Inv or Shield?


Black_Marrow

 

Posted

Quote:
Originally Posted by Failsight View Post
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!
I always snag Taunt at 10 on my Invuln tanks; typically it waits to 22 on other primaries with an early taunt aura.

Thinking it over I'd say that Invuln is probably the strongest tanker primary in the under-20 game when you consider the mobs you typically fight. I believe Dark is the only primary I haven't played at least into the teens and all of them have felt squishier than Invuln early. Sure it has kryptonite early; but for the most part those mobs aren't what you commonly face.

I guess we all seem to be coming to a consensus that you can't go wrong with either Invuln or Shield


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

 

Posted

At first I was like, OMGINVULNALLTHEWAY!

But after I ran some tests on Mids hero planning to get the max benefit out of shield I found that you can soft cap your melee/range/aoe defense at 45% and have 40% resist to smash/lethal, 50% to fire/cold/energy which is just as good as invuln.

Also, if you go with shield and electric melee, your going to have some nasty AOE attacks! I think I am going to make one.


@Turbo_Starr

 

Posted

I would also say that my inv tankers are my characters of choice for running exemp-down content. Willpower works well in this context as well, but may not have Taunt before 22 as noted. My most recent Inv tanker's build puts Health at 14 and SJ at 16, the opposite of the customary way; but she can always get a jetpack in the Shard now, and now has the benefits of her regen and recovery IOs when running Posi for the merits.



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

 

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.

Except that you can boost dull pain with recharge, which you cant to OWTS (still making no sense to me why you can't :/)

You can soft cap a shield/elec and it will survive pretty well. Ever since i had an elec/elec blaster i always wanted elec melee for tanks, and always wanted to do an invuln/elec.

Its just SUCH a good combo, however with shields, i'm torn cause i know with investment i can make an offensive powerhouse, good for farming and the like.

The pros and cons, invuln matures faster, and takes a SIGNIFICANTLY less amount of money to make a good decent IOd build.

Also, invuln benefits a lot from hasten, which means that your attacks recharge faster, and are slotted more for recharge unlike the shield tanker, which wil lbe using a full set of either touch of death or mako's bite in the single target abilities, which elec melee is slightly lower on in general.

Invuln also helps you to be more accurate which is nice, but in both builds with the addition of physical perfection, even if unslotted its best to take focused accuracy prior to it so that's a little less of a boon.

I know i wont have room in one post so i'll have to do in two. So you just have to figure, do you want a more end game resulting toon, with a hefty investment of IOs that is better for farming purposes (shield/elec) Or do you want a much cheaper but effective build, that matures faster and all around easier to level up play before bonuses, and is a little better when soloing as well, but can still bring the pain when teaming (invuln/elec)

I'll post the biuld for the invuln/elec first, just be aware, MIDS did not update yet, so you have to kinda figure where the elec powers are in relation to the dark melee powers. Dark melee had the closest power skills in relation to elec melee, first 2 attacks then a cone, and it has 2 pbaoe attacks for thunder strike and lightning rod.

FYI touch of fear is build up, dark consumption is lightning rod, siphon life is thunder strike, and soul drain is chain induction. The bonuses play out the same, and where laser beam eyes is, is where physical perfection will go.

FYI for physical perfection, its 2 numinas and 4 efficacy adaptors. So thats 25% more recovery and slotted + bonuses you get like 55% extra regen out of it. End result of this build is regenerating a tic every 3.5 seconds.

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

Click this DataLink to open the build!

Invuln Elec: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(43)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(43)
Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(11), Tr'ge-Heal/EndRdx/Rchg(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(42)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(42)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(42), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(46)
Level 30: Touch of Fear -- RechRdx-I(A), RechRdx-I(50)
Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(37), S'fstPrt-ResDam/Def+(37)
Level 35: Unstoppable -- RechRdx-I(A), RechRdx-I(36)
Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
Level 44: Laser Beam Eyes -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 5.5% Defense(Smashing)
  • 5.5% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.25% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 47.5% Enhancement(RechargeTime)
  • 57% Enhancement(Accuracy)
  • 189.7 HP (10.1%) HitPoints
  • MezResist(Immobilize) 8.8%
  • MezResist(Stun) 4.4%
  • 2.5% (0.04 End/sec) Recovery
  • 68% (5.32 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 7.5% Resistance(Psionic)



| Copy & Paste this data into Mids' Hero Designer to view the build |
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The bonuses if you look at mids will be accurate as well with this build.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

And then this is the shield/elec build. But again, since mid's wont update you have to use some imagination.

Also, i was testing the values for a scrapper as well. So due to both reasons had to use a brute to figure things out. On the tanker version, which IIRC when soloing would have 43-42%ish defense to melee/ranged/aoe, tough/weave would not be as necessary. So in that build i also believe i opted for FA/physical perfection, and actually in the 3rd power slot maneuvers is JUST enough extra defense to soft cap you as well, so its not a bad trade-off really at all.

Or if you 6 slot FA, you can get 2.5% defense to melee/ranged/aoe if you use Gaussians, but i did not have the slots to do so, and you need a power for 47 anywho, and manuevers helps the team out as well so i like it in this scenario. I would use 3 numians, and 3 performance shifters in physical perfection for this for the 2 1.88% max hp bonuses since you wont cap like the invuln who has dull pain. And the way the build is, with lotg in manuevers, dont need the 10% regen bonus with efficacy adaptors.

As you can see also in this build it has maneuvers. That last power pick would be good with grant cover for more team defense + some slow resistance, and when you have the money to hide a lotg 7.5% recharge, or its good for conserve power with its base slot, though fully IOd, with physical perfection, and the rare case of one with the shield, doubt you would ever need it.

Grant cover, or assault would be the best options for the 49 power which would be unslotted IMO.


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

Click this DataLink to open the build!

Elec Shield: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(39), ResDam-I(42), ResDam-I(42)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Heal-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(29)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11), S'dpty-Def(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Active Defense -- RechRdx-I(A)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(42), RgnTis-Regen+(46)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(37)
Level 26: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
Level 28: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(50)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(50)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.1% Defense(Melee)
  • 7.38% Defense(Ranged)
  • 10.5% Defense(AoE)
  • 51% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 230.5 HP (15.4%) HitPoints
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 9.9%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 4.4%
  • 1.5% (0.03 End/sec) Recovery
  • 94% (5.88 HP/sec) Regeneration
  • 6.25% Resistance(Negative)



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server