Build Advice for Inv/Fire


dave_p

 

Posted

Here is a level 50 respeced Inv/Fire build. I would only use him for PvE and for team/solo, with LOTS of AoE damage, potentially farming. Just wonderin what you guys thinkin of it and got any advice for me. Also how much do you think it will take to buy those IOs? Thanks all

[color:#1E90FF]Hero Plan by Mids' Hero Designer 1.401[/color]
[color:#1E90FF]http://www.cohplanner.com/[/color]

[color:#FFA500]Click this DataLink to open the build![/color]

[color:#1E90FF]Level 50 Magic Tanker[/color]
[color:#1E90FF]Primary Power Set: [/color][color:#1E90FF]Invulnerability[/color]
[color:#1E90FF]Secondary Power Set: [/color][color:#1E90FF]Fiery Melee[/color]
[color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fitness[/color]
[color:#1E90FF]Power Pool: [/color][color:#1E90FF]Leaping[/color]
[color:#1E90FF]Power Pool: [/color][color:#1E90FF]Speed[/color]
[color:#1E90FF]Power Pool: [/color][color:#1E90FF]Fighting[/color]
[color:#1E90FF]Ancillary Pool: [/color][color:#1E90FF]Pyre Mastery[/color]

[color:#1E90FF]Hero Profile:[/color]
[color:#32CD32]Level 1:[/color] [color:#1E90FF]Temp Invulnerability[/color]

  • (A) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance[/color]
  • (3) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance[/color]
  • (3) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance/Recharge[/color]
  • (5) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Endurance[/color]
[color:#32CD32]Level 1:[/color] [color:#1E90FF]Scorch[/color]
  • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
  • (37) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
  • (42) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
  • (43) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
[color:#32CD32]Level 2:[/color] [color:#1E90FF]Dull Pain[/color]
  • (A) [color:#FFC000]Healing[/color][color:#FFC000] IO[/color]
  • (5) [color:#FFC000]Healing[/color][color:#FFC000] IO[/color]
  • (7) [color:#FFC000]Healing[/color][color:#FFC000] IO[/color]
  • (7) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
  • (9) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
  • (9) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 4:[/color] [color:#1E90FF]Combustion[/color]
  • (A) [color:#FFE600]Obliteration - [/color][color:#FFE600]Damage[/color]
  • (15) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Recharge[/color]
  • (23) [color:#FFE600]Obliteration - [/color][color:#FFE600]Damage/Recharge[/color]
  • (34) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
  • (36) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Damage/Endurance/Recharge[/color]
  • (42) [color:#FFE600]Obliteration - [/color][color:#FFE600]Chance for Smashing Damage[/color]
[color:#32CD32]Level 6:[/color] [color:#1E90FF]Hurdle[/color]
  • (A) [color:#FFC000]Jumping[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 8:[/color] [color:#1E90FF]Unyielding[/color]
  • (A) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance[/color]
  • (11) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Endurance[/color]
  • (11) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance/Recharge[/color]
  • (13) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance[/color]
[color:#32CD32]Level 10:[/color] [color:#1E90FF]Combat Jumping[/color]
  • (A) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (43) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (46) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 12:[/color] [color:#1E90FF]Hasten[/color]
  • (A) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
  • (13) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
  • (15) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 14:[/color] [color:#1E90FF]Super Jump[/color]
  • (A) [color:#FFC000]Jumping[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 16:[/color] [color:#1E90FF]Health[/color]
  • (A) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal[/color]
  • (17) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Endurance[/color]
  • (17) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Recharge[/color]
  • (43) [color:#FFE600]Doctored Wounds - [/color][color:#FFE600]Heal/Endurance/Recharge[/color]
[color:#32CD32]Level 18:[/color] [color:#1E90FF]Invincibility[/color]
  • (A) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (19) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (19) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (21) [color:#FFC000]Endurance Reduction[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 20:[/color] [color:#1E90FF]Stamina[/color]
  • (A) [color:#FFC000]Endurance Modification[/color][color:#FFC000] IO[/color]
  • (21) [color:#FFC000]Endurance Modification[/color][color:#FFC000] IO[/color]
  • (23) [color:#FFC000]Endurance Modification[/color][color:#FFC000] IO[/color]
  • (46) [color:#FFE600]Performance Shifter - [/color][color:#FFE600]Chance for +End[/color]
[color:#32CD32]Level 22:[/color] [color:#1E90FF]Boxing[/color]
  • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
  • (36) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
  • (36) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
  • (37) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
[color:#32CD32]Level 24:[/color] [color:#1E90FF]Resist Physical Damage[/color]
  • (A) [color:#FFC000]Resist Damage[/color][color:#FFC000] IO[/color]
  • (25) [color:#FFC000]Resist Damage[/color][color:#FFC000] IO[/color]
  • (25) [color:#FFC000]Resist Damage[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 26:[/color] [color:#1E90FF]Tough[/color]
  • (A) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance[/color]
  • (27) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Endurance[/color]
  • (27) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance[/color]
  • (29) [color:#FFE600]Reactive Armor - [/color][color:#FFE600]Resistance/Endurance/Recharge[/color]
[color:#32CD32]Level 28:[/color] [color:#1E90FF]Fire Sword Circle[/color]
  • (A) [color:#FFE600]Obliteration - [/color][color:#FFE600]Damage[/color]
  • (29) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Recharge[/color]
  • (33) [color:#FFE600]Obliteration - [/color][color:#FFE600]Damage/Recharge[/color]
  • (34) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
  • (34) [color:#FFE600]Obliteration - [/color][color:#FFE600]Accuracy/Damage/Endurance/Recharge[/color]
  • (42) [color:#FFE600]Obliteration - [/color][color:#FFE600]Chance for Smashing Damage[/color]
[color:#32CD32]Level 30:[/color] [color:#1E90FF]Weave[/color]
  • (A) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (31) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (31) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (31) [color:#FFC000]Endurance Reduction[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 32:[/color] [color:#1E90FF]Tough Hide[/color]
  • (A) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (33) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
  • (33) [color:#FFC000]Defense Buff[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 35:[/color] [color:#1E90FF]Taunt[/color]
  • (A) [color:#FFE600]Mocking Beratement - [/color][color:#FFE600]Taunt[/color]
  • (37) [color:#FFE600]Mocking Beratement - [/color][color:#FFE600]Taunt/Recharge[/color]
  • (40) [color:#FFE600]Mocking Beratement - [/color][color:#FFE600]Taunt/Recharge/Range[/color]
  • (40) [color:#FFE600]Mocking Beratement - [/color][color:#FFE600]Accuracy/Recharge[/color]
[color:#32CD32]Level 38:[/color] [color:#1E90FF]Greater Fire Sword[/color]
  • (A) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Accuracy/Damage[/color]
  • (39) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance[/color]
  • (39) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Recharge[/color]
  • (39) [color:#FFE600]Kinetic Combat - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
  • (40) [color:#FFC000]Damage Increase[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 41:[/color] [color:#1E90FF]Char[/color]
  • (A) [color:#FFC000]Accuracy[/color][color:#FFC000] IO[/color]
[color:#32CD32]Level 44:[/color] [color:#1E90FF]Fire Blast[/color]
  • (A) [color:#FFE600]Thunderstrike - [/color][color:#FFE600]Accuracy/Damage[/color]
  • (45) [color:#FFE600]Thunderstrike - [/color][color:#FFE600]Damage/Endurance[/color]
  • (45) [color:#FFE600]Thunderstrike - [/color][color:#FFE600]Damage/Endurance/Recharge[/color]
  • (45) [color:#FFE600]Thunderstrike - [/color][color:#FFE600]Accuracy/Damage/Endurance[/color]
  • (46) [color:#FFE600]Thunderstrike - [/color][color:#FFE600]Accuracy/Damage/Recharge[/color]
[color:#32CD32]Level 47:[/color] [color:#1E90FF]Fire Ball[/color]
  • (A) [color:#FFE600]Positron's Blast - [/color][color:#FFE600]Accuracy/Damage[/color]
  • (48) [color:#FFE600]Positron's Blast - [/color][color:#FFE600]Damage/Endurance[/color]
  • (48) [color:#FFE600]Positron's Blast - [/color][color:#FFE600]Damage/Recharge[/color]
  • (48) [color:#FFE600]Positron's Blast - [/color][color:#FFE600]Damage/Range[/color]
  • (50) [color:#FFE600]Positron's Blast - [/color][color:#FFE600]Accuracy/Damage/Endurance[/color]
[color:#32CD32]Level 49:[/color] [color:#1E90FF]Build Up[/color]
  • (A) [color:#FFE600]Rectified Reticle - [/color][color:#FFE600]To Hit Buff[/color]
  • (50) [color:#FFE600]Rectified Reticle - [/color][color:#FFE600]To Hit Buff/Recharge[/color]
  • (50) [color:#FFC000]Recharge Reduction[/color][color:#FFC000] IO[/color]
[color:#1E90FF]------------[/color]
[color:#32CD32]Level 1:[/color] [color:#1E90FF]Brawl[/color]
  • (A) [color:#FFD700]Empty[/color]
[color:#32CD32]Level 1:[/color] [color:#1E90FF]Sprint[/color]
  • (A) [color:#FFD700]Empty[/color]
[color:#32CD32]Level 2:[/color] [color:#1E90FF]Rest[/color]
  • (A) [color:#FFD700]Empty[/color]
[color:#32CD32]Level 1:[/color] [color:#1E90FF]Gauntlet[/color]
[color:#1E90FF]------------[/color]
[color:#1E90FF]Set Bonus Totals:[/color]
  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 23.1% Defense(Smashing)
  • 23.1% Defense(Lethal)
  • 6.25% Defense(Energy)
  • 6.25% Defense(Negative)
  • 17.2% Defense(Melee)
  • 3.13% Defense(Ranged)
  • 1.8% Max End
  • 34% Enhancement(Accuracy)
  • 16.3% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 4% FlySpeed
  • 84.3 HP (4.5%) HitPoints
  • 4% JumpHeight
  • 4% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11.6%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 4.5% (0.08 End/sec) Recovery
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 4% RunSpeed


 

Posted

Well, you can probably ease up n the defense a bit, especially for farming. 45% is softcapped, and you are at 52%, would be even higher while farming.

Here is what I plan on doing with mine, eventually, at least a preliminary build of it.

Don't play him much anymore, so who knows.

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%
Level 1: Scorch
  • (A) Kinetic Combat - Accuracy/Damage
  • (37) Kinetic Combat - Damage/Endurance
  • (37) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal
  • (5) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Heal/Recharge
Level 4: Combustion
  • (A) Obliteration - Chance for Smashing Damage
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Defense
  • (7) Luck of the Gambler - Recharge Speed
Level 8: Unyielding
  • (A) Reactive Armor - Endurance
  • (9) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Endurance
  • (13) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Swift
  • (A) Run Speed IO
Level 12: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (40) Kinetic Combat - Damage/Endurance
  • (40) Kinetic Combat - Damage/Recharge
  • (40) Kinetic Combat - Damage/Endurance/Recharge
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Miracle - +Recovery
  • (17) Numina's Convalescence - Heal
  • (25) Numina's Convalescence - Heal/Endurance
  • (27) Numina's Convalescence - Heal/Recharge
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (46) Luck of the Gambler - Recharge Speed
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Endurance Modification IO
Level 22: Tough
  • (A) Reactive Armor - Resistance
  • (23) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Endurance/Recharge
  • (27) Reactive Armor - Resistance/Recharge
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
Level 26: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Luck of the Gambler - Defense
Level 28: Fire Sword Circle
  • (A) Obliteration - Accuracy/Damage/Recharge
  • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (31) Obliteration - Chance for Smashing Damage
  • (33) Obliteration - Damage
  • (33) Obliteration - Damage/Recharge
Level 30: Resist Physical Damage
  • (A) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Recharge
  • (31) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
Level 32: Build Up
  • (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
Level 35: Taunt
  • (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
Level 38: Incinerate
  • (A) Mako's Bite - Chance of Damage(Lethal)
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (39) Mako's Bite - Damage/Endurance
  • (39) Mako's Bite - Damage/Recharge
  • (43) Touch of Death - Chance of Damage(Negative)
Level 41: Ring of Fire
  • (A) Decimation - Chance of Build Up
  • (42) Decimation - Damage/Endurance
  • (43) Decimation - Damage/Recharge
  • (45) Decimation - Accuracy/Damage/Recharge
  • (45) Decimation - Accuracy/Endurance/Recharge
Level 44: Melt Armor
  • (A) Undermined Defenses - Defense Debuff/Recharge
Level 47: Fire Ball
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Damage/Recharge
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 19.9% Defense(Smashing)
  • 19.9% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 4.05% Max End
  • 36% Enhancement(Accuracy)
  • 70% Enhancement(RechargeTime)
  • 10% Enhancement(Heal)
  • 5% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 16%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 2.5% (0.04 End/sec) Recovery
  • 42% (3.29 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% 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)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(All)
Kinetic Combat
(Scorch)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Doctored Wounds
(Dull Pain)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Obliteration
(Combustion)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Luck of the Gambler
(Invincibility)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Tough Hide)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Fire Sword Circle)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Reactive Armor
(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)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Mocking Beratement
(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)
Mako's Bite
(Incinerate)
  • MezResist(Immobilize) 3.3%
  • 28.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
Decimation
(Ring of Fire)
  • MezResist(Immobilize) 2.75%
  • 21.1 HP (1.13%) HitPoints
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% 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.

 

Posted

Why would you want to cap (or overcap in the OP's case) S/L def when your S/L resists are already capped?

I have 2 Inv/Fire builds, one for max def and another for more offense. The def build has "only" 39% S/L def (capped res, of course), but around 55% E/N (yeah, too much, but that's how they ended up) and 42% F/C def, plus 44% *ranged* defense (which is why the E/N is so damn high) for a lot of psi coverage. Even the offensive build, which has gobs of AoE damage, has 45% E/N and 35% ranged def, good numbers elsewhere also, and of course capped S/L resists. Oh, both have well north of 300% regen.

I don't like posting builds any more, but my advice to you would be to switch your Kin Combat & Obilt sets for Makos (x6) & Eradications (x4) and fiddle w/your exotic typed and/or ranged defenses and see where you can go w/that. Capped S/L def *and* resists are way over the top unless you're only going to cherry pick S/L dealing farms.


An Offensive Guide to Ice Melee

 

Posted

you do realize that most damage in the game has a S/L component to it. That being said, instead of having partial def to all, why not have solid def to the most prevalent form of damage in the game. When you roll against incoming damage, you roll your highest form of defense against that damage. take for instance, cold damage. Most cold damage has a lethal component. if you have say 35% cold def and 45% s/l defense, guess which of those numbers gets used to see if you actually get hit. I will give you a hint, it isn't the cold defense.

yes, you have capped resistance, but what is better, taking 10% of the s/l and however much of the rest, OR not taking any damage at all.


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.

 

Posted

W/90% S/L resists as a given, what do you choose:

47% S/L def
35% E/N
33% F/C
25% Melee
16% Ranged
15% AoE

or

39% S/L def
55% E/N
42% F/C
20% Melee
44% Ranged
23% AoE

Mind you, that's all w/just 1 mob in range of Invinc, which boosts typed def, which means it's actually pretty easy to cap S/L along w/everything else (3 mobs will cap F/C, 5 will cap S/L). And you'll still have your 44% ranged def to fall back on.

S/L might be in most attack components (which is why I cap S/L for my WP, Dark & Fire tanks/scrappers), but if you're already capped in E/N and near it on F/C, why worry about it? How much Smashing/Psi attacks do you see, for that matter? Psi is usually ranged (some AoE and some w/no positional flag at all) which the nearly capped range def covers. Not perfect, certainly, but about as good as Invul's going to do against Psi.

If you're happy w/the former, more power to you, and it's a good enough build for sure, but the latter will be more survivable in more situations, esp involving Psi.


An Offensive Guide to Ice Melee

 

Posted

Long term, that 5% s/l defense will get way more mileage than ranged defense specifically for psi. they call the other types of damage exotic for a reason. my DA tanker has @80% resistance to psi, which he almost never makes use of, whereas he makes use of every inch of his S/L def. 90% resistance to S/L is nice, but there is a reason why most good Inv and Stone tanks make the effort to softcap S/L defense as well. The only situation in which ranged defense is going to make you more survivable is against Psi damage, which is a rarity. This means in more, as in a higher number of, situations having that soft capped S/L defense makes you more survivable.


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.

 

Posted

Quote:
Long term, that 5% s/l defense will get way more mileage than ranged defense specifically for psi.
Please tell me in what situations exactly the extra 5% of S/L def will help you when the other typed def are already at cap or near it, and then tell me in what % of those situations you can't just grab an extra mob or 3 to get to S/L cap anyway.

Pure S/L? At 39% def and 90% res, you're only taking on average 1.1% of incoming damage. At over 300% regen (which is where my build is at), even if you can't cap your HPs, you're still regening something like 42HPs/sec, not counting the DP healing. So to be overwhelmed, you'd need to be taking almost 4000 points of damage per second, just for your health bar to move lower. Slowly. Yes, at 45% def & 90% res, that number skyrockets to 8400/sec, but seriously, how often are you taking that much damage and you can't get 3-5 mobs in range of Invinc? Again, that's per second, just to tick your HPs down, slowly. Just to get a scope of how much pure S/L damage both our builds can survive, think about how many tricked out scrappers it'd take to get to 4000DPS (much less 8400). I think we can safely assume both builds are pretty much covered against pure S/L in 99.99% of the game.

Debuffs, like in Cim? Debuffs hurt both builds, and certainly having a higher starting number helps, but as def decreases even at the same rate, the differences in efficacy shrinks. 45% is 2x as good sa 40%, but 40% is only 1.5x as good as 35% and so forth.

Mixed exotic damge w/S/L? Anything w/an E/N component is capped so same as having capped S/L def. F/C is near cap at 42%, and again easy enough to cap w/3 mobs in Invinc. Again, you might do slightly better w/capped S/L-only def with like a battalion of Fire Sword wielding mobs, but by such a slight margin, it's hardly worth mentioning. In fact, make it Fire Blast, cuz Fire Sword's melee in range of Invinc. Of course there's that 44% ranged def too (yeah, whole 2% higher than just F/C!), so I guess if you're facing an army of Fireball wielding mobs who just won't close to melee, your build would win out. Slightly.

Pure exotic? Your build loses out considerably against any pure E/N/F/C damage. It's not even close. Pure exotic happens a lot more than you seem to be giving it credit. Flamethrower, Burn/Ignite patches, most elec blasts (Mu, Freaks), etc, etc.

Psi will absolutey shred your build. While mine isn't foolproof against it, it'll at least hold its own against a great deal of it. In truth, your build is tough enough that it'll handle pretty much everything describe above (tho you may have some problems w/pure E/N/F/C damage too), but here, you really run into pain.

Are these last two rare in the game? Maybe, but they do exist whereas the times when just having capped S/L def is clearly superior are, well, non-existant because you can still always get mobs in range of Invinc.

I'm sure we're not going to agree on this so this will be my last say in this topic, but hopefully the OP and others can look at the numbers and make their own decisions--maybe even try out varying builds and see what they think is best.

I'll repeat once more--plenty of my other tanks and scrappers eithr have S/L capped defenses or are working towards that goal. WP, Dark, Fire, out-of-Granite Stone, I play them all. They rock w/capped S/L defenses. Invul doesn't need it.


An Offensive Guide to Ice Melee