondary effects. Controllers and Defenders usually won't know what I am on about yet Tankers just have to be a dumb meatshield. I arrived on a GM the other night, asked what the heals were for cos no ones' health bars were moving for the entire time I was there.
However I do think that Tankers doing damage is important. I like to do it but it's not what they're about.
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 completely agree with you there. Too many new skrankers are coming out and just wiping themselves out in the first mob nowadays.
I ran into a level 43 fire/fire tank the other day, he didnt have stamina because he had only just heard about fitness, and died more times than anyone on the team because after I'd taunted, he found it fun to try tank a completely different mob elsewhere, in which he lasted about 5 seconds.
To me damage is something you pick up in the later levels, after you have your resists and defence sorted. Without those, you cant really do your job.
Back to the build at hand though, I tried it out in the arena last night and it seemed completly useless. I was dead before a blaster died, he didnt have to heal whilst I did and vs a defence based scrapper i landed one hit the entire fight with build up active, and he still took less damage per hit than I did.
Back to the drawing board
Any advice on the build for any pvpers out there? got my respec ready, but not sure where to go with it.
Energy side is pretty straight forward, except for the stun or no stun question.
Invul and pools are the side im having issues with. Im new to Invul pvp although I have seen people pvp with them really well. Its kind of upsetting spending ages getting to 50 only to realise your only good at one part of the game lol.
I've recently got my tanker near enough to 50 to start thinking about sets and bonuses, so after playing around on mids for a while I came up with the below build.

This build is going to be used for PvP only, as I have a seperate build for PvE that I'm going to worry about sets for later.
Can anyone spot any possible improvements? In my build I decided to go for a mix of mainly regen and accuracy but also some minor damage, defence and recovery. I realise this is going to cost me a fortune but I arent in any hurry
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: Energy Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(21), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40)
Level 1: Barrage -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), Mako-Dam%(15)
Level 2: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(3)
Level 4: Bone Smasher -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg(7), Mako-Dam%(9)
Level 6: Swift -- Run-I(A)
Level 8: Kick -- Acc-I(A)
Level 10: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(11)
Level 12: Combat Jumping -- GftotA-Run+(A), Ksmt-ToHit+(29)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 16: Health -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Regen/Rcvry+(17), RgnTis-Regen+(27), Numna-Heal/EndRdx(46)
Level 18: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/EndRdx(34)
Level 22: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(23)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(33)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27)
Level 28: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(29)
Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31)
Level 32: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(33), IntRdx-I(33), Mrcl-Heal/EndRdx(34), Mrcl-Heal/Rchg(34), Mrcl-Heal(43)
Level 35: Energy Transfer -- Hectmb-Acc/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Dmg(36), Hectmb-Dmg/EndRdx(36), Zinger-Dam%(37), Hectmb-Dam%(37)
Level 38: Total Focus -- Mako-Acc/EndRdx/Rchg(A), Mako-Dam%(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Stone Prison -- Dev'n-Acc/Dmg(A), GravAnch-Acc/Rchg(42), GravAnch-Hold%(42), Dev'n-Hold%(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 44: Quick Sand -- P'ngTtl-Acc/Slow(A), P'ngTtl-Rng/Slow(45), P'ngTtl-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45)
Level 47: Fossilize -- Lock-Acc/Hold(A), Dev'n-Acc/Dmg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Hold%(48), Lock-%Hold(50), Dev'n-Dmg/Rchg(50)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]10.8% Defense(Fire)[*]10.8% Defense(Cold)[*]6.44% Defense(Energy)[*]6.44% Defense(Negative)[*]8.62% Defense(Psionic)[*]3% Defense(Melee)[*]9.88% Defense(Ranged)[*]9.25% Defense(AoE)[*]4.5% Max End[*]38% Enhancement(Accuracy)[*]2.5% Enhancement(FlySpeed)[*]20% Enhancement(RechargeTime)[*]2.5% Enhancement(JumpSpeed)[*]2.5% Enhancement(RunSpeed)[*]6% Enhancement(Heal)[*]2.5% Enhancement(JumpHeight)[*]246 HP (13.1%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 2.75%[*]22% (0.37 End/sec) Recovery[*]90% (7.04 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]17.5% RunSpeed[/list]