Is this heresy?
Can invince be slotted with Mocking Beratement?
But otherwise that should be fine.
According to my quick calculations, by slotting Invinc with one defbuff rather than three, you are losing 2.2% def to S/L/E/NE/F/C at one foe at 5% at 10 foes. The MB bonuses are 2.5% to S/L and 3.13% to F/C; let's see, F/C damage is very rare, it's a wash for S/L defense, and you actually lose on E/NE def. Doesn't sound like a good bargain to me.
I think you'd be far better off following Call_Me_Awesome's guide and slotting Invinc more conventionally, focusing primarily on S/L and E/NE def, and not worrying so much about F/C.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
If the character is already level 47+ then the best slotting for Invincibility is 3 Hami-O Cytoskeleton enhancements; that ED caps all aspects of the power in only 3 slots. There's some logic to tossing a 4th slot for a common taunt IO but more than that strikes me as overkill... I've never had aggro issues with CMA with that slotting.
What you're doing would work, but I think you'd be better served with alternate slotting... those two or three extra slots in Invincibility may go better somewhere else.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
If the character is already level 47+ then the best slotting for Invincibility is 3 Hami-O Cytoskeleton enhancements; that ED caps all aspects of the power in only 3 slots. There's some logic to tossing a 4th slot for a common taunt IO but more than that strikes me as overkill... I've never had aggro issues with CMA with that slotting.
What you're doing would work, but I think you'd be better served with alternate slotting... those two or three extra slots in Invincibility may go better somewhere else. |
However if you have the money I would go with the following:
Try 3/6 LotG (including 7.5% recharge), 2/3 Rectified Reticle (for S/L def bonus) and Gaussian's Chance for Build Up. That's generally how I slot Invince.
Unless you absolutely need the slots elsewhere this is pretty good bang for your buck.
I would slot Gaussians: Chance for BU in Invince at any rate ... for one slot on a toggle you'll be running almost always anyways it's a nice gravy power and fairly cheap.
One problem I see is that only having 1 attack from the secondary until lvl 24 is going to be painful if this toon ever exemplars.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Some excellent feed back, everybody. I've tweaked accordingly from what was suggested. I've moved up Frost and moved Taunt back. This is a respec build, so the HO's are a great idea. And with patience, HOs don't have to be too much to spend on.
I've also shuffled things around, and managed to get 50% defense to all but Psi. (27% when no one's around). If anybody seems a blaring mistake, let me know!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Frost -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(37), Det'tn-Dmg/EndRdx(40), Det'tn-Acc/Dmg(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Ice Patch -- RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(29), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34), RctvArm-ResDam(37), RctvArm-EndRdx/Rchg(48)
Level 35: Greater Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), F'dSmite-Acc/EndRdx/Rchg(37)
Level 38: Frozen Aura -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 16.1% Defense(Fire)
- 16.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 13.9% Defense(Ranged)
- 15.2% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 10% RunSpeed
- 1% XPDebtProtection
@Rylas
Kill 'em all. Let XP sort 'em out.
Did you realize you had Invincibility set to 10 enemies in range? Your numbers with only one are 37%; well short of the soft cap. While technically Invinc can buff off of 10 mobs, in practice unless you're tanking Rikti Monkeys you'll be doing well to actually get 6 or 7 in range at once... and facing an AV when you need your def the most you'll only have one.
Oh, I wouldn't slot Unstoppable with anything but a recharge or possibly two, it already takes you way over the 90% res cap unslotted. And I'd add a third slot to Stamina.
Combat Jumping really doesn't offer enough def to justify slotting for it so that will free up two slots. Fire/Cold damage isn't prevelant enough to justify slotting for the def; I'd stop the passives at 4 Reactive Armor. Likewise for Tough Hide; the Serendipity really isn't giving you any bonuses you need; I'd leave it at 3 common defense IO's.
Just to give you a priority list for defense, your most important one is Smash/Lethal; get this one to the soft cap. The next one to worry about is Energy/Negative and the least important is Fire/Cold. Plan your defenses accordingly and you'll be most survivable. Remember than Elemental damage is extremely rare; that's why Resist Elements is the most skippable power in the set.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
He wanted to keep it affordable so Hamios probably wouldn't fit that route.
However if you have the money I would go with the following: Try 3/6 LotG (including 7.5% recharge), 2/3 Rectified Reticle (for S/L def bonus) and Gaussian's Chance for Build Up. That's generally how I slot Invince. Unless you absolutely need the slots elsewhere this is pretty good bang for your buck. I would slot Gaussians: Chance for BU in Invince at any rate ... for one slot on a toggle you'll be running almost always anyways it's a nice gravy power and fairly cheap. |
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.
Did you realize you had Invincibility set to 10 enemies in range? Your numbers with only one are 37%; well short of the soft cap. While technically Invinc can buff off of 10 mobs, in practice unless you're tanking Rikti Monkeys you'll be doing well to actually get 6 or 7 in range at once... and facing an AV when you need your def the most you'll only have one.
Oh, I wouldn't slot Unstoppable with anything but a recharge or possibly two, it already takes you way over the 90% res cap unslotted. And I'd add a third slot to Stamina. Combat Jumping really doesn't offer enough def to justify slotting for it so that will free up two slots. Fire/Cold damage isn't prevelant enough to justify slotting for the def; I'd stop the passives at 4 Reactive Armor. Likewise for Tough Hide; the Serendipity really isn't giving you any bonuses you need; I'd leave it at 3 common defense IO's. Just to give you a priority list for defense, your most important one is Smash/Lethal; get this one to the soft cap. The next one to worry about is Energy/Negative and the least important is Fire/Cold. Plan your defenses accordingly and you'll be most survivable. Remember than Elemental damage is extremely rare; that's why Resist Elements is the most skippable power in the set. |
CMA, the input is appreciated, but I think you're getting a little ahead of yourself. Yes, I am aware I have Invinc set to 10. Thats why I stated the numbers with no one in range as well. To be honest, if all I'm tanking is one person (even an AV), then 37% def with a min 30% resist towards damage is going to be a fair amount of mitigation. Especially with Dull Pain. Only Psi damage will be a threat.
Also, I'm aware of the S/L, E/N and F/C rankings most people go by. IMO, it's somewhat skewed, because NE damage isn't that common. I feel like I run into Fire damage fairly often, to justify the defense.
CJ, while not a huge amount, is still quite helpful. If people are willing to spend millions on +Def IOs, then a couple of slots for enven more defense seems more than reasonable. The slotting for Unstoppable is the way it is for bonuses. But, I did catch a Rule of 5 error, so three slots came out of Unstoppable and one each went to Freezing Touch, GIS and Forst(for enhancement values). So thanks for helping bring that to my attention, even if unintentionally.
The Serendipities are for the F/C bonus. Let's just agree to disagree on that one.
Here's the latest tweak.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Arctic Defender: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Ice Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Frozen Fists -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(19)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Frost -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(17), Det'tn-Dmg/Rchg(37), Det'tn-Dmg/EndRdx(40), Det'tn-Acc/Dmg(48), CtlSpd-EndRdx/Rchg/Slow(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Ice Patch -- RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Freezing Touch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(29), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(34), F'dSmite-Acc/Dmg/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Greater Ice Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/Rchg(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36), F'dSmite-Acc/EndRdx/Rchg(37), F'dSmite-Acc/Dmg/Rchg(37)
Level 38: Frozen Aura -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Dmg/EndRdx(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 16.1% Defense(Smashing)
- 16.1% Defense(Lethal)
- 16.1% Defense(Fire)
- 16.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 9.56% Defense(Melee)
- 13.9% Defense(Ranged)
- 15.2% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 15.4%
- MezResist(Sleep) 1.65%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 10% RunSpeed
- 1% XPDebtProtection
@Rylas
Kill 'em all. Let XP sort 'em out.
This is sad. Somehow I made changes to an Inv/Ice tank build and slipped that in. Well, the correct changes are now on the correct build. I'm just going to pretend that never happened. Pretty much the same values though. Just the one defense in CJ since I wanted my attacks more wisely enhanced.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(45)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7), RctvArm-EndRdx/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(40), F'dSmite-Acc/EndRdx/Rchg(48)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(50), Aegis-EndRdx/Rchg(50)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/EndRdx/Rchg(40), S'ngH'mkr-Dmg/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(48)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(27), S'dpty-EndRdx/Rchg(27), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(48)
Level 28: Whirling Axe -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Cleave -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Pendulum -- C'ngBlow-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg(39), C'ngBlow-Dmg/EndRdx(39), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46), RctvArm-EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Build Up -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 17.1% Defense(Fire)
- 17.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 13.3% Defense(Melee)
- 13.9% Defense(Ranged)
- 17.1% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Heal)
- 3% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 2.75%
- MezResist(Immobilize) 12.1%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- 2.5% (0.04 End/sec) Recovery
- 4% (0.31 HP/sec) Regeneration
- 1.89% Resistance(Fire)
- 1.89% Resistance(Cold)
- 10% RunSpeed
@Rylas
Kill 'em all. Let XP sort 'em out.
I'm pretty good at making cheap builds, and by cheap, I mean buying expensive IOs at an affordable price. And I'm also working on my Invul/Axe who's currently at 46. Here's his build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Tony Vivaldi: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Temp Invulnerability
- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Resistance/Endurance/Recharge
- (5) Reactive Armor - Resistance
- (5) Reactive Armor - Endurance
- (A) Empty
- (A) Impervium Armor - Resistance
- (7) Impervium Armor - Resistance/Endurance
- (7) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (13) Doctored Wounds - Endurance/Recharge
- (15) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Heal
- (17) Doctored Wounds - Recharge
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance
- (33) Reactive Armor - Endurance
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Jumping IO
- (A) Empty
- (A) Healing IO
- (48) Healing IO
- (A) Red Fortune - Defense/Endurance
- (19) Red Fortune - Defense/Recharge
- (19) Red Fortune - Endurance/Recharge
- (23) Red Fortune - Defense/Endurance/Recharge
- (23) Red Fortune - Defense
- (31) Red Fortune - Endurance
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Aegis - Resistance
- (25) Aegis - Resistance/Endurance
- (25) Aegis - Resistance/Recharge
- (A) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense
- (27) Red Fortune - Defense/Recharge
- (A) Aegis - Resistance
- (29) Aegis - Resistance/Endurance
- (29) Aegis - Resistance/Recharge
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (34) Reactive Armor - Resistance/Recharge
- (36) Reactive Armor - Endurance/Recharge
- (36) Reactive Armor - Resistance/Endurance/Recharge
- (36) Reactive Armor - Resistance
- (37) Reactive Armor - Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (37) Scirocco's Dervish - Damage/Endurance
- (37) Scirocco's Dervish - Damage/Recharge
- (39) Scirocco's Dervish - Accuracy/Recharge
- (39) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Multi Strike - Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (40) Scirocco's Dervish - Damage/Endurance
- (40) Scirocco's Dervish - Damage/Recharge
- (40) Scirocco's Dervish - Accuracy/Recharge
- (42) Scirocco's Dervish - Accuracy/Damage/Endurance
- (42) Multi Strike - Damage/Endurance
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (43) Red Fortune - Endurance/Recharge
- (43) Red Fortune - Defense/Endurance/Recharge
- (43) Red Fortune - Defense
- (45) Red Fortune - Endurance
- (A) Gift of the Ancients - Defense
- (48) Gift of the Ancients - Defense/Endurance
- (50) Gift of the Ancients - Defense/Recharge
- (A) Scirocco's Dervish - Accuracy/Damage/Endurance
- (48) Scirocco's Dervish - Damage/Endurance
- (50) Scirocco's Dervish - Accuracy/Damage
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 14.3% Defense(Smashing)
- 14.3% Defense(Lethal)
- 14.3% Defense(Fire)
- 14.3% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 9.88% Defense(Ranged)
- 16.1% Defense(AoE)
- 4% Enhancement(Heal)
- 15% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 56.2 HP (3%) HitPoints
- MezResist(Immobilize) 22%
- MezResist(Terrorized) 2.2%
- 4.5% (0.08 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 7.54% Resistance(Fire)
- 5.04% Resistance(Cold)
- 9.38% Resistance(Negative)
- 3.76% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 10% RunSpeed
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.
there is an article in the player guides on why softcapping def is, as far as survivability goes, the best thing you can possibly do for mitigation. The basic gist is, 40-45% mitigates as much damage as the first 40%.
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Agreed. Some people prefer resist, some prefer defense. In my experience, defense is superior. It's just an opinion, but it's the one I go for. If there's anything better, it would be layered mitigation. This build isn't for soloing AVs, so with a decent team, there should be enough support to survive anything that makes it through the defense and resist. And of course, there's always Unstoppable.
@Rylas
Kill 'em all. Let XP sort 'em out.
A couple of points regarding your most recent build.
First, NE damage isn't terribly common, but Energy is. IIRC, it is the most common type of damage after S/L by a large margin. And many Energy attacks also do endurance drain, which is a big PITA even with ResEn end drain resistance. IMO, *that* is why slotting for E/NE def is so important. That's not to say, however, that you can't slot for F/C def as well as E/NE, but when it comes down to which damage types gives my tanks more headaches, there's no question that Energy is a bigger problem than F/C.
Also, when slotting sets for bonuses, "value for slots" is very important, since I rarely, if ever, have more slots than I'd like. For instance, I really don't see the point in 6-slotting your PBAoEs for less than 1% of S/L/F/C defense when you can 3-slot for 3% E/NE def. If you're going to go for def bonuses, go for the biggest ones you can get that don't significantly gimp your build. And again, although I think it's also worth slotting for F/C def, I think it is a lower priority than E/NE.
That's why in your current build, that I would strongly recommend that you swap out the Multistrike sets for something like the Erad slotting you have in Pendulum. And although I know it is very hard to get Kinetic Combat sets these days, I'd try to get a least one set slotted. If you put them in a attack you don't use much like Beheader you can swap the very hard to find Dam/End/Rchg for the KD proc.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Agreed. Some people prefer resist, some prefer defense. In my experience, defense is superior. It's just an opinion, but it's the one I go for. If there's anything better, it would be layered mitigation. This build isn't for soloing AVs, so with a decent team, there should be enough support to survive anything that makes it through the defense and resist. And of course, there's always Unstoppable.
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An Offensive Guide to Ice Melee
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'm creating a build for a friend's Inv/Axe tank. My main focus has been defense, while not sacrificing enhancement value. I also wanted to keep it affordable for the most part as well. Anyway, long story short, is it ok what I've done with Invincible for bonus reasons? Even with low defense slotting, it hits the soft cap in a full group (hovers around 30% with none).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invy: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(21), S'fstPrt-ResDam/Def+(46)
Level 1: Beheader -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(45)
Level 2: Dull Pain -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(7), H'zdH-Heal/Rchg(13), H'zdH-Heal/EndRdx/Rchg(15), H'zdH-Heal(15), Dct'dW-Rchg(42)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), DefBuff-I(9), DefBuff-I(45)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(17), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(37), Mocking-Taunt/Rng(40), DefBuff-I(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(46)
Level 24: Swoop -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(25), S'ngH'mkr-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(37)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Dmg(29), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(45)
Level 30: Gash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(31), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(33)
Level 32: Unstoppable -- Aegis-EndRdx/Rchg(A), Aegis-ResDam/Rchg(33), Aegis-ResDam/EndRdx/Rchg(33)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(46)
Level 44: Conserve Power -- RechRdx(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Build Up -- RechRdx(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:
@Rylas
Kill 'em all. Let XP sort 'em out.