Need help with SS/Invuln Build


Call Me Awesome

 

Posted

I haven't really played my tanker much since issue 4, and trying to figure out how to properly respec him for the post-ED world. I'd like a proper balance between soloability and ability to function on task forces such as ITF.

What I have so far - would appreciate some critical feedback:

+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
+----------------------------------------------------------------

01: Jab => Stunned(1)
01: Temp Invulnerability => Res_Damage(1), Res_Damage(3), Res_Damage(3), EnduranceDiscount(5)
02: Resist Physical Damage => Res_Damage(2), Res_Damage(27), Res_Damage(29)
04: Punch => Damage(4), Damage(5), Damage(7), Accuracy(7), EnduranceDiscount(9)
06: Swift => SpeedRunning(6)
08: Haymaker => Damage(8), Damage(9), Damage(11), Accuracy(11), Accuracy(13)
10: Dull Pain => Heal(10), Heal(15), Heal(17), Recharge(17)
12: Resist Elements => Res_Damage(12), Res_Damage(13), Res_Damage(15)
14: Health => Heal(14), Heal(29), Heal(34)
16: Unyielding => Res_Damage(16), Res_Damage(19), Res_Damage(19), EnduranceDiscount(21)
18: Resist Energies => Res_Damage(18), Res_Damage(21), Res_Damage(23)
20: Stamina => Recovery(20), Recovery(23), Recovery(25)
22: Air Superiority => Accuracy(22)
24: Fly => SpeedFlying(24), SpeedFlying(25), SpeedFlying(27)
26: Hasten => Recharge(26), Recharge(37), Recharge(37)
28: Taunt => Taunt(28), Taunt(34), Accuracy(36)
30: Invincibility => Buff_Defense(30), Buff_Defense(31), Buff_Defense(31), EnduranceDiscount(31)
32: Knockout Blow => Damage(32), Damage(33), Damage(33), Accuracy(33), EnduranceDiscount(34)
35: Tough Hide => Buff_Defense(35), Buff_Defense(36), Buff_Defense(36)
38: Unstoppable => Res_Damage(38), Recharge(39), Res_Damage(39), Res_Damage(39)
41: Rage => Recharge(41), Recharge(42), Recharge(42)
44: Foot Stomp => Damage(44), Damage(45), Damage(45), Accuracy(45), EnduranceDiscount(46)
47: Conserve Power => Recharge(47), Recharge(48), Recharge(48)
49: Physical Perfection => Recovery(49), Recovery(50), Recovery(50), Heal(50)

I've been considering switching from flight to leaping in order to get combat jumping ... of course, that makes the Zulu areas pretty much off limits unless I continually get temp flight powers.

Right now, he's only slotted with SOs and quite a few Hami-Os.

I'm wondering which IO sets I should slot with. I'd like an el-cheapo config to begin with that will get me close to defense and damage caps. Then I'd like an uber orange/purple build that I can gradually work toward.
Thanks.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

You can check out my guide to soft capping an Invuln for thoughts on building and IO slotting; it will give you a tank who's almost as tough as he was back in issue 4.

Like you I had a lot of HO's in my build at the time issue 9 rolled around; it took me a total of 5 respecs to end up with my current build and pull off roughly 50 HO's.

I don't know how you're fixed for inf, but my soft cap build shouldn't cost too terribly much... when I wrote the guide a couple of issues ago the whole thing cost roughly 10-15 million; by issue 15 the price tag had climbed into the 20-40 million range. I really haven't looked recently but the way the market's come down since issue 16 it should be considerably cheaper than that. This is just the essentials that build def of course; if you want to boost recharge, regen, recovery and so forth then you're looking at more sets, and more expensive ones at that.

Some HO's are now selling for silly amounts of inf; you could always respec and then sell a few. Membranes were selling for 80 million a month ago... so were Ribosome. One of those will more than pay for the build.


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

 

Posted

Quote:
Originally Posted by Hercules View Post
I haven't really played my tanker much since issue 4, and trying to figure out how to properly respec him for the post-ED world. I'd like a proper balance between soloability and ability to function on task forces such as ITF.
This is a sample build I'm in the process of assembling the makings for. This will be quite costly if bought with inf, but as noted, you can cash in some Hami-Os for a bit of cash, and more importantly, even with SOs your tanker is more than capable of tanking any AV. This build is slightly more desirable for a Master run on the Statesman task force, but no set bonus is going to make or break you there; it's a matter of buffs and inspirations. At any rate, make a habit of running TFs and it's relatively easy to assemble the merits to buy stuff that's out of reach with inf alone.

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

Click this DataLink to open the build!

Heraclea II: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(33)
Level 1: Jab -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(46)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(7), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(45), Mrcl-Heal/Rchg:40(45), Mrcl-EndRdx/Rchg:40(46)
Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(36)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(34)
Level 10: Combat Jumping -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(11)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Rchg:50(43)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(17), Mrcl-Heal:40(43)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(19), DefBuff-I:50(19), GSFC-Build%:50(37), Rec'dRet-ToHit:20(37), Rec'dRet-Pcptn:20(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(43)
Level 22: Knockout Blow -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(23), S'ngH'mkr-Acc/Dmg:35(23), S'ngH'mkr-Dmg/EndRdx:35(25), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(50), AdjTgt-Rchg:50(50)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(33)
Level 32: Resist Physical Damage -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(48)
Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(50)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:50(A)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Resist Elements -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post

I don't know how you're fixed for inf, but my soft cap build shouldn't cost too terribly much... when I wrote the guide a couple of issues ago the whole thing cost roughly 10-15 million; by issue 15 the price tag had climbed into the 20-40 million range. I really haven't looked recently but the way the market's come down since issue 16 it should be considerably cheaper than that. This is just the essentials that build def of course; if you want to boost recharge, regen, recovery and so forth then you're looking at more sets, and more expensive ones at that.
I've been using the guide on my own Inv/SS, I can confirm the 20-40ish price tag(probably closer to 40ish currently). I did it using just the IOs listed, Kinetic Combat's are just too expensive lately, even the Pool A/B's. I went for 33s, as I generally begin IOing at 30, and with patience bids I had about 90% within a week.


 

Posted

Quote:
Originally Posted by Heraclea View Post
This is a sample build I'm in the process of assembling the makings for. This will be quite costly if bought with inf, but as noted, you can cash in some Hami-Os for a bit of cash, and more importantly, even with SOs your tanker is more than capable of tanking any AV. This build is slightly more desirable for a Master run on the Statesman task force, but no set bonus is going to make or break you there; it's a matter of buffs and inspirations. At any rate, make a habit of running TFs and it's relatively easy to assemble the merits to buy stuff that's out of reach with inf alone.

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

Click this DataLink to open the build!

Heraclea II: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx:40(11), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(33)
Level 1: Jab -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(46), T'Death-Dam%:40(46)
Level 2: Dull Pain -- Dct'dW-Heal/Rchg:50(A), Dct'dW-Rchg:50(7), Numna-Heal/Rchg:50(13), Numna-Heal/EndRdx/Rchg:50(45), Mrcl-Heal/Rchg:40(45), Mrcl-EndRdx/Rchg:40(46)
Level 4: Haymaker -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(5), Mako-Dmg/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(36)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(34)
Level 10: Combat Jumping -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(11)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(40), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Rchg:50(43)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), Mrcl-Rcvry+:40(17), Mrcl-Heal:40(43)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(19), DefBuff-I:50(19), GSFC-Build%:50(37), Rec'dRet-ToHit:20(37), Rec'dRet-Pcptn:20(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(43)
Level 22: Knockout Blow -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(23), S'ngH'mkr-Acc/Dmg:35(23), S'ngH'mkr-Dmg/EndRdx:35(25), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34)
Level 24: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(27)
Level 28: Rage -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-ToHit/EndRdx/Rchg:50(29), AdjTgt-EndRdx/Rchg:50(50), AdjTgt-Rchg:50(50)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(33), RctvArm-EndRdx:40(33)
Level 32: Resist Physical Damage -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(48)
Level 35: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-EndRdx/Rchg:40(50)
Level 38: Foot Stomp -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(39), M'Strk-Dmg/Rchg:50(39), M'Strk-Acc/EndRdx:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:50(A)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Resist Elements -- ResDam-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Hmmm, no punch, no hasten, no unstoppable....
How does this build do damage wise? Does boxing still have that incredibly long animation?

Sigh, I'd hate to lose hasten .... I have it on all my toons.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

Quote:
Originally Posted by Hercules View Post
Hmmm, no punch, no hasten, no unstoppable....
How does this build do damage wise? Does boxing still have that incredibly long animation?

Sigh, I'd hate to lose hasten .... I have it on all my toons.
It does fine for damage; although Boxing is slotted mostly as a set bonus mule. I don't find the animation all that annoying, and it's semi useful as a filler attack, esp. since this build doesn't have Air Sup like my main build does.

That build could easily drop the ancillary pool and also Resist Elements in favor of Hasten, Unstoppable, and Punch. I always take 2 of the first 3 attacks from a tanker secondary, and Haymaker is better than Punch IMO. All those things are a matter of taste.

But once you start getting close to 45% smashing and lethal defense and 40% energies defense even without any bad guys around you, I guarantee you will find that Unstoppable serves mostly as a hazard on your toolbar. Its chief purpose will be to remind you to be careful what button you press. You'll eventually eat another respec getting rid of it.



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

 

Posted

A lot of these are level 35 and 40 enhancement sets. These are better than the level 50 alternatives?


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

Quote:
Originally Posted by Hercules View Post
A lot of these are level 35 and 40 enhancement sets. These are better than the level 50 alternatives?
They are - they give defense bonuses with a smaller investment in slots.



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

 

Posted

Here's a copy of my current build on Hyperstrike. This is built using CMA's defense cap guide with an eye out for max defense down to level 30.

Note 1: Ignore the purples. Right now he's not actually slotted with them on this build. He's just Acc, Damx3, EndRed. Going to be reworking my main scranker build (which does have purples on it) into something of a hybrid def cap/scranker eventually.

Note 2: I know this build is NOT going to satisfy your "can solo an AV". Technically I can fight most AVs in the game all day, tower-buffed Lord Recluse is one of the few exceptions (as I can't keep all my defenses and resists at the requisite stupid-high levels without support), though, barring lucky shots, I can tank Reichsman forever. I have to watch my End bar somewhat carefully and be timely in my clicking of things like Conserve Power and doubled Rage. However, I'm NOT going to be killing AVs with this build. Quite simply, it doesn't have the damage output.

Note 3: Unfortunately, the realities of the market are such that this build isn't quite so inexpensive anymore. So you're probably looking at a 50-80 million build unless you're patient and wait well on your bids (getting IOs in the correct (lower than max) levels for this concept build was a little easier and cheaper, but it still took about 3 months of waiting on bids. The expensive things in the build are probably going to be the three healing IOs. I actually picked up the RegenTissue on a lucky drop on another one of my toons. The Numina and the Miracle (which I actually bought as an L10 IO) are merit-bought.

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

Click this DataLink to open the build!

Hyperstrike - Unkillable at 30 - Final: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(3), RctvArm-ResDam/Rchg:33(3), RctvArm-ResDam/EndRdx/Rchg:33(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(7), KntkC'bat-Dmg/Rchg:33(7), KntkC'bat-Dmg/EndRdx/Rchg:33(9), P'ngS'Fest-Acc/Dmg:30(9), P'ngS'Fest-Dmg/EndRdx:30(11)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
Level 4: Resist Physical Damage -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(13), RctvArm-ResDam/Rchg:33(15), RctvArm-ResDam/EndRdx/Rchg:33(15)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(17), KntkC'bat-Dmg/Rchg:33(17), KntkC'bat-Dmg/EndRdx/Rchg:33(19), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/EndRdx:30(21)
Level 8: Unyielding -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(21), RctvArm-ResDam/Rchg:33(23), RctvArm-ResDam/EndRdx/Rchg:33(23)
Level 10: Swift -- Run-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:33(A), Zephyr-Travel/EndRdx:33(25)
Level 14: Health -- Numna-Regen/Rcvry+:33(A), Mrcl-Rcvry+:33(25), RgnTis-Regen+:30(27)
Level 16: Tough -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(27), RctvArm-ResDam/Rchg:33(29), RctvArm-ResDam/EndRdx/Rchg:33(29)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 20: Stamina -- P'Shift-End%:33(A), P'Shift-EndMod:33(31), P'Shift-EndMod/Rchg:33(33), P'Shift-EndMod/Acc:33(33)
Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(34)
Level 24: Taunt -- Zinger-Taunt:33(A), Zinger-Taunt/Rchg:33(34), Zinger-Taunt/Rchg/Rng:33(34), Zinger-Acc/Rchg:33(36), Zinger-Taunt/Rng:33(36), Zinger-Dam%:33(36)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)
Level 28: Super Jump -- Zephyr-Travel:33(A), Zephyr-Travel/EndRdx:33(37)
Level 30: Knockout Blow -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(39), KntkC'bat-Dmg/Rchg:33(39), KntkC'bat-Dmg/EndRdx/Rchg:33(39), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(40)
Level 32: Resist Energies -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(40), RctvArm-ResDam/Rchg:35(42), RctvArm-ResDam/EndRdx/Rchg:35(42)
Level 35: Resist Elements -- Aegis-ResDam:38(A), Aegis-ResDam/EndRdx:38(42), Aegis-Psi/Status:38(43)
Level 38: Rage -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 41: Foot Stomp -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Acc/Rchg:50(45), Armgdn-Dmg/EndRdx:50(45), Armgdn-Dam%:50(46)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

* 6.5% DamageBuff(Smashing)
* 6.5% DamageBuff(Lethal)
* 6.5% DamageBuff(Fire)
* 6.5% DamageBuff(Cold)
* 6.5% DamageBuff(Energy)
* 6.5% DamageBuff(Negative)
* 6.5% DamageBuff(Toxic)
* 6.5% DamageBuff(Psionic)
* 23.6% Defense(Smashing)
* 23.6% Defense(Lethal)
* 6.13% Defense(Fire)
* 6.13% Defense(Cold)
* 12.4% Defense(Energy)
* 12.4% Defense(Negative)
* 3% Defense(Psionic)
* 13.3% Defense(Melee)
* 12.4% Defense(Ranged)
* 4.56% Defense(AoE)
* 15% Enhancement(Accuracy)
* 25% Enhancement(RechargeTime)
* 5% FlySpeed
* 175.7 HP (9.38%) HitPoints
* 5% JumpHeight
* 5% JumpSpeed
* MezResist(Immobilize) 13.8%
* MezResist(Terrorized) 2.75%
* 6.5% (0.11 End/sec) Recovery
* 50% (3.91 HP/sec) Regeneration
* 2.52% Resistance(Fire)
* 2.52% Resistance(Cold)
* 3% Resistance(Psionic)
* 10% RunSpeed


------------
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)

Steadfast Protection
(Temp Invulnerability)

* 3% Defense(All)

Kinetic Combat
(Jab)

* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

Pounding Slugfest
(Jab)

* 8% (0.63 HP/sec) Regeneration

Reactive Armor
(Resist Physical Damage)

* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)

Kinetic Combat
(Boxing)

* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

Pounding Slugfest
(Boxing)

* 8% (0.63 HP/sec) Regeneration

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)

Blessing of the Zephyr
(Combat Jumping)

* 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

Reactive Armor
(Tough)

* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)

Performance Shifter
(Stamina)

* 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
* 35.1 HP (1.88%) HitPoints
* 2.5% (0.04 End/sec) Recovery

Perfect Zinger
(Taunt)

* MezResist(Terrorized) 2.75%
* 10% (0.78 HP/sec) Regeneration
* 5% Enhancement(RechargeTime)
* 2.5% DamageBuff(All)
* 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)

Blessing of the Zephyr
(Super Jump)

* 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)

Kinetic Combat
(Knockout Blow)

* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)

Pounding Slugfest
(Knockout Blow)

* 8% (0.63 HP/sec) Regeneration

Reactive Armor
(Resist Energies)

* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)

Aegis
(Resist Elements)

* 5% RunSpeed
* 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
* 3% Resistance(Psionic)

Armageddon
(Foot Stomp)

* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)
* 15% Enhancement(Accuracy)
* 10% Enhancement(RechargeTime)

Apocalypse
(Laser Beam Eyes)

* 16% (1.25 HP/sec) Regeneration
* 56.2 HP (3%) HitPoints
* 4% DamageBuff(All)
* 10% Enhancement(RechargeTime)




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Note: I'd seriously consider going the Leaping route rather than fly. The jetpacks aren't so bad (and you can actually augment their speed slightly for short periods if you have the GvsE jump pack). And at L50, 10K is a drop in the bucket.

Depending on the mobs, he can solo two +4x8 mobs simultaneously. Rogue Vanguard are one mob that's a no-no (those stacking defense debuffs and End drain turn him squishy unless he kills the magicians/sorcerors REALLY fast). Otherwise, my health bar barely ever budges, and when it does, it comes as something of a shock.



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Posted

Quote:
Originally Posted by Hercules View Post
Hmmm, no punch, no hasten, no unstoppable....
How does this build do damage wise? Does boxing still have that incredibly long animation?

Sigh, I'd hate to lose hasten .... I have it on all my toons.
The no Hasten, I can understand.

Unstoppable, if built right, you can COMPLETELY do without. As I've said before, while a god-mode button is nice, that is NOT what Unstoppable is.

It's a failure mitigation/delay tool. If something is sawing through you NORMALLY, Unstoppable isn't going to help you out that much. At most it might give you an extra few seconds before whatever it is chops you down.

That and the crash is pretty much an instant death-sentence if you haven't killed whatever it is in the 3 minute window. One of your stated goals was to be able to efficiently tank AVs. Unstoppable is NOT a power you want to rely on for this.

That said, my main scrank build has unstoppable because it "was in the formula" I was using at the time I built it. You know how many times I've used it since the build was "finalized"?

ONCE. And YES, it saved my bacon at the time. But ONLY because I was able to stay up long enough to kill everything JUST before it crashed (double 8-man mob of nictus and slowed to death). But most of the time it just sits there, wasting slots and a power choice I could be more proactive with.



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Posted

Quote:
Originally Posted by Hercules View Post
A lot of these are level 35 and 40 enhancement sets. These are better than the level 50 alternatives?
In short. Yes.

While your damage/acc/endurance output is less than a bunch of L50 enhancements, the stacked defense bonuses make up for this. It takes you a tiny bit longer to kill stuff, but you're pretty much taking NO damage for most of that time, barring lucky shots.

The whole "lucky shot" thing is the downside of such a build. I had this forcibly pointed out to me on a +4x8 man LGTF. I'd managed to pull 3 full mobs on myself in the Glacia/Infernia mission. I was fighting them fairly efficiently. But they, eventually, chopped me down. The odds were simply in their favor, they were going to hit me eventually.

That and Hamidon. Well...he's Hamidon.



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Posted

Quote:
Originally Posted by Hercules View Post
Hmmm, no punch, no hasten, no unstoppable....
How does this build do damage wise? Does boxing still have that incredibly long animation?

Sigh, I'd hate to lose hasten .... I have it on all my toons.
Note that Heraclea (hey, Heraclea talking to Hercules!) takes Rage and Footstomp as soon as they're available, and Knockout Blow as soon as it is available after Stamina. If you exemplar, those changes alone will do more for you than Punch or Hasten.

If you don't exemplar at all, and are respeccing a 50, don't worry about when you took the powers. But the current Oroborous rules give a powerful incentive to run ORO story arcs (merits!), and the level you took a power will matter a lot there.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog