Fire/SS Tank or Invul/SS?


biff10426

 

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I have been debating these two for a while. Someone told me that Invul was good before a nerf or whatever. I'm not exactly sure. Willpower is also an option, but I would really prefer Fire/ to Willpower since it has a heal.


 

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In PvP...Fire/ is my choice due to the incredibly quick recharging heal.


 

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Fire is very good in Siren's call, because u get your main resist powers and your heal in there. But in RV, with DR, it goes back to average and isn't near as good. I had a ss/fire brute with 2100 health, 48% resistence to S/L, a heal that healed around 700 and i got the rech down to 13 seconds with hasten. He still died a lot, and it's becuase the lack of something like dull pain or high pain tolerance to give him +health.

I would go invul/ss. Well personally i would go ss/invul brute, build it defensivly and rely on fury for damage. Brutes can survive like tanks in pvp, except they get +180% damage with fury.


@Sentry4 @Sentry 4

PvP Redux is discontinued, for obvious reasons. Thanks to everyone who helped and joined.

 

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Inv/ss is a much better tank for RV. Although my fire/ss is pretty good and deals slightly more damage with FE, inv/ss can take way more abuse. Only issue with inv/ss is that its a really tight build.


 

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Originally Posted by SmegHead View Post
Inv/ss is a much better tank for RV. Although my fire/ss is pretty good and deals slightly more damage with FE, inv/ss can take way more abuse. Only issue with inv/ss is that its a really tight build.
I don't know smeg my fire/ss is borderline increadible in rv, i think it depends on slotting/money, double rage FE puts you around 260+ damage buff and launching fozzlize from range is devastating to most vills and the rock and my fire is hard as hell to kill. The only weakness the build has imo is end drain moves destroy me, but other than that it's great. Also every dom is mind/fire, and their is alot of fire base corrs so your other shield rarely come into play. But even still properly slotted it's still good.

Also like you say invul is super tight, and no one really wants to run around and skip things like travel powers, and basically run around rv like chido hiding until unstoppable is up. And forced to take aidself, the only thing about fire is it WILL cost you. Most notably KB io's and you still will need acro because levetate is crazy strong in rv, my first build had like 35kb protection and some doms still threw me down. The new build i have that includes the new pvp resist set has about 47kb protection. But it's extremely expensive to say the least, also those 3 hp accolades are a must.

But anyway, that's just my two cents every invul i see is waiting on unstop, and out of action alot.


The funny thing is, even though you seem like one of the whiners that got the changes made in the first place, you're probably still bad..------Macskull on Crop_of_shaolin

http://ravens-wins.mybrute.com

 

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Quote:
Originally Posted by SmegHead View Post
Inv/ss is a much better tank for RV. Although my fire/ss is pretty good and deals slightly more damage with FE, inv/ss can take way more abuse. Only issue with inv/ss is that its a really tight build.
I use my INV/SS tank in RV all the time. Works well.


 

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Originally Posted by TXB03B View Post
I use my INV/SS tank in RV all the time. Works well.
You have some PvP issues though so the jury's still out. (Not just some random insult, made some claimes in the "PvP is so Hero lopsided it's Pathetic" thread that do not apply to Populated Server or good PvP)

I'd say go Fire/SS if you can afford it, it's really nice once you have the KB IOs...

Something else that might be nice as of I16 would Be Electric Armor/SS, since the hero version gets the self heal... Just throwing that out there....


 

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Originally Posted by InsanityPeak View Post
You have some PvP issues though so the jury's still out. (Not just some random insult, made some claimes in the "PvP is so Hero lopsided it's Pathetic" thread that do not apply to Populated Server or good PvP)
I repeatedly pointed out conditions, such as how my experience and observations were nearly entirely limited to my experiences in RV on three servers, not the "I have a friend with an unstoppable killing MM machine that made heros cower in crippling fright in their base" nonsense, and yes, the distributions on the server play a huge role on how things unfold in PvP zones, and in the game in general (like Patron arcs).

I've been trying to give PvP "another go" after people in global channels convinced me to try it again. I had all these 50s and not really in the mood for more, so I said why not? I thought that things may have improved over the last few issues and then used second builds, including my 50 INV/SS tanker (still using my PvE version with little problem because I have no resources heroside to build a PvP specific build).

Things are so much more fun when you're not two-shotted by the endless stream of munchkin FoTM blasters doing hit and runs. That's all they do on two servers, especially on Triumph. You just can't convince other villains to show up because then suddenly more heroes show up because now you can killsteal for a chance for rich PvP IO drops... so the villains just give up and leave.

I don't want to say that devs neglect villains because it's hard to get villains to even do Patron arcs. I'm sure the devs are just doing what people want and players are voting with their character slots.

Since this is not part of the OP, I'll leave further discussions/complaints to PM.


 

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Ice/SS..............

hides......


 

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elec on Tanks gets a self heal?


 

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Originally Posted by Ready_For_War View Post
elec on Tanks gets a self heal?


All elec armor gets a heal in i16.


Duel me.
I will work on my sig pic more when I have time.

 

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Originally Posted by ConFlict View Post
All elec armor gets a heal in i16.
Indeed, while I'm not the best at slotting for pvp, I think I can manage it somewhat well.

Energize, I believe it's called, heals for roughly the same amount Healing Flames will, also boosts regen and gives an end discount for 30 seconds. I'd like to think the regen part isn't very imporant, being that you're a /elec.

Anyways, the recharge comparatively between the two there is a gap, Healing flames base recharge is 40 seconds, while Energize's is 120. Obviously you're not going to be able to rely on it as much as you would with Flames, and you'd probably still have to pick up Aidself then.

Though I did draw up a lolzy claws/elec brute build for ***** and giggles, and got the recharge on Energize down to 37 seconds with hasten on, though you could probably stand to get Flame's recharge down to like 12-17 seconds then.

Other than that, resistance wise, /elec gets some more of it, but with DR floating around I' not sure what that would add up to in the end. Elec does get Lightning Reflexes, which is nice, and KB protection thats on all the time as long as you're on the ground.

Fire gets...well, burn which doesn't help a whole lot since people don't tend to stand still in it, and that's about it aside from the self heal.


 

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Fire/SS/Stone, proc'd, would be my choice, and has been. You might not be able to stand there sucking your thumb as much as you could with inv, but build it right, keep moving when the odds arent in your favor and you will be fine. Rage+FE fossilize hits a few things for 400+, make sure and slot fossilize for damage.


 

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I run a SS/Inv brute in RV named Aazure Steel and she's a beast of a taunt bot. As long as you're building for your JOB, instead of the ignorant insanity that FC has created (non stalker melee toons are NOT DAMAGE DEALERS), you'll be golden with Invul. The reason Invul beats out fire IMO is that if you get mobbed with multiple ASes going off, you're gonna need the extra hit points that you get from Invul as you'd be dead otherwise on the fire. dont just consider what you get total from Dull Pain, consider what it heals back as well. With that in mind a good 3100-3200 hit point build will be able to take around 4000 points of unresisted damage, all within a matter of seconds, before needing to temp phase.


Quote:
Originally Posted by Weather View Post
I have been debating these two for a while. Someone told me that Invul was good before a nerf or whatever. I'm not exactly sure. Willpower is also an option, but I would really prefer Fire/ to Willpower since it has a heal.


 

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Originally Posted by Warhamster View Post
(non stalker melee toons are NOT DAMAGE DEALERS)
*shrug* When Fossilize hits for 400+ damage not including procs, against a squishy with their base + patron resists I'd say they might qualify as damage dealing. Sure, you're going to want to be spamming Taunt to keep things attacking you, but the hold and damage from Fossilize is great for helping out with damage spikes as well.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

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My stalker with no resist at all takes around 450 damage vs Fossilize when fighting a SS tanker, so shaving around 40% off of that with squishy starting resist +shield knocks that down to a very manageable lvl. Not to mention its on a 32 sec base recharge. I'd say that combined with melee range attacks equals pretty meager compared to the consistent damage a blaster could deliver.

I broke out the brute last night in Freedom RV, most people will remember the big blue brute if they had the pleasure of getting anywhere near me and being taunted. I run 2 taunts fully slotted for duration, and use the auto hit -range one on blasters, trollers, and elude scrappers/shield tanks in that order. Even if they put a taunting tank on me to try and counter, I've learned to use the cone effect on the primary taunt well enough to where I can maneuver targets between me and the tank and effect multiple people with my taunt. While Challenge does not have the -range effect attached to it, its modified recharge of around 1.5 secs really makes it a huge asset when breaking up a spike on a team member. I can effectively keep 5-6 people perma taunted using my 2 taunts (this is including the people who pull back out of range or out of LoS to break it. As soon as they are back in range of a target again I slap on the taunt), while I dish out webnades on the blasters to further disrupt spikes. This generates and absolute TON of hate from players. I mean its really bad (even while there are a ton of better primary targets available, doms,cors, ect). On multiple occasions I'd have 6-8 people very upset and on me, even after I phased with 100 hit points or more, I'd keep the agro of at least 4 of them for the entire 30 sec duration of the phase with me healing up while in a mob of NPC's. They would still wait me out because they wanted me dead so bad, getting beat up by the NPC's. (or foolishly wasted their phase to try and get me) Keeping the attention of all these players for such a duration is a huge team bonus, as my guys can work on breaking down the now lower force hero team. After coming out of phase the key is to not bite off more than you can chew, and limit your perma taunt to 3 people only, while continuing to webnade blasters. As soon as phase is back up I can go nuts and shoot for full out 6+ taunt agro. 6 deaths in close to 2 hours of play is pretty respectable for someone catching full team agro on a regular basis.