Invul/Electric - PEACH


Call Me Awesome

 

Posted

Hello,

I'm looking for some input for my invul/electric build. I have some tanker experience from the very early days (invul/stone, fire/fire) of CoH into the early thirties when level 40 was max level I quit two months after US release and recently started playing again, this time on an EU server though.

With the advent of I16 and my lack of hero chars - I only played villain side after rerolling - I decided to give the tanker another try. I plan to jump the fotm bandwagon (if there is one) and go for invul/electric as electric is the "new" thing.

I read the guides from CallMeAwesome about softcapping invul and the first twenty levels in general and came up with the following build.

My main concerns with this build are :

* not taking an epic power pool - do I miss out on something important ?
* taking Super Jumping rather late - is CJ + hurdle + temporary travel power any good these days ?!
* the number of slots in my attacks - is 4-6 enough or do I need to six-slot all of them and where do I find the "extra" slots ?
* how will I pay for the recipes and salvage items with my non-existant budget

Atm, she is level 9 but this is what I planned for 50 :

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

[color:#B1C9F5]Click this DataLink to open the build!

Dalek: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (37) Reactive Armor - Resistance/Recharge
  • (37) Reactive Armor - Resistance/Endurance/Recharge
  • (48) Steadfast Protection - Resistance/+Def 3%
Level 1: Charged Brawl
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (13) Smashing Haymaker - Damage/Endurance/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (11) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Heal
  • (46) Doctored Wounds - Recharge
Level 4: Havoc Punch
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (9) Smashing Haymaker - Damage/Endurance/Recharge
  • (13) Smashing Haymaker - Damage/Recharge
Level 6: Boxing
  • (A) Crushing Impact - Accuracy/Damage/Recharge
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (37) Reactive Armor - Resistance
Level 10: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Healing IO
  • (15) Healing IO
  • (15) Healing IO
Level 16: Thunder Strike
  • (A) Multi Strike - Accuracy/Damage
  • (17) Multi Strike - Damage/Endurance
  • (17) Multi Strike - Damage/Recharge
  • (19) Multi Strike - Accuracy/Endurance
  • (45) Multi Strike - Accuracy/Damage/Endurance
  • (50) Multi Strike - Damage/Endurance/Recharge
Level 18: Invincibility
  • (A) Shield Wall - Defense/Endurance
  • (19) Shield Wall - Defense
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Endurance
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (23) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Resistance
Level 24: Weave
  • (A) Defense Buff IO
  • (25) Defense Buff IO
  • (25) Endurance Reduction IO
  • (34) Endurance Reduction IO
Level 26: Tough Hide
  • (A) Defense Buff IO
  • (27) Defense Buff IO
  • (27) Defense Buff IO
Level 28: Chain Induction
  • (A) Smashing Haymaker - Accuracy/Damage
  • (29) Smashing Haymaker - Damage/Endurance
  • (29) Smashing Haymaker - Damage/Recharge
  • (34) Smashing Haymaker - Damage/Endurance/Recharge
  • (45) Pounding Slugfest - Accuracy/Damage
  • (46) Pounding Slugfest - Damage/Recharge
Level 30: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance/Recharge
  • (31) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Reactive Armor - Resistance
Level 32: Resist Elements
  • (A) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance
  • (33) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Resistance/Endurance
Level 35: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance
  • (36) Reactive Armor - Resistance/Endurance/Recharge
Level 38: Lightning Rod
  • (A) Multi Strike - Accuracy/Damage
  • (39) Multi Strike - Damage/Endurance
  • (39) Multi Strike - Damage/Recharge
  • (39) Multi Strike - Accuracy/Endurance
  • (43) Multi Strike - Accuracy/Damage/Endurance
Level 41: Taunt
  • (A) Perfect Zinger - Taunt
  • (42) Perfect Zinger - Taunt/Recharge
  • (42) Perfect Zinger - Taunt/Recharge/Range
  • (42) Perfect Zinger - Accuracy/Recharge
  • (43) Perfect Zinger - Taunt/Range
  • (43) Perfect Zinger - Chance for Psi Damage
Level 44: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 47: Build Up
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Hasten
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet



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Posted

My own soft-capped Inv Tanker does not take an Ancillary/Epic pool. I think if you want to be as sturdy as possible, it's a compromise you can live with.

I'd get RPD in earlier if I were you.

You only need 5 Doctored Wounds to slot Dull Pain if you're using 50s or thereabouts; you can save a slot.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Gallifrey View Post
Hello,
* not taking an epic power pool - do I miss out on something important ?
* taking Super Jumping rather late - is CJ + hurdle + temporary travel power any good these days ?!
* the number of slots in my attacks - is 4-6 enough or do I need to six-slot all of them and where do I find the "extra" slots ?
* how will I pay for the recipes and salvage items with my non-existant budget
The last one is a problem for many players! I will say that most of your picks are fairly inexpensive, except for the PvP IOs in Invinc. Actually, I prefer to 4-slot GotA or LotG in my Defense powers, including Tough Hide, both have nice bonuses. GotA is a little less expensive and has end recovery and +end bonuses. It would be nice to 4-slot TH for that reason.

You are over the "rule of 5" with your Reactive Armor sets; you could replace one set with 3 slots of Aegis for a nice 3.13% F/C def bonus, since you're not getting the S/L and E/NE bonuses anyway.

Full sets of Multi-Strike is a great choice for positional defense, not so great for the typed defense you are looking for--less than a 1% bonus! I'd drop the Multi-Strikes for 3 slots of Eradication plus 2 slots from another set--3 slots of Erad gives a 3.13% E/NE bonus. Dam, Dam Rchg, and Acc/Dam/Rchg is usually what I use, (avoiding the expensive and hard-to-find quad in the set) plus, for example, a Dam/End and Acc/End from Multi-Strike.

I see you've taken Boxing very early, are you planning to use it regularly? If you are, it needs more slots. If you're not, I'd recommend moving it and the whole Fighting Pool back so you have room for SJ earlier. Honestly, taking Weave in the 40s is not too late, IMO, you won't have much of a need for high levels of def until the late game away.

I also think that Havoc Punch and Charged Brawl are underslotted. I'd recommend adding at least an Acc/Dam from another set to both. If you five-slot Thunderstrike and convert, say ResEn to three slots of Aegis, that gives you a slot each for those two attacks. If you need more slots, pulling the third slot from Build-Up or Hasten won't hurt too much, they're pretty close to the ED cap with 2 50 IOs.

I don't always get an epic on my tanks, so it's not essential, but it is nice if your secondary is lacking a hold, or a ranged attack. If you want to drop a power, ResEl is the one that you would miss the least, IMO.

Hope that helps!


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Well, after one evening of flying around with the raptor pack I'm convinced that SJ at 44 is waaaaay too late, so I shuffled a few things around.

Thanks for the replies so far, the sixth Reactive Armor set was an oversight because CallMeAwesome's guide only used two passives instead of all three and I just automatically put that set into my third passive too.

This is how my plan for lvl 50 looks now (lvl 14 at this time). I moved one slot from Dull Pain into Lightning Rod, which gives me 6 slots for the three "big" attacks and 4 slots for the small ones.

The sets I used in my attacks and defense powers aim for "please, be cheap at wentworths" so they are subject to change

I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

Dalek: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Endurance/Recharge
  • (37) Reactive Armor - Resistance/Recharge
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 1: Charged Brawl
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (11) Smashing Haymaker - Damage/Endurance/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Recharge
  • (17) Doctored Wounds - Heal/Endurance
Level 4: Havoc Punch
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (7) Smashing Haymaker - Damage/Recharge
  • (11) Smashing Haymaker - Damage/Endurance/Recharge
Level 6: Boxing
  • (A) Accuracy IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (37) Reactive Armor - Resistance
Level 10: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Healing IO
  • (15) Healing IO
  • (15) Healing IO
Level 16: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance
  • (19) Gift of the Ancients - Defense/Recharge
  • (19) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Thunder Strike
  • (A) Eradication - Damage
  • (23) Eradication - Accuracy/Recharge
  • (23) Eradication - Damage/Recharge
  • (25) Eradication - Accuracy/Damage/Recharge
  • (33) Scirocco's Dervish - Accuracy/Recharge
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 24: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Recharge
  • (37) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Resistance
Level 26: Tough Hide
  • (A) Defense Buff IO
  • (27) Defense Buff IO
  • (27) Defense Buff IO
Level 28: Chain Induction
  • (A) Smashing Haymaker - Accuracy/Damage
  • (29) Smashing Haymaker - Damage/Endurance
  • (29) Smashing Haymaker - Damage/Recharge
  • (31) Smashing Haymaker - Damage/Endurance/Recharge
  • (33) Pounding Slugfest - Accuracy/Damage
  • (34) Pounding Slugfest - Damage/Recharge
Level 30: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance/Recharge
  • (31) Reactive Armor - Resistance/Endurance/Recharge
  • (40) Reactive Armor - Resistance
Level 32: Resist Elements
  • (A) Aegis - Resistance
  • (33) Aegis - Resistance/Endurance
  • (34) Aegis - Resistance/Recharge
  • (40) Aegis - Resistance/Endurance/Recharge
Level 35: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance/Endurance/Recharge
  • (36) Reactive Armor - Resistance
Level 38: Lightning Rod
  • (A) Eradication - Damage
  • (39) Eradication - Accuracy/Recharge
  • (39) Eradication - Damage/Recharge
  • (39) Eradication - Accuracy/Damage/Recharge
  • (40) Scirocco's Dervish - Accuracy/Recharge
  • (42) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 41: Weave
  • (A) Gift of the Ancients - Defense/Endurance
  • (42) Gift of the Ancients - Defense/Recharge
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
Level 44: Taunt
  • (A) Perfect Zinger - Taunt
  • (45) Perfect Zinger - Taunt/Recharge
  • (45) Perfect Zinger - Accuracy/Recharge
  • (45) Perfect Zinger - Taunt/Recharge/Range
  • (46) Perfect Zinger - Taunt/Range
  • (48) Perfect Zinger - Chance for Psi Damage
Level 47: Hasten
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 49: Build Up
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet


 

Posted

Nice changes. However, as slotted, your two PBAoE have very little end reduction; I'd make sure both added non-Erad slots do some end red.

As for cost, nothing you've picked is super expensive, though the SP +Def will set you back a bit. You may find that there are substitutions you can make that will save you some, for instance using Multi-Strikes instead of Scircocco's Dervish in your PBAoEs will be considerably less expensive, and you might want to get the GotA Defense IO rather than the LotG. And as is true in any build, you usually won't have to get the top-level recipe, get the lowest/cheapest ones you can that will hit the mark on key attributes (56% enhancement for def/res, for example) and still get you the set bonus you want.

As for the epics, CP is a good pick if you're not interested in an attack. FA is *very* expensive, end-wise; if you want the additional +To Hit or +Perception, I'd look into slotting the unique IOs that do the same job for no end at all--the Kismet +ToHit and the Rectified Recticle +Percept. Neither is extremely expensive, though the Kismet will probably be more than the RR. BTW, I get the Kismet on pretty much all my melee characters--I think it's great investment.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Gallifrey View Post
Well, after one evening of flying around with the raptor pack I'm convinced that SJ at 44 is waaaaay too late, so I shuffled a few things around.

Thanks for the replies so far, the sixth Reactive Armor set was an oversight because CallMeAwesome's guide only used two passives instead of all three and I just automatically put that set into my third passive too.

This is how my plan for lvl 50 looks now (lvl 14 at this time). I moved one slot from Dull Pain into Lightning Rod, which gives me 6 slots for the three "big" attacks and 4 slots for the small ones.

The sets I used in my attacks and defense powers aim for "please, be cheap at wentworths" so they are subject to change

I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!
My own Inv tanker doesn't have Hasten, even though I use it on a lot of characters. Maxing out my primary powers and pools for mitigation and then having enough attacks was more important to me. Hasten is helpful especially for Dull Pain's recharge, but if your defense is high enough you may not use DP as much, and, although this doesn't apply to /Elec, in my case (/SS), the Rage power also has an end crash like Hasten. Two crashes really yo-yoed the endurance bar too much for my comfort.

I have a level 40 character with no travel power who uses the jetpack. I've been trying to stick with that decision, but I feel like the weakest link on teams, and I always feel a surge of pleasure when I switch to a character with a real travel power, so I know what you mean. I'm sure other players enjoy it; I thought I could do it, but apparently the speed and freedom of movement are too important to me.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Gallifrey View Post
I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!
Sorry, didn't see this last question first time through. As I mentioned earlier, ResEl should be the first to go, but after that, it gets harder. I think ResEn, Build-Up and Hasten are the other options, but at that point it becomes purely personal preference. Some tanks don't see the need for Build-Up, but I always take it; some can afford slotting IOs heavily for recharge so they don't need to take Hasten--I've never been able to do that, either! ResEn's sapping resistance is nice to have too.

It's a tough choice, the only advice I can give is to drop the one you think you'll miss the least, but I don't think missing any one of them will have a serious negative effect on your build.

Personally, I'm waiting until I hit 60 mos. so I can drop the travel precurser instead!


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Personally, I'm waiting until I hit 60 mos. so I can drop the travel precurser instead!
I hit 60 months on December 1, I think.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

I'm glad people are finding my guides useful. Take it for what it's worth and of course others have differing opinions, but there's a few powers in that last build I generally consider low priority or entirely skippable.

First is Build Up... I understand the attraction but that's a power I always find skippable with my tanking philosophy. I'm looking first for aggro control, second for survivability and only third for damage. A 10 second damage buff is simply less important to me than many other things and there's never room for everything. I know other players find it very useful, it just doesn't fit with my idea of what a tanker is about. <shrugs>

Second, Resist Elements. It's useful sure, but it's minor protection from a very rare damage type that your defenses already provide more than adequate mitigation to. In my opinion it's the least valuable power in your primary. If you're scraping for powers to drop I'd put this pretty high on the list.

Third, and I hate the necessity on my Invuln too, but Hasten is a power you really hate to drop but there's simply other powers that do you more good. I really like Hasten, but I usually can't find room for it on an Invuln.

I don't have Mid's with me right now, but a cursory look at your build shows a couple of other tweaks... Invincibility is a prime candidate for 4 Gift of the Ancients for the recovery and +end. I think you're better off with the additional end than the regen from the Luck of the Gambler. Later on when you hit 47 I recommend trying to obtain three Cytoskeleton Hamidon Origin enhancements... that's the perfect slotting for the power.

I would get Taunt considerably earlier in the build; I always grab it at 10 on an Invuln and never later than 24 on any tanker.

Without having Mid's handy I won't get into more detail; I'm not quite up to figuring bonuses and enhancements in my head. Overall though you've a solid build. A few things I'd do differently but I didn't see any major mistakes.


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

 

Posted

I've never found the need for taunt on an invuln tanker personally. Invincibility is a STRONG auto hit taunt. Plus the extra to hit it gives makes your attacks more useful with gauntlet.

Also even back when, invuln without the exotic passives is still fairly decent allowing you to hold them off till you pick them up.

I'm assuming Gaff is giong for a tanking AVs build? or what exactly?

As a tanker teams unconcered with the slightest help, but invuln is a pretty solid set. With the knockdowns of t-strike and uber kd/damage of lightning rod it has many tools for survival.

Hasten i would suggest much earlier, for a big part dull pain which is a large part to your survivability, but also to recharge elecs ST attacks which are fairly low and CI which is a long recharge.

Here is the build i made for mine. Like i said i didn't much find the need for tough/weave, and if you need them that early for what you'd be facing, the rest of the team isn't helping enough personally, not to mention the end issues before IOs with both tough and weave. Plus the nice addition of regenerating a tic of hp every 3.5 seconds

Both extremely useful during dull pain (which yes is for the most part perma outside of like 10ish seconds on average. And during the very rare chance of using unstoppable.

I've also toyed with ditching unstoppable for picking up energy torrent for extra aggro and aoe damage, would just require ditching a the 2nd slots in the exotic passives, one in RPD, and the one in FA, but the kd can help survival and extra aggro with good set bonuses as well.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Invuln Elec: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical 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: Charged Brawl -- 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: Havoc Punch -- 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: Jacobs Ladder -- 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: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(40)
Level 18: Invincibility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(19), S'dpty-Def(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: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 30: Build Up -- 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: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(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:

  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 7.38% Defense(Smashing)
  • 7.38% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 8% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 51% Enhancement(Accuracy)
  • 35% Enhancement(RechargeTime)
  • 203.8 HP (10.9%) HitPoints
  • MezResist(Immobilize) 8.8%
  • MezResist(Stun) 2.2%
  • 5% (0.08 End/sec) Recovery
  • 94% (7.35 HP/sec) Regeneration
  • 6.25% Resistance(Negative)
  • 7.5% Resistance(Psionic)
------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Crushing Impact
(Charged Brawl)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Crushing Impact
(Havoc Punch)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Scirocco's Dervish
(Jacobs Ladder)
  • 10% (0.78 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Cleaving Blow
(Jacobs Ladder)
  • 1% (0.02 End/sec) Recovery
Numina's Convalescence
(Dull Pain)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Triage
(Dull Pain)
  • 4% (0.31 HP/sec) Regeneration
  • 14.1 HP (0.75%) HitPoints
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Scirocco's Dervish
(Thunder Strike)
  • 10% (0.78 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
Cleaving Blow
(Thunder Strike)
  • 1% (0.02 End/sec) Recovery
Serendipity
(Invincibility)
  • 4% (0.31 HP/sec) Regeneration
  • 14.1 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
Numina's Convalescence
(Health)
  • 12% (0.94 HP/sec) Regeneration
  • 35.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Stamina)
  • 21.1 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration
Luck of the Gambler
(Tough Hide)
  • 10% (0.78 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Chain Induction)
  • MezResist(Immobilize) 2.2%
  • 21.1 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Steadfast Protection
(Resist Physical Damage)
  • 3% Defense(All)
Obliteration
(Lightning Rod)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Adjusted Targeting
(Focused Accuracy)
  • 2% DamageBuff(All)
Numina's Convalescence
(Physical Perfection)
  • 12% (0.94 HP/sec) Regeneration
Efficacy Adaptor
(Physical Perfection)
  • 21.1 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.78 HP/sec) Regeneration



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Gallifrey View Post
I would like to get either Conserve Power or Focused Accuracy (although the +to-hit from Invincibility could be sufficient ?!) plus Physical Perfection for more regen/recovery, but I have no idea what powers to drop for those. One passive resist power seems obvious, but I don't see what the second power could be. Perhaps Hasten ?!
Add accolades to your build, use the places where you've technically not made the most of a slot to later change for a +regen +rec enh bonus where you can. You can even +perma dullpain and use that + accolades to slot for other things than so much +hp bonuses. You can probably from there look at other bonuses such as +fire/cold def and +tohit. When I downloaded your build it was in PvP mode and if you are going to PvP then taunt I'd imagine with its -range and helping to act as a placate for other people is very handy.


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

Thanks again for the pointers, I'll drop Resist Elements and Build Up and get Conserve Power and Physical Perfection for those and move Taunt down to 32.

I now regret taking Boxing this early, because I thought it would be decent attack for the early levels. But I found that using only Charged Brawl and Havoc Punch is much more endurance efficient. I chalk this up as "eh, I'll need it later anyway".