Info about Invul and FireMelee
First off: CMA's Guide for Soft-Capping an Invulnerability Tanker
Inv is a solid set that wants to be in the middle of as many enemies as possible. FM has lots of AoE's and wants to be in the middle of as many enemies as possible. So, you've got synergy on your side.
FM lacks mitigation, but a well-built soft-capped inv tank shouldn't need much in the way of mitigation, as it'll be damned tough on it's own. I don't have much experience with FM, so I can't really give much advice on that.
Here's my Inv/Fire build. It's definitely not the best it can be, but it's been running pretty good so far. It's a great PvE tank.
I tried to focus on capping Smashing/Lethal defense along with providing a fair amount of hit points, regen and recovery. I believe I'm at cap or just below with just a single target in range. In a crowd, it's way over cap with plenty of room to handle defense debuffs.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Trap: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(34), RechRdx-I:50(37)
Level 6: Combustion -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(7), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(17), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(40), Zinger-Taunt/Rchg/Rng:50(40), Zinger-Acc/Rchg:50(42), Zinger-Taunt/Rng:50(43), Zinger-Dam%:50(43)
Level 12: Resist Physical Damage -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(40), Numna-Heal:50(43)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Acc:50(50)
Level 22: Combat Jumping -- DefBuff-I:50(A)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Rchg+:50(27)
Level 28: Fire Sword Circle -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/Rchg:30(31), Sciroc-Dmg/EndRdx:50(37), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 32: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(33), TtmC'tng-ResDam/Rchg:50(33), EndRdx-I:50(34)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36)
Level 38: Resist Energies -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(46)
Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg:50(50), Thundr-Dmg/EndRdx:50(50)
Level 47: Resist Elements -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam/EndRdx/Rchg:40(48)
Level 49: Unstoppable -- S'fstPrt-ResDam/Def+:30(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 27.4% Defense(Smashing)
- 27.4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 15.2% Defense(Melee)
- 10.5% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 323.3 HP (17.3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 16.5%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 4.95%
- 6.5% (0.11 End/sec) Recovery
- 64% (5.01 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 5% RunSpeed
well, I will say this, Inv/Fire can be a farming beast. I have one, I love it, and hate it at the same time. Back in I4 he was a god. Between ED and adjustments to Inv, I have had to respec him more than I care to admit. One day I will IO this sucker out, and it will rain down destruction like none other. Til then, it will be an end sucking pain in the a...........
Here is my build, only time I ever have problems is when my end runs out, which, without some support from say, a kin or an emp, happens way more than I would like to admit, again, I have SOs in it, not IOs. I have burned a ton of respecs on him, so I figured I would just get my slotting set for whenever I do decide to put some cash in him.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability
- (A) Reactive Armor - Resistance
- (3) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (11) Reactive Armor - Endurance
- (11) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Recharge
- (5) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (A) Perfect Zinger - Chance for Psi Damage
- (15) Perfect Zinger - Accuracy/Recharge
- (15) Perfect Zinger - Taunt/Recharge/Range
- (36) Perfect Zinger - Taunt/Recharge
- (36) Eradication - Chance for Energy Damage
- (36) Eradication - Damage
- (A) Luck of the Gambler - Defense
- (7) Luck of the Gambler - Recharge Speed
- (A) Reactive Armor - Endurance
- (9) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance
- (13) Reactive Armor - Resistance/Endurance/Recharge
- (A) Run Speed IO
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (40) Kinetic Combat - Damage/Recharge
- (40) Kinetic Combat - Damage/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Miracle - +Recovery
- (17) Regenerative Tissue - +Regeneration
- (25) Numina's Convalescence - Heal/Endurance
- (27) Numina's Convalescence - Heal/Recharge
- (A) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (19) HamiO:Cytoskeleton Exposure
- (46) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Reactive Armor - Resistance
- (23) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Endurance/Recharge
- (27) Reactive Armor - Resistance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (A) Armageddon - Chance for Fire Damage
- (29) Armageddon - Damage/Endurance
- (31) Armageddon - Damage/Recharge
- (33) Armageddon - Accuracy/Damage/Recharge
- (33) Armageddon - Accuracy/Recharge
- (A) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (33) Adjusted Targeting - To Hit Buff/Recharge
- (34) Adjusted Targeting - Endurance/Recharge
- (34) Adjusted Targeting - To Hit Buff/Endurance
- (34) Adjusted Targeting - Recharge
- (A) Mocking Beratement - Recharge
- (42) Mocking Beratement - Taunt/Range
- (42) Mocking Beratement - Taunt/Recharge
- (43) Mocking Beratement - Taunt
- (45) Mocking Beratement - Taunt/Recharge/Range
- (46) Mocking Beratement - Accuracy/Recharge
- (A) Hecatomb - Chance of Damage(Negative)
- (39) Hecatomb - Damage
- (39) Hecatomb - Damage/Endurance
- (39) Hecatomb - Accuracy/Damage/Recharge
- (43) Hecatomb - Damage/Recharge
- (A) Gravitational Anchor - Chance for Hold
- (42) Gravitational Anchor - Immobilize/Recharge
- (43) Gravitational Anchor - Immobilize/Endurance
- (45) Gravitational Anchor - Accuracy/Recharge
- (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (A) Undermined Defenses - Defense Debuff/Recharge
- (A) Ragnarok - Chance for Knockdown
- (48) Ragnarok - Damage/Endurance
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Accuracy/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 5.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 3.6% Max End
- 69% Enhancement(Accuracy)
- 92.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 5% FlySpeed
- 91.4 HP (4.88%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.9%
- MezResist(Terrorized) 4.95%
- 16% (0.27 End/sec) Recovery
- 52% (4.07 HP/sec) Regeneration
- 11.3% Resistance(Fire)
- 11.3% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Temp Invulnerability)
- 3% Defense(All)
(Scorch)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combustion)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
(Combustion)
- 1.8% Max End
(Combat Jumping)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Boxing)
- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Health)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
(Invincibility)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Tough Hide)
- 10% (0.78 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Fire Sword Circle)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Resist Physical Damage)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Build Up)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Greater Fire Sword)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Ring of Fire)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Fire Ball)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
I am new to the Invul tanker, but im not new to tankers in general, i have a couple lvl 50 tankers, WP and stone. but i wanted to try an AoE tanker with survivibilty. I know fire melee doesnt come with any mitigation but i hear all this stuff about invul that just makes me want to roll one. I wanna use this tank for PvE only and for team and mostly AoE dmg. Im quite interested in the soft cap defense for invul tankers. Anyone got any advice or possible builds for Invul/FM and can someone explain how the soft cap defense from IOs work, like which IOs for what powers. Thank you all