Build Advice on new Invlun Tank
Beuler?
For Great Justice!
Don't skip the passives if you haven't run an Inv tank before, you'll never know what you're missing. RPE and RPEl each account for ~18% of your net non-S/L mitigation. Soft-capped or not that's a significant amount.
At the very least, you should definitely pick up RPD. Not only will it allow you to hit the resistance cap for S/L damage, but it and Tough Hide now have defense debuff resistance--*very* useful.
I would also try to fit in ResEn somewhere, if possible. Energy is a very common damage type, but it now also has some end debuff resistance. Not critical, but nice to have.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

I'd say nix Unstoppable and fit in RPD. If you're looking to hit the defense cap, you'll almost never need your tier 9. Also, what's up with heal other/aid self? You already HAVE a self-heal. Swap 'em for ResEn and Hasten, and IO out for recharge to get DP perma.
-STEELE =)

Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)
I'd say nix Unstoppable and fit in RPD. If you're looking to hit the defense cap, you'll almost never need your tier 9. Also, what's up with heal other/aid self? You already HAVE a self-heal. Swap 'em for ResEn and Hasten, and IO out for recharge to get DP perma.
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Wow, I didn't mean to miss RPD. Also, I guess I dont HAVE to have Aid Self...
I went ahead and made a Inv/Dark Tanker, and got him to 22... this is my new idea builing in RPD and omitting Aid Self:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 48 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Temp Invulnerability Empty(A), Empty(11), Empty(11), Empty(15)
Level 1: Scorch Empty(A)
Level 2: Dull Pain Empty(A), Empty(3), Empty(3), Empty(7), Empty(7), Empty(17)
Level 4: Combustion Empty(A), Empty(5), Empty(5), Empty(13), Empty(13), Empty(17)
Level 6: Combat Jumping Empty(A)
Level 8: Unyielding Empty(A), Empty(9), Empty(9), Empty(15)
Level 10: Taunt Empty(A)
Level 12: Swift Empty(A)
Level 14: Super Jump Empty(A)
Level 16: Health Empty(A)
Level 18: Invincibility Empty(A), Empty(19), Empty(19)
Level 20: Stamina Empty(A), Empty(21), Empty(21)
Level 22: Resist Physical Damage Empty(A)
Level 24: Build Up Empty(A)
Level 26: Tough Hide Empty(A)
Level 28: Fire Sword Circle Empty(A)
Level 30: Kick Empty(A)
Level 32: Tough Empty(A)
Level 35: Weave Empty(A)
Level 38: Greater Fire Sword Empty(A)
Level 41: Char Empty(A)
Level 44: Melt Armor Empty(A)
Level 47: Fire Ball Empty(A)
Level 49: Resist Energies Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build |
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QUESTION:
I have 3 choices at level 24: BuildUp for more damage, Hasten for better recharge (faster taunts and punch-voking), or Resist Elements.
I don't think I will need ResEle - only playing in AE. Maybe Hasten is the better choice? Faster Taunts, Cremate, FSC? Or should I care about my damage output?
And can I get to the softcap on Defense if I *do* take Hasten?
For Great Justice!
I have 3 choices at level 24: BuildUp for more damage, Hasten for better recharge (faster taunts and punch-voking), or Resist Elements.
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I don't think I will need ResEle - only playing in AE. Maybe Hasten is the better choice? Faster Taunts, Cremate, FSC? Or should I care about my damage output? And can I get to the softcap on Defense if I *do* take Hasten? |
Personally, I'd suggest dropping one of your attacks to make sure you could take both Hasten and Build-Up--you've got plenty--since both are very useful in increasing your damage output. You could drop Hasten if you focused on using IOs for recharge, but if you want to soft-cap defense, I actually think going with Hasten is a better choice.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

Personally, I'd suggest dropping one of your attacks to make sure you could take both Hasten and Build-Up--you've got plenty--since both are very useful in increasing your damage output. You could drop Hasten if you focused on using IOs for recharge, but if you want to soft-cap defense, I actually think going with Hasten is a better choice.
|
I could eliminiate Greater Fire Sword -although that's my heavy hitter - is it worth having Hasten and BuildUp both enough to give up GFS?
For Great Justice!
Dropping aid self and aid other for RPD and buildup would make your build very similar, in power choices, to what I've been using for invuln tankers for about two years now. The order is a bit different, but I've never found a way to include the resists Es in a way that satisfied me.
With the abundance of the temp power ethereal shift, I don't have any problems using unstoppable whenever the need suits me, and I'd rather lean on that than the measly resists in REs or spending time and endurance animating aid self in hard fights.
I would be happy to drop Scorch if it let me. Cremate and FSC are my AoEs - not just good for damage, but good to punch-voke AoE taunts, right?
I could eliminiate Greater Fire Sword -although that's my heavy hitter - is it worth having Hasten and BuildUp both enough to give up GFS? |
But if you really can't bear to drop an attack, skipping ResEn is also an option, though not what I'd do myself.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

If I drop an Epic, I can't get Fireball, which assuming that it too has Punch-voke capability will be another great way to get a group of baddis focused on me, not to mention a third AoE.
Dropping ResNRG doesn't really help because I only picking it up at 49, 1 level before I stop playing this character anyways.
No, he way I figure it, this is about the mid levels - 24 and 38. With my proposed build, at 24, I have a choice of Build-Up or Hasten, and at 38 I *could* skip Greater Fire Sword and take Build-Up or Hasten (whichever I didn't have yet.)
Maybe I should. Is it a *horrible* idea to skip GFS? With Hasten I should always have Taunt or one of my AoE attacks up (Cremate, FSC) - maybe it *is* more important to have those attacks do more damage (BuildUp) than have a nice single Target attack to add to the mix.
And even though I am going for softcapping Defense, maybe I can also get some global recharge in there.
Unless that's a horrible idea, if I *do* take Build-Up and Hasten, which should I take early (24) and which late (38)?
Maybe I should put Hasten at 24 (because it makes me a better tank than Build-Up)?
Of course, some of this may be influenced once I start looking at slotting and softcapping.
Thoughts?
For Great Justice!
Still looking for feedback...
For Great Justice!
if no further advice or objections regarding my power picks, the next step is to figure out my slotting and IO sets for softcapping - any thoughts about the best ways to go about that?
For Great Justice!
The build looks pretty sparse on attacks. If you drop GFS you'll have Scorch, Kick, and maybe Char as your single-target chain? Yet it's hard to see what to do about that if you keep Fireball.
My suggestion if you keep Fireball is to drop Melt Armor for Fire Blast, and incorporate Fire Blast into your attack chain.
My own Inv Tanker also took the Fighting Pool and a Travel power, so I decided I couldn't afford to fit in the ancillary/epic pool and still have enough attacks and defenses.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
QR
I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD. Also skipping the offensive potential of /fire isn't such a good idea. By this I mean skipping Incinerate (WHY?! It's a great attack) and BU.
Myself, I'd go for something like this (switching travel power to CJ/SJ won't change defensive or offensive stats)
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Resist Physical Damage S'fstPrt-ResDam/Def+(A)
Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 10: Swift Flight-I(A)
Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Winter-ResSlow(46), LkGmblr-Rchg+(48)
Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Health Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(21), Numna-Heal(23), RgnTis-Regen+(23)
Level 18: Invincibility LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 22: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(37), Mocking-Rchg(40)
Level 24: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
Level 26: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27)
Level 28: Fire Sword Circle Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 30: Kick Empty(A)
Level 32: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33)
Level 35: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40), Zinger-Dam%(40)
Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
Level 44: Conserve Power RechRdx-I(A), RechRdx-I(45)
Level 47: Resist Energies Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Elements Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
18,6% Defense(Smashing)
18,6% Defense(Lethal)
12,4% Defense(Fire)
12,4% Defense(Cold)
16,1% Defense(Energy)
16,1% Defense(Negative)
3% Defense(Psionic)
10,8% Defense(Melee)
14,3% Defense(Ranged)
7,69% Defense(AoE)
5,4% Max End
4% Enhancement(Heal)
52,5% Enhancement(RechargeTime)
24% Enhancement(Accuracy)
5% FlySpeed
253 HP (13,5%) HitPoints
5% JumpHeight
5% JumpSpeed
MezResist(Held) 2,75%
MezResist(Immobilize) 12,1%
MezResist(Terrorized) 2,2%
20% Perception
9% (0,15 End/sec) Recovery
62% (4,85 HP/sec) Regeneration
20% ResEffect(FlySpeed)
20% ResEffect(RechargeTime)
20% ResEffect(RunSpeed)
3,78% Resistance(Fire)
3,78% Resistance(Cold)
15% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I went ahead and made a Inv/Dark Tanker, and got him to 22... this is my new idea builing in RPD and omitting Aid Self:
Hero Plan by Mids' Hero Designer 1.401 http://www.cohplanner.com/ Level 48 Natural Tanker Primary Power Set: Invulnerability Secondary Power Set: Fiery Melee |
I just playing. I have had invuln for years, my first 50 and have tried every epic, all the sensible and not so sensible power pools. Bad news is, is that you can't have everything, the good news is that I can't see you going horribly wrong with powers from what you've looked at so far. It's all going to come down to the slotting.
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.
QR
I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD. |
If you're tight on power choices, the passives are usually the first skippable powers in an Invuln build (along with Unstoppable if you want to get right down to it).
I would skip REl, RE, Unstoppable and then RPD in that order of skippable.
The build looks pretty sparse on attacks. If you drop GFS you'll have Scorch, Kick, and maybe Char as your single-target chain? Yet it's hard to see what to do about that if you keep Fireball.
My suggestion if you keep Fireball is to drop Melt Armor for Fire Blast, and incorporate Fire Blast into your attack chain. My own Inv Tanker also took the Fighting Pool and a Travel power, so I decided I couldn't afford to fit in the ancillary/epic pool and still have enough attacks and defenses. |
Also, I haven't even (yet) added in the IOs that will also shorten recharge times. Long story short, at 22 I do not seem to be having a problem right now with running out of attacks, and that should be even *less* of a problem after getting IOed up, and getting Hasten, Fire Sword Circle, and later on Fire Blast.
Make sense?
Ultimately I am hoping to more or less spam FSC, Combustion, Fire Ball, and Taunt - with a Sand of Mu or Scorch thown in when necessary and a Nemmy Staff to pick off and punch-voke singles.
Shouldn't that work?
For Great Justice!
Your build below looks great (loaded it up in MIDs and checked it out) but it abandons one of my main goals - to have as many AOEs as possible - that's where Fireball comes in. I really want to (both for the extra damage, but more importantly, the extra punch-voking) get Fireball in the mix, even if it is only at level 47.
Also, to be a better tank I feel like being able to attack faster mean being able to punch-voke mroe often, as well as better DPS - that's why I really want Hasten - and CJ is to help me Soft Cap, as well as better combat mobility.
Also, bear in mind that this tank will be used the vast majority of its life in AE, where I expect he will face lethal/smashing damage almost exclusively.
But I really appreciate you taking the time to not only make suggestions, but to be specific with them and post an actually build - I hope to "borrow" from your slotting ideas on mine.
Finally, as I plan to retire this character after 50, his level 49 power is probably largely irrelevant.
QR
I think it's a big mistake skipping the passives. Each of them add 10% Resistance to different types of damage AND some effect resistances, most notable of them being 25% -DEF resistance in RPD. Also skipping the offensive potential of /fire isn't such a good idea. By this I mean skipping Incinerate (WHY?! It's a great attack) and BU. Myself, I'd go for something like this (switching travel power to CJ/SJ won't change defensive or offensive stats) Hero Plan by Mids' Hero Designer 1,401 http://www.cohplanner.com/ Level 50 Mutation Tanker Primary Power Set: Invulnerability Secondary Power Set: Fiery Melee Power Pool: Fitness Power Pool: Flight Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: ------------ Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7) Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5) Level 2: Dull Pain Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11) Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), Sciroc-Dmg/EndRdx(46), Sciroc-Acc/Dmg/EndRdx(46) Level 6: Resist Physical Damage S'fstPrt-ResDam/Def+(A) Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15) Level 10: Swift Flight-I(A) Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Winter-ResSlow(46), LkGmblr-Rchg+(48) Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(50) Level 16: Health Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(17), Numna-Regen/Rcvry+(21), Numna-Heal(23), RgnTis-Regen+(23) Level 18: Invincibility LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21) Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43) Level 22: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(37), Mocking-Rchg(40) Level 24: Build Up Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25) Level 26: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/Rchg(27) Level 28: Fire Sword Circle Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31) Level 30: Kick Empty(A) Level 32: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-EndRdx(33) Level 35: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37) Level 38: Greater Fire Sword Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(40), Zinger-Dam%(40) Level 41: Weave LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42) Level 44: Conserve Power RechRdx-I(A), RechRdx-I(45) Level 47: Resist Energies Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48) Level 49: Resist Elements Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50) ------------ Level 1: Brawl Empty(A) Level 1: Sprint Empty(A) Level 2: Rest Empty(A) Level 1: Gauntlet ------------ Set Bonus Totals: 18,6% Defense(Smashing) 18,6% Defense(Lethal) 12,4% Defense(Fire) 12,4% Defense(Cold) 16,1% Defense(Energy) 16,1% Defense(Negative) 3% Defense(Psionic) 10,8% Defense(Melee) 14,3% Defense(Ranged) 7,69% Defense(AoE) 5,4% Max End 4% Enhancement(Heal) 52,5% Enhancement(RechargeTime) 24% Enhancement(Accuracy) 5% FlySpeed 253 HP (13,5%) HitPoints 5% JumpHeight 5% JumpSpeed MezResist(Held) 2,75% MezResist(Immobilize) 12,1% MezResist(Terrorized) 2,2% 20% Perception 9% (0,15 End/sec) Recovery 62% (4,85 HP/sec) Regeneration 20% ResEffect(FlySpeed) 20% ResEffect(RechargeTime) 20% ResEffect(RunSpeed) 3,78% Resistance(Fire) 3,78% Resistance(Cold) 15% RunSpeed | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;709;1418;HEX;| |78DAA5935B4F135110C7CFB65B4BE99652B7D0722B8582A51 40A4D34F192E883608| |2A15A11795249212B2CAC8BE92E2A3EF9017CD2445F247E0E E3B7F07EF9065E3E43| 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For Great Justice!
I would say follow DSorrow's build as much as possible. I have pretty much the same thing going on with my inv/ss tank who is sitting at 37 and I come across very very little that can hurt me.
I don't have resist elements or energies yet and I only come into real issues with psionic enemies.
ALL of my primaries that take a resist damage enhn i have 4 slotted with Reactive Armor and i have 2 or 3 single target attacks with smashing haymaker in it to get the S/L set bonus.
Also, full set of Perfect Zingers on taunt is amazing.
Finally, i agree with skipping unstopable and heal self and I'd say get tough and weave.
Like I said, there really isn't anything that can hurt me at the moment, and when I get resist energies I will very very very rarely have faceplant issues.
Since the passives now add various kinds of minor debuff protection, I would say Unstoppable is now the most skippable power. Like all such tier 9s with drastic crashes, it's probably more useful to the levelling tanker than to the fully constructed one.
Unstoppable, while quite powerful, is still not enough to let you solo the most extreme situations, like the Reichman fight and the Lord Recluse fight, without heavy inspiration use and outside buffs. But if you have those buffs, you don't need it either. And since it is guaranteed to crash during those fights, it will surely get you killed and likely wipe the team.

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Frankly if I was planning to retire the character at 50, I wouldn't worry too much about the level 47 power either (Fireball). Especially if you're cherry-picking your enemies in AE; you won't take long to go from 47 to 50. I also think it's going to be close to "more trouble than it's worth" to IO the character, especially if you're concentrating on recharge, typically one of the most expensive qualities to build sets for. Heck, purples are a great source of global recharge enhancement and available only at 50.
But don't let me deter you from what you want to do; fun is subjective.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Your build below looks great (loaded it up in MIDs and checked it out) but it abandons one of my main goals - to have as many AOEs as possible - that's where Fireball comes in. I really want to (both for the extra damage, but more importantly, the extra punch-voking) get Fireball in the mix, even if it is only at level 47.
Also, to be a better tank I feel like being able to attack faster mean being able to punch-voke mroe often, as well as better DPS - that's why I really want Hasten - and CJ is to help me Soft Cap, as well as better combat mobility. Also, bear in mind that this tank will be used the vast majority of its life in AE, where I expect he will face lethal/smashing damage almost exclusively. But I really appreciate you taking the time to not only make suggestions, but to be specific with them and post an actually build - I hope to "borrow" from your slotting ideas on mine. ![]() Finally, as I plan to retire this character after 50, his level 49 power is probably largely irrelevant. |
Some people who haven't even so much as leveled 1 end up with fully purpled builds as suggestions and I think its madness. I also feel it pays to practice character building and not be shy with it.
For something that retires at 50 I wouldn't even get into sets XD
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.
OK, starting an Invuln tank - here is the no-lots build I came up with - wll this work? Am I making a mistake skipping ResEle and ResNRG? Or for taking Aid Self? (My plan is to soft-cap the Def of this build, btw)

Here is the build, and after I will list my considerations and goals for the build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 48 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Temp Invulnerability Empty(A)
Level 1: Scorch Empty(A)
Level 2: Dull Pain Empty(A)
Level 4: Combustion Empty(A)
Level 6: Combat Jumping Empty(A)
Level 8: Unyielding Empty(A)
Level 10: Taunt Empty(A)
Level 12: Swift Empty(A)
Level 14: Super Jump Empty(A)
Level 16: Health Empty(A)
Level 18: Invincibility Empty(A)
Level 20: Stamina Empty(A)
Level 22: Aid Other Empty(A)
Level 24: Aid Self Empty(A)
Level 26: Tough Hide Empty(A)
Level 28: Fire Sword Circle Empty(A)
Level 30: Kick Empty(A)
Level 32: Tough Empty(A)
Level 35: Weave Empty(A)
Level 38: Greater Fire Sword Empty(A)
Level 41: Char Empty(A)
Level 44: Melt Armor Empty(A)
Level 47: Fire Ball Empty(A)
Level 49: Unstoppable Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
| Copy & Paste this data into Mids' Hero Designer to view the build |
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And here are the notes:
-I am not a CoX noob, but Tankers have been one of the ATs I have largely ignored. Don't get me wrong, I worship the Tankers on my teams, but haven't really been about being one. Of my level 50 characters, mos are Blasters and Corruptors, with a large sampling of Masterminds, Stalkers, Defenders, Controllers, and Brutes. I haven't yet tried SoA's (they don't really call to me) and the two attempts I made at Khelds died in their 20s. I did take two successful brutes to 50 - a SS/Elec that was a blast, and a Fire/Fire that did some nice work. Fury really works well - or at least it did back when I did my brutes. However, the only level 50 Tanker I have is a Fire/Ice relic from the old pre-ED days of Dreck farms.
-I have more than enough influence to get whatever IOs and IO sets I need, if they can be bought, mostly from the days when I was a farmer - yes, I too have gone the Fire/Kin route, before I realized that zipping from 1 to 50 was skipping the game, not playing it.
-I am a strange creature in that for me, it is the journey from 1 to 50 that is the CoH/V game for me. I find playing after reaching 50 pointless, so at 50, I retire my character and start a new - probably why I have 15+ 50s across two accounts.
-I do not PvP, at all, for any reason. I am committed to enjoying the presence of other players in a cooperative, not competitive mode.
-These days I do not join farms unless I can make a positive difference, and be effective at helping and fighting. For me, putting *my* shoulder to the wheel is playing.
-I am thinking this may the a good time to try a Tanker, because not only is it one of the ATs I have been avoiding, but there seems to be a bit of an unfilled need for them at AE - more people seem to need Tankers then there are available - which hopefully means that picking up a team is less of a challenge.
-Oh, that's the other thing - what I will probably spend most of my time doing is AE missions with lots of bosses in them - perhaps nothing but level 52 or 54 bosses - most of which seem to attack with smashing and lethal and have a fair amount of KB.
Thanks!
EDIT: More reasons the new forums suck: you cannot edit a typo in the Title of a post. Yay.
For Great Justice!