Would appreciate the more seasoned Tankers taking a look at my Inv/SS build
That build looks fairly good. The only thing that stuck out at me obviously was that the Numina Regen/Recovery belongs in Health rather than in Dull Pain, IMO. I gather you took Hover rather than AirSup as a set mule. If you're doing that, put Winter's Gift slow resistance in CJ; it will be available soon enough. You could also get a bit more mileage out of your Reactive Armors by moving some slots around - I moved them out of Taunt, which I never six slot.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
The American Saint Inv/SS: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(15), S'fstPrt-ResDam/Def+:30(48)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), P'ngS'Fest-Acc/Dmg:30(9), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), P'ngS'Fest-Dmg/Rchg:30(21), S'ngH'mkr-Dmg/EndRdx/Rchg:35(37)
Level 2: Dull Pain -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal:50(3), Numna-Heal/Rchg:50(7), RechRdx-I:50(11), RechRdx-I:50(23)
Level 4: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(33), P'ngS'Fest-Dmg/Rchg:30(36)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(46)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Rchg:50(25)
Level 12: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(37)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), Numna-Heal/EndRdx:50(27)
Level 18: Invincibility -- EndRdx-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19), DefBuff-I:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(27)
Level 22: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), P'ngS'Fest-Acc/Dmg:30(31), S'ngH'mkr-Dmg/EndRdx:35(37), S'ngH'mkr-Dmg/Rchg:35(39), S'ngH'mkr-Dmg/EndRdx/Rchg:35(39), P'ngS'Fest-Dmg/Rchg:30(39)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(29), DefBuff-I:50(29)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
Level 30: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(34), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), P'ngS'Fest-Acc/Dmg:30(36), P'ngS'Fest-Dmg/Rchg:30(36)
Level 32: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(42), RctvArm-EndRdx/Rchg:40(48)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(42), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Rchg:50(45), Sciroc-Acc/Dmg/EndRdx:50(46), Sciroc-Dam%:50(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:30(43), RctvArm-EndRdx:40(43)
Level 44: Weave -- DefBuff-I:50(A), DefBuff-I:50(50), EndRdx-I:50(50)
Level 47: Resist Elements -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(50)
Level 49: Combat Jumping -- Winter-ResSlow:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet

<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Looks good. A few small changes I'd recommend:
Take the RA End/Rchg out of TI, it's not necessary.
Replace the Scirocco's Dervish with 3 or 4 slots of Eradication for 3.13% E/NE defense. You can fill out the slotting with SD or some other PBAoE set.
Add another 2 slots to ResEl and 3-slot Aegis for the F/C def bonus.
Just those small changes will get you up to 44% E/NE and 34.6% F/C defense.
You also might want to consider slotting Invinc, Tough and Weave with LotG or GotA, depending on which bonuses you like.
EDIT: I agree with Heraclea; since you've already soft-capped S/L def, try switching from 6 Perfect Zinger to 5 Mocking Beratement. That, with the other changes I recommended, would give you 47.7% S/L, 44% E/NE and 37.7% F/C defense.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

think you should put a 5th slot in DP, Invinc, and Weave for the extra rech.
sry, no data chunk, haven't gotten used to new forums yet.
You might take a peek at the cost of the Reactive Armor res/end too..
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
The American Saint Inv/SS altered: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
------------
Level 1: Temp Invulnerability RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15)
Level 1: Jab S'ngH'mkr-Acc/Dmg(A), Acc-I(9), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), S'ngH'mkr-Dmg/EndRdx/Rchg(37)
Level 2: Dull Pain Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal(11), Dct'dW-Rchg(23)
Level 4: Punch S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Acc-I(33)
Level 6: Hurdle Jump-I(A)
Level 8: Unyielding RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(25), RctvArm-EndRdx(48)
Level 10: Taunt Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Taunt/Rng(17), Zinger-Acc/Rchg(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Dam%(29)
Level 12: Hover Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 14: Fly Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Health Numna-Regen/Rcvry+(A), Heal-I(21), Heal-I(36)
Level 18: Invincibility RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(19), RedFtn-Def(27), RedFtn-EndRdx(31)
Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Haymaker S'ngH'mkr-Acc/Dmg(A), Acc-I(31), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39)
Level 24: Resist Physical Damage RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 26: Tough Hide DefBuff-I(A), DefBuff-I(29)
Level 28: Rage AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(40), RechRdx-I(40)
Level 30: Knockout Blow S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(34), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(34), Lock-Acc/Rchg(36), Lock-Acc/EndRdx/Rchg/Hold(36)
Level 32: Resist Energies RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42)
Level 35: Boxing Empty(A)
Level 38: Foot Stomp Oblit-Acc/Dmg/Rchg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(48)
Level 41: Tough RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43), RctvArm-EndRdx(46)
Level 44: Weave RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 47: Resist Elements S'fstPrt-ResKB(A)
Level 49: Combat Jumping DefBuff-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I(A)
Level 2: Rest RechRdx-I(A)
Level 1: Gauntlet
perma jump is ---> /up 1
You tank should handle most anything this game has to throw at it.
I think you may find at some point that it will infact over handle most everything this game can throw at you.
Max protect Invuln Tankers are sort of like buying a race car to go grocery shopping with
Thanks for all the suggestions so far. I'm no build expert so I sought the wisdom of those who were better suited at building them. As I said earlier this guy is just for standard PVE. I just want him stacked well for most of the TF's. I routinely run the ITF with one of my toons a time or two a week. I've wanted to COMPLETE the STF (note to self never join pick up teams for the STF =O ) There are several other TF's I want to try also. Oh, and the Eden trial, I want to complete that one as well. I'm gonna have to start patroling the forums for organized groups to run these with. I'll start pursuing a lot of these once I start to get closer to 50.
Regards,
LA
This takes a lot of the mystique out of making a build but I have never had a toon as survivable as this and I used it for my brute.
http://boards.cityofheroes.com/showthread.php?t=126983
I am PL in RL.
Freedom- Magnet Man, Hott Sauce, Stand-Up Comic
You tank should handle most anything this game has to throw at it.
I think you may find at some point that it will infact over handle most everything this game can throw at you. Max protect Invuln Tankers are sort of like buying a race car to go grocery shopping with ![]() |
Isnt that why we are tanks, to be the rock of our team, AND look good doing it?
50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace
50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl
Vroom vroom baby!
Hey all. To start off I've followed pretty closely to CMA's guide to Inv building. My goal was a fairly cheap soft capped Inv tanker allowing me to skip Unstoppable. I just want a tried and true go to tank that can get the job done in PVE. I realize that the Numinas and Steadfast Prot. will be my major purchases and I'd rank the +def above the Numinas. I just threw those in there for the added regen and HP. So, have I missed anything or redundantly slotted anything? I'm setting at lvl 23 right now, so I've got time to plan ahead for this build and try to get it done right rather than rebuild him several times. Anyways, here is the build so critique away. Pay no attention to the lvls I took enhancements, I'm just worred about the end result at this point. Any and all help is appreciated. =)
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
The American Saint Inv/SS: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(15), S'fstPrt-ResDam/Def+(48)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), P'ngS'Fest-Acc/Dmg(9), S'ngH'mkr-Dmg/EndRdx(13), S'ngH'mkr-Dmg/Rchg(13), P'ngS'Fest-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(37)
Level 2: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-Heal/Rchg(7), RechRdx-I(11), RechRdx-I(23)
Level 4: Punch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(5), S'ngH'mkr-Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/Rchg(36)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(25)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(17), Zinger-Acc/Rchg(23), Zinger-Taunt/Rchg/Rng(25), Zinger-Taunt/Rng(46), Zinger-Dam%(48)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Health -- Numna-Heal(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(27)
Level 18: Invincibility -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19), DefBuff-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27)
Level 22: Haymaker -- S'ngH'mkr-Acc/Dmg(A), P'ngS'Fest-Acc/Dmg(31), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(39), S'ngH'mkr-Dmg/EndRdx/Rchg(39), P'ngS'Fest-Dmg/Rchg(39)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 30: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(34), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(36), P'ngS'Fest-Dmg/Rchg(36)
Level 32: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(42)
Level 35: Boxing -- Empty(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46), Sciroc-Dam%(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 44: Weave -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50), EndRdx-I(50)
Level 47: Resist Elements -- ResDam-I(A)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals: