Inv or Shield?


Black_Marrow

 

Posted

I'm wanting to build a new Tank when I-16 goes lives. I know I want my secondary to be /ElecM. But I can't decide between Inv or SD. I've been wanting to make a Shield Tank since they came out, but I always wanted an Inv tank as well.

No PVP will be done with this toon. Some soloing, but I mainly team with my tanks. I want an unstoppable machine, so I'm pretty much just wondering which would be better for all out PVE.

Thanks in advance for any answers, cause I'm goin' to bed. lol.


P.S. How is ELA/ doing on the tanks on test? Could possibly make him all Electric.


 

Posted

Electric Armor isnt bad for Tanks, though still lackluster in a sense that Fire Aura isnt as survivable as Invul etc etc.

As for the Shield or Invul question, both are great sets. For teaming though, I'd say Invulnerability. Check out Call_Me_Awesome's invulnerability and the Defense Softcap guide for slotting advice. Allow to explain this decision.

Shield is well known for its +DMG Taunt Aura and ability to softcap positional defense with a bit of cash. The set does come with Grant Cover which is, in all honesty, mediocre. The set itself is pretty good on Endurance, and comes with the nifty shield charge. However, survivability is ultimately your goal, and Invulnerability shines there with high resists and typed defenses. It also comes with a Self Heal and +HP Clickie that Shield lacks, as well as alot of Def Debuff Resistance with the recent (not that recent, but whatever) Invulnerability tweaks. Your damage output wouldn't be great single target, but your AoEs (Thunder Strike, Chain Induction (kinda) and Lightning Rod) will make holding aggro on multiple groups much easier when coupled with Invincibility and Taunt. Shield's ability to put out extra damage is based on the number of mobs around you, and that shouldn't be a concern of yours. On teams you need to hold aggro of big spawns and of single AVs alike, and Survivabilty is key in that area.

Not to mention having 2 attacks that teleport you is just silly.


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Posted

I find my Inv tankers are more versatile than my Shield tankers. If you want an "unstoppable machine" in PvE, I'd go that way.

Shield is a positional defense set with offense added. The offensive powers, a damage boost and a solid AoE attack, are lots of fun. And at level 50 it is quite adequately tough, though lacking a real panic button power. But it suffers from a problem common to defense sets --- when you exemp down, you lose access to powers, which means that you lose entire types or positions of defense you'd come to rely on. This is hard to adjust to. For fun, invite a reflex scrapper to a Positron run. You'll see what I mean. This will be partially ameliorated, but not eliminated, in i16.

Invuln remains my first choice of tanker when I want to exemp down to run lower level task forces. It does become somewhat stronger as it grows, but its performance is relatively consistent from level 15 to level 50. The things you are strongest against are consistent. The things you need to watch out for are consistent. Inv has several panic buttons; an early one (Dull Pain) and a late, optional one (Unstoppable).

I have never taken Unstoppable on a tanker. Inv has a relatively free build order; it is full of passives that can be postponed, allowing for slightly earlier Tough and Weave. Because it's positional defense, build order is more critical on Shields, and you generally want your defensive toggles as soon as they come into play.



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Posted

I love and prefer shields because it's just so incredibly easy to cap out your defenses ...and because I duo a lot of the time, so it helps to get some damage out there. A Gaussian set on build up, and the Steadfast unique and there your are. You need weave and CJ/Hover of course, but most every tank set takes those. If you're looking to be about as BA most every other tank out there, and put out scrapper-ish levels of damage, Shields are the way to go.

Quote:
Not to mention having 2 attacks that teleport you is too awesome for words.
/fixed


Example build: 11 slots used, a 30mil Steadfast unique and a relatively cheap GSFC set with only SOs and you have a nearly defense capped (44.7%) tank. Most every defense set you put on there will be better than those, I just went with those for emphasis.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 48 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed

Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(3), DefBuff(3)
Level 1: Scorch -- Empty(A)
Level 2: Fire Sword -- Empty(A)
Level 4: Battle Agility -- DefBuff(A), DefBuff(5), DefBuff(5)
Level 6: Combat Jumping -- DefBuff(A)
Level 8: Active Defense -- Empty(A)
Level 10: Against All Odds -- Empty(A)
Level 12: Combustion -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Hurdle -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: True Grit -- S'fstPrt-ResDam/Def+(A)
Level 24: Taunt -- Empty(A)
Level 26: Breath of Fire -- Empty(A)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 30: Shield Charge -- Empty(A)
Level 32: Fire Sword Circle -- Empty(A)
Level 35: Phalanx Fighting -- Empty(A)
Level 38: Greater Fire Sword -- Empty(A)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- Empty(A)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Hasten -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

Posted

Thanks for the reply guys. I think Inv wins this round. I was leaning more that way anyhow. The tank is already at lvl 15, and is a Inv/EM...and then I realized that I now hate EM. But it's cool, I've deleted a 43 before. lol. Thanks again for the replies.


 

Posted

Quote:
Originally Posted by StoneColdJoker View Post
Thanks for the reply guys. I think Inv wins this round. I was leaning more that way anyhow. The tank is already at lvl 15, and is a Inv/EM...and then I realized that I now hate EM. But it's cool, I've deleted a 43 before. lol. Thanks again for the replies.
I can see both sets being excellent. Inv/Elec for pure survivability, and SD/Elec for incredible damage output and excellent survivability.

2 teleport attacks are nice, if you are used to teleport. A couple keybinds and the rest of the group should never get ahead of you. You teleport from group to group and have aggro locked in by default.


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

Invuln is ok for a tanker, it's just boring. I prefer invuln over shield as far as survivability goes, but AAO and shield charge provide much more entertainment over the character's lifespan than anything invuln has to offer.


 

Posted

I can definitely see how Inv could get boring and how Shield could be more entertaining, especially the damage you could put out. Maybe I'll make one of each. lol


 

Posted

Invul all the way!


 

Posted

I had a Inv/EM/Pyre tank that I made and level'd many moons ago, while he was very survivable he was VERY boring. About a few months ago I made a Shield/EM/Pyre and hot-dang, one of the funnest melee characters I've ever made. And to be fair, it doesn't take too much bank to reach the Def cap. It was a little easier with EM because I could mule some attacks with stun IO sets, but I've come up with a few Elm/SD Scrapper build's that won't be costing that much. So basically while the Invlun is overall more solid, the Shield is overall more fun.


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Posted

Invuln will serve you well, and with moderate IO investment it can become incredibly effective.

That said, a high end soft capped Shield/Elec will be an amazing killing machine with more than enough survivability. It won't equal the durability of a soft capped Invuln but it isn't far behind and offers considerably more offensive punch.

Invuln will mature earlier; it really starts getting good (considering the low level foes) in the early teens and at 18 when you get Invincibility it moves from good to very good.

Shield is a late bloomer; my experience is that until you get your defenses above 25% you'll feel very squishy. You start feeling like a tank about the time your defenses reach the 35% area and everything really rocks once you reach the 45% soft cap.

In the end it's your decision and neither primary will let you down. I rolled a Shield/Elec tanker in the issue 16 closed beta for the level bump... at 50 even on SO enhancements this thing is a monster; I'll definitely be rolling one once issue 16 goes live.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by StoneColdJoker View Post
I can definitely see how Inv could get boring and how Shield could be more entertaining, especially the damage you could put out. Maybe I'll make one of each. lol
This. Definitely this.


Shortspark: 50 Fire/Fire tanker
Emberblast: 50 Fire/Fire blaster
Jessie Inferno: 50 Fire/SD scrapper
a wizard: 50 Rad/Sonic defender
The Nemesis Plothole:
50 StJ/Reg scrapper

 

Posted

Shield is a still fairly robust tank that can cap def with fairly modest(ish) investment.

Build below has capped defence to all positions, 46% s/l resistance (capped when one with the shield is up).

Similar number of AoEs to /Elec Melee so could track across quite well.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Dethlock: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: War Mace
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Deflection -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17), ResDam-I(19), DefBuff-I(19), S'dpty-Def/EndRdx(43), S'dpty-Def(45)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17), RechRdx-I(50)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(9), RedFtn-EndRdx(9)
Level 4: True Grit -- ResDam-I(A), ResDam-I(5), Heal-I(50)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(11), Mocking-Acc/Rchg(11), Mocking-Rchg(13)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), RechRdx-I(46)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), Efficacy-EndMod(21), Efficacy-EndMod/Acc(21)
Level 22: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25), RechRdx-I(42)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 26: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 28: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/EndRdx/Rchg(33)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Ksmt-ToHit+(31)
Level 32: One with the Shield -- ResDam-I(A), ResDam-I(33), Heal-I(50)
Level 35: Shatter -- 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(43)
Level 38: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(43)
Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 44: Boxing -- EndRdx-I(A)
Level 47: Tough -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(48)
Level 49: Grant Cover -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 11.1% Defense(Fire)
  • 11.1% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 14.6% Defense(AoE)
  • 1.8% Max End
  • 20% Enhancement(RechargeTime)
  • 21% Enhancement(Accuracy)
  • 5% FlySpeed
  • 119.5 HP (6.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 6.6%
  • MezResist(Stun) 6.6%
  • 4% (0.07 End/sec) Recovery
  • 4% (0.31 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 10% RunSpeed



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@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).

 

Posted

Hey Moondog, Do you have a rough number on how much that build cost?

It's starting to sound like a maybe building one of each for sure. The more I think about it the more a stronger offense sounds really good. After all, Dead is the best damage mitigation.


 

Posted

I have to say the build you posted terrified m, Moon. So many things that bring me to tears that I can't post them.


 

Posted

Quote:
Originally Posted by StoneColdJoker View Post
Hey Moondog, Do you have a rough number on how much that build cost?

It's starting to sound like a maybe building one of each for sure. The more I think about it the more a stronger offense sounds really good. After all, Dead is the best damage mitigation.
I don't know what that build cost, but the build on my soft capped BS/SD scrapper cost roughly 150 million... I had to build a lot more def than a tank does though.

Looking over a build in Mid's you'll be sitting at 43% to all three positions simply by slotting deflection, battle agility and weave to ED cap and taking Combat Jumping... that only leaves you 2% to find with set bonuses... one Steadfast unique will do the job. I'd suggest saving up the 75? merits to buy it from the merit vendor... that's one Positron and one Synapse TF. That's the cheapest way influence wise to reach the soft cap, but it's pretty expensive in terms of power selections forcing some really hard choices in what you're going to leave out from your primary, secondary and APP.

Assuming you don't take Weave then you're looking for 10% in set bonuses. The Steadfast unique is good for 3% leaving you 7% to find. For that 7% you can look at Mako's Bite for single target attacks, a full set is worth 3.75% ranged defense and will probably run around 10 million in today's market. Melee defense can be provided by Obliteration, a full set is worth 3.75% melee defense... you may or may not get it done for 10 million per set. AOE defense you can get from Scirocco's Dervish; 5 of them gives 3.13% AOE defense.

Going that route you're looking at 2 sets of Mako @ roughly 20 million; 2 sets of Obliteration @ roughly 20 million and 2 sets of Scirocco's also roughly 20 million. That's pushing your cost into the 60-70 million range to soft cap. You may well be able to get these IO's substantially cheaper if you're patient... remember you don't need level 50 IO's; level 30-35 will do the job just as well and usually are considerably cheaper.

Please bear in mind that I'm guessing somewhat on the prices for the sets as they fluctuate considerably from day to day. A recipe that costs 2 million at noon may be selling for 100,000 that evening. There's also salvage costs which are extremely volatile with some pieces increasing and decreasing by a factor of 10 or more. I've seen Hydraulic Pistons for example selling for $500 one time and a few hours later selling for $100,000. Many types of common salvage have been yo-yo'ing like that for the last month or more... there's a lot of inf to be made with that kind of volatility.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Yeah the salvage can be crazy at times. I'm definitely goin' to squeeze Weave in there, and I've actually got a couple of the Steadfast Uniques that I've gotten as drops and saving for just this type of occasion. So I guess I'm good to go. Thanks everyone for all the input. I'll keep checkin' back in case someone else chimes in.


 

Posted

Quote:
Originally Posted by StoneColdJoker View Post
Hey Moondog, Do you have a rough number on how much that build cost?
I threw that build together based on a low cost build I have planned for a shield brute (as such the powers are not necessarily in the perfect order and can be shuffled to taste). Main emphasis is on set IOs that don't need rare salvage and have fairly cheap recipes. I would think with careful purchasing you could buy this for about 150 mill (although 65 mill of that is likely to go on the numina unique, but is is possible to omit that particular IO and not have problems).

The build for my own shield/axe tank is given below. Its going to be a lot more expensive but has better recharge and regeneration.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Barbarian King: Level 50 Natural Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Deflection -- HO:Enzym(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), TtmC'tng-ResDam/EndRdx(5), ResDam-I(5), S'fstPrt-ResDam/Def+(7)
Level 1: Beheader -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 4: Gash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 6: Active Defense -- HO:Membr(A), HO:Membr(21), HO:Membr(23)
Level 8: True Grit -- ResDam-I(A), ResDam-I(21), Numna-Heal(23), Numna-Heal/Rchg(42)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(31), Mocking-Rchg(34)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Numna-Heal(A), Heal-I(27), Numna-Regen/Rcvry+(29), RgnTis-Regen+(50)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-End%(50)
Level 22: Swoop -- Mako-Dmg/EndRdx(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), HO:Nucle(34)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), LkGmblr-Rchg+(48)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Whirling Axe -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 32: One with the Shield -- ResDam-I(A), ResDam-I(34)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Boxing -- EndRdx-I(A)
Level 44: Tough -- HO:Ribo(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam(48)
Level 47: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 10.5% Defense(Smashing)
  • 10.5% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 14.3% Defense(Ranged)
  • 13.3% Defense(AoE)
  • 1.8% Max End
  • 62.5% Enhancement(RechargeTime)
  • 50% Enhancement(Accuracy)
  • 10% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 9.9%
  • MezResist(Stun) 4.4%
  • 5% (0.08 End/sec) Recovery
  • 54% (4.22 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 10% RunSpeed



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@Moondog
Union:
CoH: Moondog (WS); V-Rock (Tnk, semi-retired); Pole-Star (Bla); Demon Dog (Scr).
CoV: Midnight Gunner (Corr); Operative John Doe (Ban); Day-Star (Dom); Commissar Jaeger (MM).

 

Posted

Quote:
Originally Posted by StoneColdJoker View Post
I can definitely see how Inv could get boring and how Shield could be more entertaining, especially the damage you could put out. Maybe I'll make one of each. lol
yeah you got that right. Since you deleted your tank because you don't like the energy melee I would suggest trying fire out. If you do a Shield/Fire tank you will be a very dangerous machine. You'll probably out damage most tank and maybe if built right, you could take a lot more damage than a invul. although that would be pretty hard to do you would be up there.


Pinnacle - The Drunk Server!
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante

 

Posted

In my experience, Shields soft-capped, with the option of OwtS is as survivable as Invul soft-capped with the option of Dull Pain (but without counting Unstoppable). Ultimately, the trade-off becomes one of the extra survivability of Unstoppable, which is highly situational but extremely potent, against the constant fluctuating damage bonuses of AAO and Shield Charge. In most cases, I'd take the latter. Soft-capping simply cuts down enough damage on its own that the underlying resistance and extra HP tend to be enough to hold things together no matter what.

Ultimately, my preference is Shields, due to its offensive-minded nature, even though I still love my Inv Tanker. They're my two favourite Tanker primaries.


 

Posted

Quote:
Originally Posted by Failsight View Post
In my experience, Shields soft-capped, with the option of OwtS is as survivable as Invul soft-capped with the option of Dull Pain (but without counting Unstoppable). Ultimately, the trade-off becomes one of the extra survivability of Unstoppable, which is highly situational but extremely potent, against the constant fluctuating damage bonuses of AAO and Shield Charge. In most cases, I'd take the latter. Soft-capping simply cuts down enough damage on its own that the underlying resistance and extra HP tend to be enough to hold things together no matter what.

Ultimately, my preference is Shields, due to its offensive-minded nature, even though I still love my Inv Tanker. They're my two favourite Tanker primaries.
I'd agree with your assessment there; my BS/Shield scrapper is durable enough to main tank the ITF unassisted and a Shield tanker would be even better. One possible advantage is the ease of soft capping a shield tank; if you take Weave & Combat Jumping you're only 2% short of the soft cap; the Steadfast unique will finish out your defenses.

One point in Invuln's favor is that it matures faster... a lowbie Shield tanker has a fairly tough time until the mid-20's or beyond; I know my SD/Fire tanker still feels very squishy at 23 while an Invuln, facing the foes you typically face in the low levels, feels pretty tanky at around level 12. Mature build to mature build however it's probably very close in durability.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I'd agree with your assessment there; my BS/Shield scrapper is durable enough to main tank the ITF unassisted and a Shield tanker would be even better. One possible advantage is the ease of soft capping a shield tank; if you take Weave & Combat Jumping you're only 2% short of the soft cap; the Steadfast unique will finish out your defenses.

One point in Invuln's favor is that it matures faster... a lowbie Shield tanker has a fairly tough time until the mid-20's or beyond; I know my SD/Fire tanker still feels very squishy at 23 while an Invuln, facing the foes you typically face in the low levels, feels pretty tanky at around level 12. Mature build to mature build however it's probably very close in durability.
Mind you, there is the (relatively) small factor of Shields getting their taunt aura at lvl 8 (IIRC) compared to Inv getting theirs (and the majority of their defence) at lvl 18. Many people won't want to tank Tank until the 20s anyway, which is why I say it's a small thing, but it could also impact survivability quite a bit.

That and resists are simply way more reliable in TO-DO range in general. Which means both Shields and Inv aren't very strong through those levels except for two facts: the majority of those enemies are dealing S/L damage, and Inv has Dull Pain. As def and exotic resists go? Both aren't high enough in general to save even a Tanker until SO range.


 

Posted

Even more good points. I keep trying to decide on one or the other, but I really am going to have to make one of each. lol.

As for the /EM. I LOVED the ST damage, but for me personally, it's not worth revisiting unless I'm tryin' to make an AV killer or something.


 

Posted

Quote:
Originally Posted by Failsight View Post
Mind you, there is the (relatively) small factor of Shields getting their taunt aura at lvl 8 (IIRC) compared to Inv getting theirs (and the majority of their defence) at lvl 18. Many people won't want to tank Tank until the 20s anyway, which is why I say it's a small thing, but it could also impact survivability quite a bit.
True; but on the other hand, the postponability of the Inv passives means that early Taunt is easier to work in.



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Quote:
Originally Posted by Heraclea View Post
True; but on the other hand, the postponability of the Inv passives means that early Taunt is easier to work in.
Also true. All goes to show that there are plenty of ways to look at this. Should definitely have at least one each!