Questions on an Invul/Elect Tanker
[quote]
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.) |
Why are you six-slotting Stamina? There's really no point in going more than three slots, two if you're using IOs.
Thanks to ED, the only things that should be six-slotted are things you want multiple types of enhancement for - attacks, primarily, for accuracy, damage, and end redux/recharge. Things you're only enhancing for a single aspect really only need two or three, tops. |
Taking Stamina as an example, an even level SO is worth 33% enhancement. Adding a second SO brings that to 66%, just as you'd assume. The third, which should bring you to 99% because of ED only brings you to roughly 95% so it's slightly degraded. If you were to add a fourth SO you'd only gain 5%... in other words the enhancement is reduced to being nearly worthless, being degraded to less than 1/6th of it's nominal strength. There are ALWAYS better places for a slot than where it's degraded that severely. The only exception would be if you were using the power as an IO set "mule" for bonuses.
Back on the topic of Inv/Elec in general I see no reason why it wouldn't be a very capable pairing... Inv is at it's best surrounded by enemies and Elec is an AOE set so it should synergize nicely. Properly built Invuln can be second only to Stone in raw durability without any of the drawbacks so survivability shouldn't be an issue.
Judging from your first build you seem slightly unsure about power selection; you may want to take a glance at my guide to the first 20 levels of an Invuln tanker. Later on if you decide to try getting the most out of your tank my guide to soft capping may be able to give you some ideas.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Alrighty, here's the build I have constructed, after analyzing YOUR builds and researching both in-game and dozens of sites online.
As you'll see, I 4-slotted most of my defensive and toggle abilities, and only 6 slotted about 3 of my primary attacks that I'll use the most. With this i'm hoping to be able to farm large groups quite effectively, but I don't know yet.
PLEASE CRITIQUE THIS BUILD AND OFFER CONSTRUCTIVE CRITICISMS
(More constructive, less criticism >.>)
Okay, here goes:
________________________________________________
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Bad Biker Boy's Big Bad Build: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Resist Physical Damage
- (A) Titanium Coating - Resistance
- (3) Titanium Coating - Resistance/Endurance
- (3) Titanium Coating - Resistance/Recharge
- (A) Empty
- (A) Resist Damage IO
- (5) Resist Damage IO
- (5) Resist Damage IO
- (7) Endurance Reduction IO
- (A) Empty
- (39) Empty
- (39) Empty
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (9) Titanium Coating - Endurance
- (11) Titanium Coating - Resistance/Endurance
- (11) Titanium Coating - Resistance/Endurance/Recharge
- (A) Perfect Zinger - Taunt
- (13) Perfect Zinger - Taunt/Recharge
- (13) Perfect Zinger - Taunt/Recharge/Range
- (15) Perfect Zinger - Accuracy/Recharge
- (A) Titanium Coating - Resistance
- (15) Titanium Coating - Resistance/Endurance
- (17) Titanium Coating - Resistance/Recharge
- (17) Resist Damage IO
- (A) HamiO:Microfilament Exposure
- (19) HamiO:Microfilament Exposure
- (46) HamiO:Microfilament Exposure
- (A) Numina's Convalescence - Heal
- (19) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Heal/Recharge
- (21) Healing IO
- (23) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) HamiO:Microfilament Exposure
- (50) HamiO:Microfilament Exposure
- (A) Numina's Convalescence - Heal
- (25) Numina's Convalescence - Heal/Endurance
- (25) Numina's Convalescence - Heal/Recharge
- (A) Efficacy Adaptor - EndMod
- (27) Efficacy Adaptor - EndMod/Recharge
- (27) Efficacy Adaptor - EndMod/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Defense/Recharge
- (31) To Hit Buff IO
- (31) To Hit Buff IO
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Recharge
- (A) Titanium Coating - Resistance
- (34) Titanium Coating - Resistance/Endurance
- (34) Titanium Coating - Resistance/Endurance/Recharge
- (34) Titanium Coating - Resistance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (A) Aegis - Psionic/Status Resistance
- (37) Aegis - Resistance
- (37) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Endurance/Recharge
- (A) Empty
- (39) Empty
- (40) Empty
- (40) Empty
- (40) Empty
- (42) Empty
- (A) Empty
- (42) Empty
- (42) Empty
- (43) Empty
- (43) Empty
- (43) Empty
- (A) Empty
- (45) Empty
- (45) Empty
- (45) Empty
- (46) Empty
- (46) Empty
- (A) HamiO:Microfilament Exposure
- (48) HamiO:Microfilament Exposure
- (48) HamiO:Microfilament Exposure
- (A) Unbounded Leap - Jumping
- (48) Unbounded Leap - +Stealth
- (50) Unbounded Leap - Endurance
- (A) Empty
- (50) Empty
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 1.56% Defense(AoE)
- 20% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 5% FlySpeed
- 309.2 HP (16.5%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Sleep) 8.8%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.75%
- 4% (0.07 End/sec) Recovery
- 54% (4.22 HP/sec) Regeneration
- 3% Resistance(Psionic)
- 10% RunSpeed
- 2.5% XPDebtProtection
I would not choose the luxury of two travel powers. If you also want Super Jump, I'd take them instead of Resist Energies and Elements, though only Combat Jumping really helps you stay alive.
I wouldn't throw slots at the passives either. This build is based on yours, but slotted differently. I also filled in the empties.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Big Bad Biker Boy's Big Bad Build: Level 50 Natural 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 -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx:40(48)
Level 1: Charged Brawl -- CSndmn-Heal%:50(A), KntkC'bat-Acc/Dmg:35(3), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(17), Acc-I:50(17)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(50)
Level 4: Jacobs Ladder -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-Acc/Rchg:30(34), C'ngBlow-Acc/Dmg:50(34), C'ngBlow-Dmg/EndRdx:50(39), C'ngBlow-Dmg/Rchg:50(39)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(9)
Level 8: Unyielding -- TtmC'tng-ResDam:50(A), TtmC'tng-EndRdx:50(9), TtmC'tng-ResDam/EndRdx:50(11), TtmC'tng-ResDam/EndRdx/Rchg:50(11)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Taunt/Rng:50(15)
Level 12: Resist Elements -- S'fstPrt-ResDam/Def+:30(A)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19)
Level 16: Dull Pain -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(19), Numna-Heal/Rchg:50(21), Heal-I:50(21), RechRdx-I:50(23), RechRdx-I:50(23)
Level 18: Hurdle -- HO:Micro(A)
Level 20: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(25)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/EndRdx:50(27)
Level 24: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def/Rchg:50(31), GSFC-Build%:50(31), ToHit-I:50(31)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/Rchg:50(33)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), P'ngS'Fest-Acc/Dmg:30(43), P'ngS'Fest-Stun%:30(50)
Level 30: Build Up -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit:50(36), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36)
Level 32: Unstoppable -- Aegis-Psi/Status:50(A), Aegis-ResDam:50(37), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/EndRdx/Rchg:50(37)
Level 35: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(40), C'ngBlow-Acc/Dmg:50(40), C'ngBlow-Acc/Rchg:50(40), C'ngBlow-Dmg/Rchg:50(42)
Level 38: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-Acc/EndRdx:50(42)
Level 41: Lightning Rod -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(45), M'Strk-Dmg/Rchg:50(45), M'Strk-Acc/EndRdx:50(45), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 44: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(46), ImpArm-ResDam/EndRdx/Rchg:40(48)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Def:50(50)
Level 49: Resist Energies -- 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
Judging from the absence of Tough and Weave, I'm guessing you decided not to go the soft-cap route. That's fine, but you could still do a lot more with this build than you are now.
First, your power order. IMO, you are taking Dull Pain, Stamina, and Invinc too late--way too late in the case of DP. The Resist passives contribute far less (especially ResEl) to your overall survivability and can easily be delayed to make sure you can take the others when they're available.
Lightning Clap is purely a KB/stun power like Hand Clap in SS, which is not very desirable for Invul tanker that relies on being surrounded by foes for defense. I'd drop it and take Lightning Rod--the signature power in Electric Melee--right at 38. I'd try to take Chain Induction much earlier, too.
Personally, I think it's a waste to take two travel powers, especially since by dropping ResEl, Lightning Clap and SJ or SS you could fit in the Fighting pool.
On to your slotting. Thumbs up for 4-slotting the resist toggles, but I'm a little baffled by the choice of Titanium Coating. If you're going to use sets, pick the ones with the most advantageous bonuses, and TC's 4-slot bonuses are not very useful. I think Reactive Armor is the best choice, though Aegis and Imperv Armor are also good.
Super Speed, Hurdle, CJ and SJ are all waaay overslotted. Leave 'em with the base slot or put two BotZ (not the -KB one) in SS/SJ/CJ for the E/NE def bonus. Unstop is also way overslotted; one resist IO will cap resists, that plus some recharge is all you need. (BTW, the Aegis Psi/Status resist is pretty much a waste of infl for a Invul tanker. Don't bother.)
I'd recommend taking some of those extra slots from the travel powers and Unstop and slotting your lower level attacks better. They don't need 6 slots, but I'd add 3 or 4 to each. In ST attacks, look for sets that give you def bonuses like Kinetic Combat and Smashing Haymaker. I strongly recommend Eradication for Jacob's Ladder, Thunderstrike, and Lightning Rod since just three slots gives a nice E/NE def bonus.
In Taunt, for 4 slots Mocking Beratement is a better choice than Perfect Zinger, since it has a S/L def bonus.
Oh, and VERY important--you don't have the Steadfast +Def. That's a must have for any Invul tanker. It can go in any resist power, including Unstop, so be sure to pick one up.
Hope that helps!
My Characters
Knight Court--A CoH Story Complete 2/3/2012

Alrighty, here's the build I have constructed, after analyzing YOUR builds and researching both in-game and dozens of sites online.
As you'll see, I 4-slotted most of my defensive and toggle abilities, and only 6 slotted about 3 of my primary attacks that I'll use the most. With this i'm hoping to be able to farm large groups quite effectively, but I don't know yet. |
Okay, here goes: ________________________________________________ Hero Plan by Mids' Hero Designer 1.601 http://www.cohplanner.com/ Click this DataLink to open the build! Big Bad Biker Boy's Big Bad Build: Level 50 Natural Tanker Primary Power Set: Invulnerability Secondary Power Set: Electrical Melee Power Pool: Speed Power Pool: Fitness Power Pool: Leaping Hero Profile: Level 1: Resist Physical Damage
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Level 1: Charged Brawl
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Level 2: Temp Invulnerability
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Level 6: Hasten
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Level 10: Taunt
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Level 12: Resist Elements
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Level 14: Super Speed
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Level 16: Dull Pain
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Level 18: Hurdle
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Level 20: Health
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Level 22: Stamina
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Late game, from level 47+, the ideal slotting is 3 Cytoskeleton HO enhancements. Expensive, but still probably cheaper than what you have here.
Level 26: Tough Hide
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Level 28: Resist Energies
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Level 30: Build Up
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Level 32: Unstoppable
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Level 35: Thunder Strike
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Level 38: Lightning Clap
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Level 41: Lightning Rod
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Level 47: Super Jump
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Level 49: Chain Induction
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I hate to say it, but this build is really suboptimal. I would suggest reading my first 20 levels Invuln guide and my Soft Cap guide for more suggestions. As it stands you have poor defenses, poor offense and an extremely expensive build.
As a quick idea maybe something like this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 42 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam:40(5), S'fstPrt-ResDam/Def+:30(42)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(27), S'ngH'mkr-Dmg/Rchg:35(29), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9)
Level 4: Jacobs Ladder -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/Rchg:50(9), C'ngBlow-Dmg/EndRdx:50(11), Erad-Acc/Dmg/EndRdx/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(34), Erad-Acc/Rchg:30(34)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam:40(15)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng:50(A), Mocking-Rchg:50(15), Mocking-Taunt/Rng:50(17), Mocking-Taunt:50(17)
Level 12: Hurdle -- Jump-I:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Health -- Heal-I:50(A)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(19), DefBuff-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Thunder Strike -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(23), C'ngBlow-Dmg/Rchg:50(23), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Erad-Acc/Rchg:30(27)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam:40(42)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34), DefBuff-I:50(37)
Level 28: Boxing -- Acc-I:50(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam:40(31)
Level 32: Weave -- GftotA-Def/EndRdx/Rchg:40(A), GftotA-Def/Rchg:40(33), GftotA-Def/EndRdx:40(33), GftotA-Def:40(33)
Level 35: Chain Induction -- 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), P'ngS'Fest-Dmg/Rchg:30(37), P'ngS'Fest-Acc/Dmg:30(37)
Level 38: Lightning Rod -- Sciroc-Acc/Rchg:50(A), Sciroc-Dmg/Rchg:50(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), RechRdx-I:50(40)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
I'd toss Resist Energies in at 49 and use another set of 4 Reactive Armor. For 41, 44 & 47 it's up to you, I'd consider snagging an APP, possibly Energy or Pyre, in my opinion they're the two best. For Energy I'd snag Conserve Power, Laser Beam Eyes & Physical Perfection. For Pyre I'd get Char, Fire Blast & Fire Ball.
<edit>
Just noticed the data link isn't working, here's the data chunk for import:
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
First off, thanks to Heraclea and Finduilas for being very specific and helpful in your posts. I like your spot-on analysis on the build and explaining each part in depth is a great plus.
And Call Me Awesome... well, you're awesome.
That was probably THE single most helpful post I have ever recieved in my entire time on the forums. You really went the extra mile by taking EACH level by level and saying what you'd do differently, and I friggin' love you. Mad rep to you man, thanks a ton.
Alright, so conclusively, DROP the two travel powers, But I can keep combat jumping (correct me if I'm wrong) because it has a small defense bonus and I really like the agility of having it combined with SS. And 2-slot my super speed, while keeping hurdle and combat jumping at 1 slot?
Drop Titanium Coating set altogether.
Drop Resist Elements.
Get Dull Pain Earlier, don't 6 slot it? (How many slots/what set should I put in it?)
Keep Unstoppable to 1 slot.
Get Thunder Strike earlier.
Drop Thunder Clap.
Put more slots on Chain Induction (Maybe 6??)
At the moment, I don't have access to Mids (at work :P) But I WILL take a closer look at your build when I get home, definately have ALOT of inspiration now for what to do.
Keep the posts coming guys, thanks a ton!
Oh, yes, one thing that I forgot to mention is that I'm working with approximately 140 million on this toon, so try to keep all builds equal to or under that price, thanks!
Oh, yes, one thing that I forgot to mention is that I'm working with approximately 140 million on this toon, so try to keep all builds equal to or under that price, thanks!
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If you're starting a new character check out this for thoughts on power selection and slot placement for the first 20 levels:
http://boards.cityofheroes.com/showthread.php?t=133483
You can easily afford everything I tossed into my sample build with lots of money left over; that may well give you enough of a nest egg to also afford the three Cytoskeleton HO enhancements you'll want for Invincibility when you hit level 47. I haven't priced those recently, but they are the best slotting. A Cyto is a Def Buff/To Hit Buff/Endurance Reduction... all three primary features of the power.
For Set IO slotting in Invincibility I'd suggest 4 slotting the Gift of the Ancients set, it does give you something very useful, more endurance and more recovery.
/Electric causes a few problems with a soft capped defensive build since it's lacking in single target attacks... one of the cheapest methods to acquire defense buffs.
On your earlier question about travel powers I'd suggest picking either SS or SJ; a good survivable build gets pretty tight for both of them. My sample included Combat Jumping and Super Jump and skipped Hasten/Super Speed. I understand the temptation for Hasten; it's very useful... I just haven't found room for it on my Invuln tanker since all the changes of issue 6. While you could squeeze it in it would have to displace another power that may be more useful to you.
In any case, good luck with your tanker and don't forget that you're playing a game... the whole purpose is to have fun!
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Thanks to ED, the only things that should be six-slotted are things you want multiple types of enhancement for - attacks, primarily, for accuracy, damage, and end redux/recharge. Things you're only enhancing for a single aspect really only need two or three, tops.