Questions on an Invul/Elect Tanker
Speaking about invun/elec. I couldn't see why it could be so dumb to play.
Electric melee is a AoE set, invun is a spawn dependent set. Invun's bread and butter power, incinibility, has a scaleing defense and to-hit factor up to ten mobs. So not only will you hit more baddies while fueling invince, you will hit more baddies more accurately.
The mixed res/def +HP of invun makes the set very durable, and with the tweaks of I13 with 50% def debuff res, 30% end drain res, and slow res too, the set is even stronger.
However seeing as you are AoE happy, you gonna wanna IO set slot for recovery. Invun is cheap as hell to soft cap defensively too.
So you find the biggest, baddest spawn, dive right in (or in your case teleport in), and watch the deflected notes go off over your head while you reak havoc with your AoE's.
Willpower will do this better, becasue of it's utility power of quick recovery. however both sets demand high amounts of mobs.
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
1) Is this a completely stupid build? Is this like one of those classes that no matter how good your toon is, your toon sucks?
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Tighten fast. Defeat fast. With the lack of AoE or ST damage of other sets I'd say there was more fight duration and so fight pool could be even more useful.
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.
Inv/Elec will be a good build. Good defense, good resistance, and excellent AoE damage potential. Single target damage output is kinda weak, so tough bosses/EB's could take some time and endurance to deal with.
1. No, it's not stupid. Inv is one of the strongest primaries, no matter what it's paired with.
2. You will be good at AoE damage, and be able to tank huge mobs. That's pretty much what Inv/Elec equates to.
3. Close fast and kick ***. Hesitation is not your friend, as you need to be mobbed by enemies to get your defense up, unless you're softcapped. Check a few of the more recent Inv guides to get an idea on power selections as Inv is pretty straight forward. You want Temporary Invulnerability, Dull Pain, Unyielding, and Invincibility as soon as possible. Tough Hide and Resist Physical Damage after that. Resist Energies and Resist Elements later on, if you can fit them in. For heavy tanking you'll want Tough/Weave of the fighting pool, as well as Health/Stamina from the fitness pool.
Was Wondering, Can u Softcap the Invul on a Scrapper or is that diferent?
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Hey there, I recently started my first tank and got him to level 20. He is an Invulnerability tank with Electric melee attacks.
I was wondering: 1) Is this a completely stupid build? Is this like one of those classes that no matter how good your toon is, your toon sucks? 2) What are the strengths/weaknesses of playing such a class? Am I a good AoE DPS, can I tank huge mobs? 3) How should I play this class, and what recommended specs would you suggest? Thanks a bunch, so far I'm having alot of fun playing this guy! |
With Electric Melee, you will get minor help with the chief issue of Invulnerability, which is endurance, especially in the low levels. This will not be enough to keep you going nonstop once you get Tough and Weave; you will still look to slotting, IO set bonuses and uniques for more endurance help.
You will make a quite adequate team tanker - your aura and your Electric multi-target attacks will let you easily hold aggro - and you will farm well enough when you get the sustainability needed to take out large spawns.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
You can soft cap a invl scrapper - its expensive but IMBA, my soft capped Claws/Invl is a tank in all but name.
Hey, I was wondering if somebody could try and price out this build.
Basically, I built a very very cheap build in Mid's, using pretty much ALL yellows and things that I know aren't too pricey, but I don't have game access ATM so I was wondering if one of you helpful people could try and give me an estimate on it.
Also, I'd appreciate any alternative builds that you think are better (keep 'em cheap, please) and explanations as to WHY they're better.
And I couldn't decide what to pick as my APP, so I just chose Earth Mastery because it has lots of AoE's. Any advice or detailed reasoning as to aspects I should change would be yummy. Thanks!!!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Resist Physical Damage -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx(5), TtmC'tng-ResDam(7)
Level 1: Charged Brawl -- LgcRps-Acc/Rchg(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11), RctvArm-EndRdx(11)
Level 4: Jacobs Ladder -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(13)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 8: Swift -- Run-I(A), Run-I(46)
Level 10: Hasten -- RechRdx-I(A)
Level 12: Super Speed -- Clrty-Stlth(A), Clrty-RunSpd(19), Clrty-EndRdx(45)
Level 14: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(19), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(21), ImpArm-EndRdx/Rchg(23), ImpArm-ResDam/EndRdx/Rchg(23)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-EndRdx(46), RctvArm-ResDam/Rchg(50)
Level 18: Thunder Strike -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg(50), M'Strk-Dmg/EndRdx/Rchg(50)
Level 20: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(34), H'zdH-Heal/EndRdx/Rchg(48)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(27), Efficacy-EndMod/EndRdx(29)
Level 24: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(34)
Level 26: Tough Hide -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(34), S'dpty-EndRdx/Rchg(37), S'dpty-Def/EndRdx/Rchg(40), S'dpty-Def(43), S'dpty-EndRdx(46)
Level 28: Provoke -- Annoy-Taunt/Rchg/Rng(A), Annoy-Taunt(48), Annoy-Taunt/Rchg(48)
Level 30: Chain Induction -- Mako-Dam%(A)
Level 32: Unstoppable -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(45), TtmC'tng-EndRdx(45)
Level 35: Lightning Clap -- Rope-Acc/Rchg(A), Rope-EndRdx/Stun(36), Rope-Stun/Rng(36), Rope-Acc/EndRdx(36), Rope-Acc/Stun(37), Rope-Acc/Stun/Rchg(37)
Level 38: Lightning Rod -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-EndRdx/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43), RctvArm-ResDam(43)
Level 44: Salt Crystals -- Empty(A)
Level 47: Quick Sand -- Empty(A)
Level 49: Stalagmites -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 4.5% DamageBuff(Smashing)
- 4.5% DamageBuff(Lethal)
- 4.5% DamageBuff(Fire)
- 4.5% DamageBuff(Cold)
- 4.5% DamageBuff(Energy)
- 4.5% DamageBuff(Negative)
- 4.5% DamageBuff(Toxic)
- 4.5% DamageBuff(Psionic)
- 6.25% Defense(Smashing)
- 6.25% Defense(Lethal)
- 3.44% Defense(Fire)
- 3.44% Defense(Cold)
- 5% Defense(Energy)
- 5% Defense(Negative)
- 6.88% Defense(Psionic)
- 6.88% Defense(Melee)
- 4.38% Defense(Ranged)
- 6.88% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(Stun)
- 15% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 12% Enhancement(Accuracy)
- 119.5 HP (6.38%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 9.9%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 6.05%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 34% (2.66 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5.01% Resistance(Toxic)
- 7.39% Resistance(Psionic)
PLEASE also include bonuses to the set so that I can compare the two. :P
running invun/elec you are going to want a lot more recovery than 6%
protector-knight: lvl 50 invun/axe tank
Lillian Brick: lvl 50 stone/stone/pyre tank
Hybrid-knight: lvl 50 db/regen scrap
Vengful-Nature: lvl 50 spines/sr/bod scrap
Element-Wizard: lvl 50 fire/storm/stone troll
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.
I do not understand some of the slotting decisions you made with the build but mostly I do not understand why you chose provoke over the real taunt.
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Taunt does the exact same thing as Provoke, but it does it better and is autohit, where Provoke requires an accuracy check. You really don't even need to slot Taunt for it to be usable.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I'd recommend moving Unyielding to 8 and Invincibility to 18.
Unyielding is just awesome to have and you probably face nasties like Rectors and Magmite Lords earlier than level 16.
And Invincibility is just .. that. Soon after you get that, single pulls become boring.
Regarding Invul/Elec as a combination, it worked rather well for me up to level 38. Some minor things annoyed me, like Chain Induction not jumping from defeated enemies or Thunderstrike being a pbaoe around the target, forcing me continuously position the enemies to maximize the effect. It was fun though to watch Freakshow tanks not being able to fire their Dull Pain because they had no endurance.
Then I got Lightning Rod and after brief calculations that without a budget to buy major +recharge IOs and no place for Hasten in my setup, LR was going to be a stinker for my intended playing style and rerolled as an Invul/Fire tanker
Errr, sorry I just realized the reason I left Taunt out (very stupid, I agree) was because I'm used to filling out sheets for my Spines/Regen, and it's become almost INSTINCTIVE to leave out Taunt, but I've re-added it.
(Is re-added a word?)
Anyway, another question I had was, what's a good epic power set for an invul/elec tank? I've always had a hard time choosing for any of my characters, and I'd like something that's either high in AoE damage, knockdown, or Taunt. (In that order, anything with all 3 is an automatic YES.) Earth control seemed interesting in that it has alot of AoE's, and I was wondering if I'd be able to slot those for Taunt as well, or if I even should bother slotting those and just go more towards my core elec abilities.
Thanks in advance for your great answers.
Could you re-post your build? Without a working link or a data chunk, it's quite difficult to do any kind of in-depth analysis.
Just from what I can see, however, your power order needs some work--Stamina should definitely be at 20 and Invinc at 18. That is much, much more important than taking the passives early. And I agree with New Dawn that Provoke is a waste of a pick unless you're opening up the Presence pool for the later powers.
It also looks like you've way overslotted most of your res/def powers. Unless there's a *very* desirable set bonus, there's no reason to put more than 4 slots in the shield toggles or passives. Those extra slots are better used elsewhere.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Finualis, the build is pretty much hypothetical, just imagine the last one but with taunt.
And I had no idea it was dumb to 6 slot these toggles O.O, I'd much rather have people give me proposed builds that I can compare and such. I just assumed, ya know, tank and all should have ALOT of Resistance, but I guess he'll have that whether or not he's 6 slotted in all of his abilities.
Anyway, could some of you maybe build Invul/Electric tanks on Mid's and post them? I'd greatly appreciate it.
Here's a quick build I made using mostly generic IOs. It could be a lot better with a little set tweaking, but as is it's already got capped S/L Res (easy to do with Invuln) and defences in the high 20s. I only built to level 46, leaving two potential epic power choices to personal preference (I might go with Body Mastery for Physical Perfection, personally.)
Notice I didn't need more than two slots in the resistances and still capped S/L (Tough excluded.)
Perfect Zinger is a fairly cheap set, and the Steadfast +Def IO is a bit pricey, but very much worth it.
NOTE: This is something I threw together in minutes. It's far from tweaked.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 46 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Resist Physical Damage
- (A) Resist Damage IO
- (3) Resist Damage IO
- (A) Accuracy IO
- (5) Damage Increase IO
- (17) Damage Increase IO
- (36) Endurance Reduction IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Resist Damage IO
- (3) Resist Damage IO
- (5) Endurance Reduction IO
- (A) Accuracy IO
- (37) Damage Increase IO
- (37) Damage Increase IO
- (40) Endurance Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (9) Healing IO
- (9) Healing IO
- (13) Healing IO
- (A) Resist Damage IO
- (13) Resist Damage IO
- (15) Endurance Reduction IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Jumping IO
- (A) Healing IO
- (15) Healing IO
- (17) Healing IO
- (A) Endurance Reduction IO
- (A) Defense Buff IO
- (19) Defense Buff IO
- (19) Endurance Reduction IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Accuracy IO
- (23) Damage Increase IO
- (23) Damage Increase IO
- (34) Endurance Reduction IO
- (34) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Perfect Zinger - Taunt
- (25) Perfect Zinger - Taunt/Recharge
- (25) Perfect Zinger - Taunt/Recharge/Range
- (27) Perfect Zinger - Accuracy/Recharge
- (27) Perfect Zinger - Taunt/Range
- (29) Perfect Zinger - Chance for Psi Damage
- (A) Defense Buff IO
- (29) Defense Buff IO
- (A) Accuracy IO
- (31) Damage Increase IO
- (31) Damage Increase IO
- (33) Endurance Reduction IO
- (33) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Resist Damage IO
- (31) Resist Damage IO
- (A) Resist Damage IO
- (33) Resist Damage IO
- (A) Accuracy IO
- (43) Damage Increase IO
- (43) Damage Increase IO
- (45) Endurance Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Accuracy IO
- (39) Damage Increase IO
- (39) Damage Increase IO
- (39) Endurance Reduction IO
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Resist Damage IO
- (42) Resist Damage IO
- (43) Endurance Reduction IO
- (46) Steadfast Protection - Resistance/+Def 3%
- (A) Defense Buff IO
- (45) Defense Buff IO
- (45) Endurance Reduction IO
- (A) Empty
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Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Here's one I threw together real quick, should still be fairly cheap, with the exception of the steadfast protection unique, which is really a must have. Softcaps you to S/L with only 1 enemy in range of invincibility's aura. The level 49 power (Unstoppable) is entirely skip-able, but if you decide to change it I would grab conserve power for end purposes and put the def unique in Resist physical damage. As for the Gift of the Ancients, I beleieve these are still relatively cheap, but since I dont regularly use them I can't say for sure. If they're too expensive, replace them with the same IOs from Serendipity to save some cash, though it will cost you endurance recovery (as well as Max endurance) to do so.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Acc-I(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Rchg(11)
Level 4: Jacobs Ladder -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(13), M'Strk-Dmg/Rchg(13), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(33), Mocking-Taunt/Rchg/Rng(34), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(34), Mocking-Rchg(37)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(19), GftotA-Def/EndRdx/Rchg(19), GftotA-Def(21)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
Level 22: Thunder Strike -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(43)
Level 24: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
Level 26: Tough Hide -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(27), GftotA-Def/EndRdx/Rchg(27), GftotA-Def(29)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(37), S'ngH'mkr-Dmg/Rchg(37), S'ngH'mkr-Dmg/EndRdx/Rchg(40), F'dSmite-Acc/Dmg/Rchg(43), F'dSmite-Acc/EndRdx/Rchg(43)
Level 30: Resist Physical Damage -- ResDam-I(A)
Level 32: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(50), Stpfy-Stun/Rng(50), Stpfy-KB%(50)
Level 35: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 38: Lightning Rod -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Weave -- GftotA-Def/EndRdx(A), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(42)
Level 44: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Unstoppable -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 18.3% Defense(Smashing)
- 18.3% Defense(Lethal)
- 8.94% Defense(Fire)
- 8.94% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 6.13% Defense(Ranged)
- 10.2% Defense(AoE)
- 7.2% Max End
- 23.8% Enhancement(RechargeTime)
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 3% Enhancement(Stun)
- 77.3 HP (4.13%) HitPoints
- MezResist(Held) 2.75%
- MezResist(Immobilize) 11.6%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 4.95%
- MezResist(Terrorized) 2.2%
- 8.5% (0.14 End/sec) Recovery
- 11.6% Resistance(Fire)
- 4.1% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
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)
(Charged Brawl)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Jacobs Ladder)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Unyielding)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Taunt)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
- 7.5% Enhancement(RechargeTime)
(Invincibility)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Thunder Strike)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Build Up)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tough Hide)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Chain Induction)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Chain Induction)
- MezResist(Immobilize) 1.65%
(Boxing)
- 2.5% (0.04 End/sec) Recovery
- 35.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Lightning Rod)
- MezResist(Sleep) 1.65%
- 0.95% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- 1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
(Weave)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Resist Elements)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Resist Energies)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Unstoppable)
- 3% Defense(All)
The build I came up with is very similar. However, I went a slightly different direction with the slotting, with the result that this build has a little less recharge, but more regen, and it is soft-capped for E/NE as well as S/L.
I did put in some fairly expensive uniques, but other than the Steadfast Protection, none is essential to the build and they can be omitted if they're not within the OP's budget.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(5)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(21), S'ngH'mkr-Dmg/Rchg:35(23), S'ngH'mkr-Dmg/EndRdx/Rchg:35(23), F'dSmite-Acc/Dmg:40(25)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
Level 4: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(27), M'Strk-Dmg/EndRdx:50(29), M'Strk-Acc/EndRdx:50(29)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(11)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Rchg:50(50)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(39)
Level 16: Health -- Heal-I:50(A), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(31)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(31), P'Shift-End%:50(31)
Level 22: Thunder Strike -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(37), M'Strk-Dmg/EndRdx:50(39), M'Strk-Acc/EndRdx:50(39)
Level 24: Combat Jumping -- DefBuff-I:50(A), Ksmt-ToHit+:30(43)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(27), LkGmblr-Def/EndRdx/Rchg:40(40), LkGmblr-Def:40(40)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), F'dSmite-Acc/EndRdx/Rchg:35(37)
Level 30: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(34)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+:30(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 35: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36)
Level 38: Lightning Rod -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(43), M'Strk-Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46), M'Strk-Acc/EndRdx:50(48)
Level 41: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(48), RechRdx-I:50(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(50), Aegis-ResDam:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
* 18% Defense(Smashing)
* 18% Defense(Lethal)
* 9.25% Defense(Fire)
* 9.25% Defense(Cold)
* 18.9% Defense(Energy)
* 18.9% Defense(Negative)
* 3% Defense(Psionic)
* 10.5% Defense(Melee)
* 13.3% Defense(Ranged)
* 6.13% Defense(AoE)
* 9% Max End
* 9% Enhancement(Accuracy)
* 12.5% Enhancement(RechargeTime)
* 4% Enhancement(Heal)
* 84.3 HP (4.5%) HitPoints
* MezResist(Held) 2.75%
* MezResist(Immobilize) 11%
* MezResist(Sleep) 4.95%
* MezResist(Terrorized) 2.2%
* 20% Perception
* 4% (0.07 End/sec) Recovery
* 22% (1.72 HP/sec) Regeneration
* 7.21% Resistance(Fire)
* 2.21% Resistance(Cold)
* 5% RunSpeed
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Wow, you guys, this is EXACTLY what I wanted!
I have a 5 hour car-ride tomorrow, so I plan on printing these out and taking notes, comparing, etc. I really like all of your suggestions, I hope I get more, but please keep in mind I'm trying to work on a budget right now, later on I'll be able to afford oranges and purples and I will upgrade to them. For now, stick to yellows and low-end oranges.
I was wondering why most people seemed to 5 or 6 slot boxing? I'd understand for the set bonus, but in Wiko-Chan's case, it seems to be 5 slotted with no real purpose... is there any reason for this?
Thanks a TON for all the answers so far, keep those builds coming!
People often slot for set bonuses in rarely-used attacks like Boxing and Brawl using sets that you probably wouldn't want to use in a 'bread and butter' attack. You wouldn't want to slot a 'real' attack with Stupefy since it doesn't enhance damage, but it is pretty cheap and has some nice set bonuses--recharge, recovery, etc.
Whether it's worth four extra slots to get those bonuses in an attack you won't use is really personal preference. I'm more likely to do it if helps me work toward a particular goal, like soft-capping defense.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I was wondering why most people seemed to 5 or 6 slot boxing? I'd understand for the set bonus, but in Wiko-Chan's case, it seems to be 5 slotted with no real purpose... is there any reason for this?
|
Also, I use Boxing as part of my regular attack chain with my SS Tanker. It does (slightly) more damage than Jab.
So, specifically for the purpose of farming, and keeping by budget under 100 mil, what enhancements should I use, what's an easy AoE attack chain, and my main question: When the hell do I 6 slot? I think I've 6-slotted WAYY too many of my toggle abilities, and not only that, but despite the fact that I've 6-slotted stamina, my endurance takes a pounding whenever I'm fighting. And the only relatively affordable set for THAT is efficiacy adaptor, which only takes you so far...
More builds, more advice, more explanations, more tips, please!
Thanks so much to everybody who posted so far!~
If I were building an Inv/Electric, I would make it this way. I have chosen relatively inexpensive sets wherever possible, and since I typically level up with task forces and run a lot of them anyways, the expensive stuff (Miracle, Numina, BoZ. LotG) can be bought straight up with merits. They are also low priority on this build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(36)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(34), CSndmn-Acc/EndRdx:50(43), CSndmn-Heal%:50(48)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(15), Dct'dW-Rchg:50(37)
Level 4: Havoc Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), CSndmn-Acc/Rchg:50(15), CSndmn-Heal%:50(50)
Level 6: Hurdle -- Jump-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(37), RctvArm-EndRdx:40(37)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rchg/Rng:50(46), Mocking-Taunt/Rng:50(46)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40)
Level 16: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(17), Numna-Regen/Rcvry+:50(17), Numna-Heal:50(48)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-EndRdx/Rchg:40(19), GftotA-Def:40(25), GSFC-Build%:50(36)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(46)
Level 22: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(23), M'Strk-Dmg/Rchg:50(23), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(31), AdjTgt-ToHit/EndRdx/Rchg:50(31), AdjTgt-ToHit/EndRdx:50(36), AdjTgt-EndRdx/Rchg:50(48)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/Rchg:50(27), LkGmblr-Def/EndRdx:50(27)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), P'ngS'Fest-Acc/Dmg:30(33), P'ngS'Fest-Stun%:30(34)
Level 30: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 32: Resist Energies -- Aegis-Psi/Status:50(A)
Level 35: Boxing -- Acc-I:50(A)
Level 38: Lightning Rod -- 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: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(43)
Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(45), GftotA-Def/EndRdx/Rchg:40(45), GftotA-Def:40(45)
Level 47: Resist Elements -- ImpArm-ResPsi:40(A)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 2% DamageBuff(Smashing)
- 2% DamageBuff(Lethal)
- 2% DamageBuff(Fire)
- 2% DamageBuff(Cold)
- 2% DamageBuff(Energy)
- 2% DamageBuff(Negative)
- 2% DamageBuff(Toxic)
- 2% DamageBuff(Psionic)
- 16.8% Defense(Smashing)
- 16.8% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 9.88% Defense(Energy)
- 9.88% Defense(Negative)
- 3% Defense(Psionic)
- 12.7% Defense(Melee)
- 11.1% Defense(Ranged)
- 10.5% Defense(AoE)
- 5.4% Max End
- 10% Enhancement(Sleep)
- 9% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% Enhancement(RechargeTime)
- 5% FlySpeed
- 84.3 HP (4.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 3.3%
- MezResist(Terrorized) 2.2%
- 6.5% (0.11 End/sec) Recovery
- 30% (2.35 HP/sec) Regeneration
- 8.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 6% Resistance(Psionic)
- 5% RunSpeed
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
So, specifically for the purpose of farming, and keeping by budget under 100 mil, what enhancements should I use, what's an easy AoE attack chain, and my main question: When the hell do I 6 slot? I think I've 6-slotted WAYY too many of my toggle abilities, and not only that, but despite the fact that I've 6-slotted stamina, my endurance takes a pounding whenever I'm fighting. And the only relatively affordable set for THAT is efficiacy adaptor, which only takes you so far...
More builds, more advice, more explanations, more tips, please! Thanks so much to everybody who posted so far!~ |
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante
Hmm, okay, definately liking these builds so far.
I will need to respec since I've already six slotted most of my toggle abilities. And is lighting rod a good ability to six-slot? I've heard that it is the bread and butter of Elec, but what do you think?
Also, can I get a few outside opinions on which build suggested would be best? Am I going for insane Resistance, or should I be more worried about Damage? The only offensive abilities I've 6-slotted so far are my lighting clap and chain reaction.
(And of course my stamina ability, because that's a no-brainer.) But as I'm getting jsut a handful of levels away from 50, and I'm in a top-5 SuperGroup, I need a foolproof build that's going to help me farm over and over and over and won't quit.
Thanks you guys!~
Hey there, I recently started my first tank and got him to level 20. He is an Invulnerability tank with Electric melee attacks.
I was wondering:
1) Is this a completely stupid build? Is this like one of those classes that no matter how good your toon is, your toon sucks?
2) What are the strengths/weaknesses of playing such a class? Am I a good AoE DPS, can I tank huge mobs?
3) How should I play this class, and what recommended specs would you suggest?
Thanks a bunch, so far I'm having alot of fun playing this guy!