Invul/Fire Tank build help


Call Me Awesome

 

Posted

Been playing for about a month, give or take now. I hit level 32 tonight and I am sort of stuck. I want to build a semi decent solo tank, but mainly for grouping. My build right now is this.

Temp Invulnerability - 4 Slots
Dull Pain - 5 Slots
Unyielding - 4 Slots
Invincibility - 3 Slots
Tough Hide - 3 Slots

Scorch - 4 Slots
Combustion - 4 Slots
Taunt - 1 Slot
Fire Sword Circle - 3 Slots

Combat Jumping
Super Jump

Swift
Health - 3 Slots
Stamina - 5 Slots

Boxing
Tough

Now I need to figure out where to go from here. I was sort of thinking to maybe go with Resist Energy, but haven't seen much with this.

Really don't think I want to do Build Up, but maybe that is important?
or Weave?

Any suggestions would be great.


 

Posted

Quote:
Originally Posted by Strykr View Post
Been playing for about a month, give or take now. I hit level 32 tonight and I am sort of stuck. I want to build a semi decent solo tank, but mainly for grouping. My build right now is this.

Temp Invulnerability - 4 Slots
Dull Pain - 5 Slots
Unyielding - 4 Slots
Invincibility - 3 Slots
Tough Hide - 3 Slots

Scorch - 4 Slots
Combustion - 4 Slots
Taunt - 1 Slot
Fire Sword Circle - 3 Slots

Combat Jumping
Super Jump

Swift
Health - 3 Slots
Stamina - 5 Slots

Boxing
Tough

Now I need to figure out where to go from here. I was sort of thinking to maybe go with Resist Energy, but haven't seen much with this.

Really don't think I want to do Build Up, but maybe that is important?
or Weave?

Any suggestions would be great.
Build Up is, in my opinion, a highly skippable power on any tanker; your main intent is survival and aggro management after all, damage, while important, is secondary. While it might be useful there's just way too many other powers that will help you more.

Your build to date is fairly decent; I'd swap Hurdle for Swift... particularly for a jumper the extra jump speed and distance is much more useful. Frankly I've found Hurdle more useful than Swift on everything I've ever played but a Stone tanker.

<edit> Oops I just saw your slotting for Stamina... unless you're slotting an IO set for bonuses you're wasting your slots, stick to 3 slots in Stamina. Also, I wouldn't slot Health yet; while it's useful it can wait until much later when slots aren't at such a premium.

I presume you know about ED? After a certain point slotting enhancements becomes nearly worthless; as a thumb rule 3 Single Origin enhancements of a single type reaches this limit. In your Stamina example the first SO gives you 33% enhancement; the second takes that to 66% but the third is slightly degraded and only takes you to 95%. A fourth is only worth 5%.</edit>


You've actually one more power than you listed by level 30; I would suggest Resist Physical Damage and Weave being added to your build at level 32. From there on you'll probably want Incinerate and Greater Fire Sword taking you to level 41 and your APP. I'd suggest getting Resist Energies in the 40's sometime and probably skipping Resist Elements entirely. Your other power choices aren't make or break things so it's up to you which way you go. I've always been partial to the Pyre epic for Fire Blast and Fire Ball but the new power in Energy for issue 16 makes for a pretty attractive reason to take that set.

If you want to be an unkillable monster you may want to check out my guide to soft capping an Invuln tanker linked in my signature.


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

 

Posted

I would keep stamina 4 slotted, 4 efficicy adapters do wonders for it while capping your end mod in it.

As to the build, what is it you're looking for? Invuln is pretty sturdy on its own especially on a tank. Are you trying to be able to take on AVs by yourself? In most situations without tough/weave invuln does a decent job on its own, and any little help from you teammates usually lets you take on very difficult situations. Add to that fire melee is a very good damaging set. I personally think you miss out on a lot by skipping fire sword/breath of fire.

Perhaps call me crazy, i love both of those attacks, and appreciate how invuln does with modest regen bonuses.

I can post my build if you like, but it would help to know what exactly it is you are aiming for. I also think with invincibility, and the aoes from fire melee that you can personally do without taunt.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I actually mis-spoke. I hit 30, not 32. Not sure what I was thinking (Maybe wishful thinking)

What I am looking for is a fair solo, strong grouping tank. This is my first toon here, so I haven't been around the block, so to speak.

I don't know what AV is. (Arch Villain?) I met my first last night in a SG while being SK'd. I don't know if I'd ever be able to take on one of those.

I am also still sort of learning about the various enhancements. I see now that I am still having endurance issues. Any suggestions for builds would be very much appreciated. Keeping in mind I don't have resources from alt's to purchase crazy Enhancements or "Hami O's" which I have seen talked about so much on the forums.

But I do appreciate the comments so far and any further build suggestions or "fixes" would be great. If I16 offers a rebuild offer, I will fix my first build and play with the alternate build with more damage output or something.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Build Up is, in my opinion, a highly skippable power on any tanker; your main intent is survival and aggro management after all, damage, while important, is secondary. While it might be useful there's just way too many other powers that will help you more.

Your build to date is fairly decent; I'd swap Hurdle for Swift... particularly for a jumper the extra jump speed and distance is much more useful. Frankly I've found Hurdle more useful than Swift on everything I've ever played but a Stone tanker.

<edit> Oops I just saw your slotting for Stamina... unless you're slotting an IO set for bonuses you're wasting your slots, stick to 3 slots in Stamina. Also, I wouldn't slot Health yet; while it's useful it can wait until much later when slots aren't at such a premium.

I presume you know about ED? After a certain point slotting enhancements becomes nearly worthless; as a thumb rule 3 Single Origin enhancements of a single type reaches this limit. In your Stamina example the first SO gives you 33% enhancement; the second takes that to 66% but the third is slightly degraded and only takes you to 95%. A fourth is only worth 5%.</edit>


You've actually one more power than you listed by level 30; I would suggest Resist Physical Damage and Weave being added to your build at level 32. From there on you'll probably want Incinerate and Greater Fire Sword taking you to level 41 and your APP. I'd suggest getting Resist Energies in the 40's sometime and probably skipping Resist Elements entirely. Your other power choices aren't make or break things so it's up to you which way you go. I've always been partial to the Pyre epic for Fire Blast and Fire Ball but the new power in Energy for issue 16 makes for a pretty attractive reason to take that set.

If you want to be an unkillable monster you may want to check out my guide to soft capping an Invuln tanker linked in my signature.
Build Up also gives +tohit which makes you hit mobs more often and thereby generating more threat


 

Posted

I think your slotting may be in question from having 5 stamina slots. You can have a tank with build up and be perfectly capable. Build up is -fight duration, it saves you end from increasing dpe, it is +tohit and that maybe good depending how you slot or how few targets you are down to and target. Power choices have been fine so far.

I probably wouldn't skip build up as many tanks.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

If you haven't heard of it before, most everyone recommends Mids' Hero/Villain builder program. While it may be a little intimidating at first, once you start messing around with it, it should become very intuitive. While the current version is a little out-of-date, it will work just fine for an Invuln/ Fire build. There is a new release being worked on. To download, look here:

http://www.cohplanner.com/

Also, this will allow you to see others builds that they post asking for advice so you can gleam some insight from other players.


 

Posted

This is the build i would suggest for issue 16. I actually made this, for my invuln/elec tank but since mid's didnt update for elec melee yet i used dark melee in its place. It can be synonomously used for fire melee, just swap around some powers per level. Also where laser beam eyes is, is a power called physical perfection, 20% regen, 12.5% recovery. You'll be doing well before then, but when you reach that you end problems will be nigh.

Unstoppable is still a really good power for AV fights, most of which usually don't last longer than its duration, and also of which you should be having help from your team to keep you alive as you keep attention of the AV through invincibility/gauntlet. I've never found the need for the current version of taunt on my inv/fire. Invincibility is a very strong taunt, and you have attacks galore to work off of gauntlet.

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)



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FYI touch of fear is where build up would be slotwise. As per which power of fire melee to skip i'd suggest fire sword as i'm a big fan of breath of fire, which is a good place for bonuses as well. I usually jump back and hit sheesh at least 7 at a time with it when they are gathered around me. Some people say its difficult to use, i never found that to be the case. If you hit 2 enemies with it its worth using. And in the early levels even vs 1 foe its not bad, and has a bonus to accuracy as well, and is plain cool :P.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Strykr View Post
I actually mis-spoke. I hit 30, not 32. Not sure what I was thinking (Maybe wishful thinking)

What I am looking for is a fair solo, strong grouping tank. This is my first toon here, so I haven't been around the block, so to speak.

I don't know what AV is. (Arch Villain?) I met my first last night in a SG while being SK'd. I don't know if I'd ever be able to take on one of those.

I am also still sort of learning about the various enhancements. I see now that I am still having endurance issues. Any suggestions for builds would be very much appreciated. Keeping in mind I don't have resources from alt's to purchase crazy Enhancements or "Hami O's" which I have seen talked about so much on the forums.

But I do appreciate the comments so far and any further build suggestions or "fixes" would be great. If I16 offers a rebuild offer, I will fix my first build and play with the alternate build with more damage output or something.
Have a L50 Inv/Fire (g0dWrath) moderately IO'd out. I'm an altoholic, but he's my favorite (and first 50). Invulnerability is a solid, defensive set that really shines in a group of mobs. Fortunately, that's where you want to be with Fiery Melee too, since it has some nice PBAOEs (Fire Sword Circle, Combustion and to a lesser extent Breath of Fire).

Invulnerability

You have the basic Inv powers covered (Dull Pain, Temporary Invulnerability, Invincibility and Unyielding). I'm a fan of Tough Hide, though I wouldn't slot it until much later. I would have slotted my attacks before TH.

You're at a point in your build where there are some power choices to make.

At 32, you have an opportunity to choose Unstoppable - a love-it-or-leave it power. Some people like it (because you get almost limitless endurance and your resists go WAY up - it's a nice feeling, trust me!). Others don't (mainly b/c there is a significant crash at the end). There's ways around the crash but the power certainly isn't necessary to have. Since you're new, and if you want to see what Inv is capable of, I'd try it and see how it goes (and perhaps you can respec it out if you don't like it).

Passive powers (besides Tough Hide)...what can be said about these? They were buffed a few issues ago. I'd say that most would recommend RPD > REn > REl. Some skip them entirely. I took REn only - but that was before the buffs. Resist Defense debuff (found in RPD and REl IIRC) are pretty good later on (lvl 40+) and should be useful now too.

Fiery Melee has no status effects like stuns or KDs. So, to achieve the lvl of survivability I wanted, I had to delve into the pools. Boxing/Tough/Weave are good pool choices that work well with Inv. Tough and Weave can consume a lot of end, so be careful. You will feel both if you are running both toggles; they're managable but you'll feel it. I would put at least some End reduction into them (like 1 SO).

Fiery Melee

Kudos to your patience. It seems like your only ST attacks are scorch (your beginner power) and boxing. I couldn't handle lvling without Fire Sword. In any case, I would recommend getting Incinerate and Greater Fire Sword at lvls 35 and 38. Incinerate can be deceiving; it does good dmg but over time so it may not seem that great early on. Greater Fire Sword, well, does most dmg ST-wise. Together, they make a good 1-2 combo vs ST.

I only took one Ancillary Power Pool: char for the hold. Since I wanted to build a pretty tough tanker (delving into Tough/Weave), that was the sacrifice I was willing to make.

All this changes if you are going the IO route. That's a complex topic so I'll hold off for now.

Oh, don't forget you have *two* builds you can play with.

Good luck. Inv/Fire is a fun combo!


 

Posted

Quote:
Originally Posted by gWrath View Post
Have a L50 Inv/Fire (g0dWrath) moderately IO'd out. I'm an altoholic, but he's my favorite (and first 50). Invulnerability is a solid, defensive set that really shines in a group of mobs. Fortunately, that's where you want to be with Fiery Melee too, since it has some nice PBAOEs (Fire Sword Circle, Combustion and to a lesser extent Breath of Fire).

Invulnerability

You have the basic Inv powers covered (Dull Pain, Temporary Invulnerability, Invincibility and Unyielding). I'm a fan of Tough Hide, though I wouldn't slot it until much later. I would have slotted my attacks before TH.

You're at a point in your build where there are some power choices to make.

At 32, you have an opportunity to choose Unstoppable - a love-it-or-leave it power. Some people like it (because you get almost limitless endurance and your resists go WAY up - it's a nice feeling, trust me!). Others don't (mainly b/c there is a significant crash at the end). There's ways around the crash but the power certainly isn't necessary to have. Since you're new, and if you want to see what Inv is capable of, I'd try it and see how it goes (and perhaps you can respec it out if you don't like it).

Passive powers (besides Tough Hide)...what can be said about these? They were buffed a few issues ago. I'd say that most would recommend RPD > REn > REl. Some skip them entirely. I took REn only - but that was before the buffs. Resist Defense debuff (found in RPD and REl IIRC) are pretty good later on (lvl 40+) and should be useful now too.

Fiery Melee has no status effects like stuns or KDs. So, to achieve the lvl of survivability I wanted, I had to delve into the pools. Boxing/Tough/Weave are good pool choices that work well with Inv. Tough and Weave can consume a lot of end, so be careful. You will feel both if you are running both toggles; they're managable but you'll feel it. I would put at least some End reduction into them (like 1 SO).

Fiery Melee

Kudos to your patience. It seems like your only ST attacks are scorch (your beginner power) and boxing. I couldn't handle lvling without Fire Sword. In any case, I would recommend getting Incinerate and Greater Fire Sword at lvls 35 and 38. Incinerate can be deceiving; it does good dmg but over time so it may not seem that great early on. Greater Fire Sword, well, does most dmg ST-wise. Together, they make a good 1-2 combo vs ST.

I only took one Ancillary Power Pool: char for the hold. Since I wanted to build a pretty tough tanker (delving into Tough/Weave), that was the sacrifice I was willing to make.

All this changes if you are going the IO route. That's a complex topic so I'll hold off for now.

Oh, don't forget you have *two* builds you can play with.

Good luck. Inv/Fire is a fun combo!
Inv/fire is definitely a fun combo. I almost wish mine wasnt 50 so long ago so i could level him up all over again especially with IOs in the mix :P.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Strykr View Post
I am also still sort of learning about the various enhancements. I see now that I am still having endurance issues. Any suggestions for builds would be very much appreciated. Keeping in mind I don't have resources from alt's to purchase crazy Enhancements or "Hami O's" which I have seen talked about so much on the forums.
Does your build differ from this much?

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

Click this DataLink to open the build!

Level 34 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Temp Invulnerability -- ResDam(A), ResDam(9), ResDam(9)
Level 1: Scorch -- Acc(A), Dmg(13), Dmg(17), Dmg(23), EndRdx(23), EndRdx(34)
Level 2: Dull Pain -- RechRdx(A), RechRdx(3), RechRdx(3), Heal(7), Heal(7), Heal(15)
Level 4: Combustion -- Acc(A), EndRdx(5), Dmg(5), Dmg(13), Dmg(15), RechRdx(17)
Level 6: Swift -- Run(A)
Level 8: Unyielding -- ResDam(A), ResDam(11), ResDam(11)
Level 10: Taunt -- RechRdx(A), RechRdx(25)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- EndRdx(A)
Level 16: Health -- Heal(A)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Resist Physical Damage -- ResDam(A)
Level 24: Boxing -- Acc(A), EndRdx(25)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Fire Sword Circle -- Acc(A), EndRdx(29), Dmg(29), Dmg(34), Dmg(34)
Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31), EndRdx(31)
Level 32: Weave -- DefBuff(A), DefBuff(33), DefBuff(33), EndRdx(33)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Strykr View Post
I am also still sort of learning about the various enhancements. I see now that I am still having endurance issues. Any suggestions for builds would be very much appreciated. Keeping in mind I don't have resources from alt's to purchase crazy Enhancements or "Hami O's" which I have seen talked about so much on the forums.

But I do appreciate the comments so far and any further build suggestions or "fixes" would be great. If I16 offers a rebuild offer, I will fix my first build and play with the alternate build with more damage output or something.
I had a ton of end issues while leveling up my Inv/Fire as well. Don't worry about things like IO's and the other enhancements until you hit 50 and decide whether or not you really want to invest in that character. You might, you might not. I am looking at mine again, and as much as I love my DA/DM, which is almost fully slotted with IOs, I tried my Inv/Fire on test with the new APP power, and I really dig it. Essentially, before putting in the effort, make sure you are happy with it. If you hate it in SOs, you will really hate it by the time you get it fully slotted in IOs. If you love it in SOs, then IOs will only make it that much more sweet.

Someone mentioned Mid's, and it is a very good idea to become familiar with it, even for plain SO slotting.


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.

 

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Originally Posted by _Deth_ View Post
I had a ton of end issues while leveling up my Inv/Fire as well. Don't worry about things like IO's and the other enhancements until you hit 50 and decide whether or not you really want to invest in that character. You might, you might not. I am looking at mine again, and as much as I love my DA/DM, which is almost fully slotted with IOs, I tried my Inv/Fire on test with the new APP power, and I really dig it. Essentially, before putting in the effort, make sure you are happy with it. If you hate it in SOs, you will really hate it by the time you get it fully slotted in IOs. If you love it in SOs, then IOs will only make it that much more sweet.

Someone mentioned Mid's, and it is a very good idea to become familiar with it, even for plain SO slotting.

I ususally start using sets about 35ish. One good first set i go for is using 4 efficacy adaptors in stamina. The 1.5% recovery, 1.13% max hp, and 10% regen are very good bonuses on an invuln, and fairly cheap as well, espeically if you use IOs in between the 5th multiples, ie 31-34, 36-39, and you'll get a REALLY good value out of them.

In fact i usually use around such levels for all of my characters for set IOs. the only time i use level 50 set IOs is if i'm trying to get the absolute most i can out of the character for farming purposes.


Plasmic's Guide to Sonic/Mental

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Fairly cheap is subjective. I consider HOs to be fairly cheap, some don't, and the OP falls into that category.

The reason I suggested waiting til 50 is that at that point, making influence becomes trivially easy. If he has not become comfortable with the auction market yet, there is every chance he will not have the kind of cash flow for even rudimentary IO slotting. On top of that, he is also more likely to take the time to become comfortable with it after hitting 50, because he won't be worried about hitting 50.


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.