invulnerability enchantments


ClawsandEffect

 

Posted

Hello everyone i have some Questions about enchantments for invulnerability. I have a lvl 50 invulnerability/War Mace Tanker thats in need for a total enchantment recall! So i would like to know if there are some enchantments i should get to make him a little move invulnerable. Becuase at the time he is not very good at staying alive so if anyone has the answer or a list of Place i can get the enchantments needed i would be very greatful!


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But will in nothing unless you believe in yourself.
And that is ture power!
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Posted

go to either the bottom of this section called guides or go to archetype discussion section.


 

Posted

Well, I would start by using a build planner so that we can see what powers you have and how you're slotting them now. This will make us better able to give advice. Also, this probably should have been poster in the Tanker forum rather than Player Questions since build questions usually go to whatever AT forum they're regarding. That said, we can probably help you here if you give us the info we need. In very general terms, you want to slot Resistance and Endurance in your armors, Defense in Invincibility, and Endurance, Accuracy and Damage in your attacks. It's hard to be more specific or tell you how to survive longer if I can't see what you're doing now.

Also, make sure you have your key Invulnerability powers well-slotted (Temp Invuln, Dull Pain, Unyielding, Invincibility). If you take the passives also (RPD, Resist Elements, Resist Energies) then you should be pretty tough. Invulnerability Tankers can cap their resistance to the most common damage type in the game (Smashing/Lethal) pretty easily so you shouldn't be having a lot of problems surviving unless you're fighting mostly psy-wielding foes and/or there's something off about your build. Posting your build will allow us to give much more specific feedback.


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Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Enhancements.


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Posted

Oh, and when you ask, ask about Enhancements not 'Enchantments'.


--------------
"Chew Electric Death, Snarling Cur!"

 

Posted

See, this is where I get myself in trouble. Because of the way I read, there is no similarity between "enhancements" and "enchantments." It's like looking at "kangaroo" and "outdoors."

OP, what are you currently using? Have you experimented with IOs? Set IOs?


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

You ought to have 90% resistance to smashing/lethal damage if you have the right powers properly slotted, plus decent resists against many other types of damage. As stated, you can use enhancements to also build in 45% defense to smashing/lethal damage. This is what is called "soft capped" defense, because (as I understand it) an even-con minion will have the minimum 5% chance of hitting you at that point.

The Tanker or Scrapper forums can explain better how to soft-cap smashing/lethal defense for an invulnerability scrapper or tanker. I've done this with 2 tankers and with a scrapper, and I can verify that even my scrapper can stand in a sea of smashing/lethal damage enemies (Council, for example -- and by "sea" I mean more than will actually aggro onto me, some will stand around ignoring me because I'm at the aggro cap) and not be in any real danger of dying. Against other enemies that do other types of damage, she is still very tough, and this is even more true of my tankers.

Start with this thread



my lil RWZ Challenge vid

 

Posted

Quote:
Originally Posted by Justaris View Post
Also, make sure you have your key Invulnerability powers well-slotted (Temp Invuln, Dull Pain, Unyielding, Invincibility).
Quote:
Originally Posted by Organica View Post
You ought to have 90% resistance to smashing/lethal damage if you have the right powers properly slotted, plus decent resists against many other types of damage.
Just a little clarification/expansion on these items, since I think some of the replies are taking things for granted. No disrepect to the OP, but I think we need to explain a lot more as his knowledge seems somewhat limited.

On the first item, mentioning 'key powers', I would certainly agree with those four but would also add Tough Hide. Tough Hide gives a significant amount of defense and costs zero endurance.

In the second quote, in order to reach 90% resistance to smashing/lethal damage, you need the power 'Tough' from the Fighting Pool.

And definitely post your build, ideally using a build planner, so we can see all powers and slots and the levels you took each power at.


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Posted

Quote:
Originally Posted by Ironblade View Post
Just a little clarification/expansion on these items, since I think some of the replies are taking things for granted. No disrepect to the OP, but I think we need to explain a lot more as his knowledge seems somewhat limited.

On the first item, mentioning 'key powers', I would certainly agree with those four but would also add Tough Hide. Tough Hide gives a significant amount of defense and costs zero endurance.

In the second quote, in order to reach 90% resistance to smashing/lethal damage, you need the power 'Tough' from the Fighting Pool.

And definitely post your build, ideally using a build planner, so we can see all powers and slots and the levels you took each power at.
Heh, that's true. I'm at work, I only remember that my tanks are always at 90% S/L resist and my scrapper is capped at 75%. I tend to forget exactly how I got there, without being able to log into the game or check my build.

That said, an invulnerability build really should take tough. Much as I hate to claim any pool powers are essential, your life as an invul tanker is much improved by having tough, as well as weave if you want to softcap S/L defense.

The thread I linked is a very helpful guide, which I used on my own characters.

Also of use is to learn to monitor your key resists and defenses... which again, I probably can't explain how to do well without being able to log into the game to see what I'm talking about.



my lil RWZ Challenge vid

 

Posted

Here's a quick modification of a cheap Inv/ Tanker build I had in Mid's (it wasn't for War Mace, and the attack chain this version produces is a bit clunky and END heavy when Hasten is down).

Most of the IOs in this are cheap to very cheap, with only a few key pricey ones (and none of the truly expensive ones). If you have lots of INF, this build can be substantially bettered, but as is the whole build costs less than a couple of the Kinetic Combats so prized for Invulnerability builds (the KC D/R and D/E/R together cost about 100M blue-side right now). A lot of the moderately priced recipes - such as some of the Reactive Armors, for example - can be picked up by running AE missions and rolling on the Bronze 35-39 table (or roll 30-34 till you hit a Steadfast +Def, then switch to 35-39).

This build hits the Defense soft-cap versus Smash/Lethal with 2 foes in melee, Energy/Negative with 3 and Fire/Cold with 8. The END recovery is OK, but because Clobber and the AoEs are in the attack chain you may run yourself dry. I couldn't fit Conserve Power or Physical Perfection in without losing the special properties from the passive Resists, but just swapping out Resist Energies and Resist Elements for those two and throwing a second P-Shifter +END proc in Physical Perfection could make END use a non-issue.


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: War Mace
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-EndRdx:40(5), S'fstPrt-ResDam/Def+:30(45)
Level 1: Bash -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/EndRdx:50(9), Zinger-Dam%:50(9)
Level 2: Pulverize -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(13), C'ngImp-Acc/Dmg/EndRdx:50(13), Zinger-Dam%:50(15)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(19)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(21)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(23)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 12: Swift -- Run-I:50(A)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(46)
Level 16: Health -- Heal-I:50(A), Heal-I:50(25)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def:50(27), LkGmblr-Def/Rchg:50(27), Rec'dRet-ToHit:20(29), Rec'dRet-Pcptn:20(29)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(31), P'Shift-Acc/Rchg:50(48), P'Shift-EndMod/Acc:50(48), P'Shift-End%:50(50)
Level 22: Clobber -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(31), S'ngH'mkr-Dmg/Rchg:35(33), S'ngH'mkr-Dmg/EndRdx/Rchg:35(33), C'ngImp-Acc/Dmg/EndRdx:50(33), Zinger-Dam%:50(34)
Level 24: Kick -- Acc-I:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(34)
Level 28: Whirling Mace -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(34), C'ngBlow-Acc/Rchg:50(36), Erad-%Dam:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), Erad-Dmg:30(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39)
Level 32: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(39), RedFtn-EndRdx/Rchg:50(39), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(46), RedFtn-EndRdx:50(48)
Level 35: Shatter -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(40), Sciroc-Dmg/Rchg:50(40), Sciroc-Acc/Rchg:50(42), Sciroc-Acc/Dmg/EndRdx:50(42), Sciroc-Dam%:50(42)
Level 38: Crowd Control -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(43), Sciroc-Dmg/Rchg:50(43), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(45), Sciroc-Dam%:50(45)
Level 41: Resist Physical Damage -- ResDam-I:50(A)
Level 44: Resist Elements -- ResDam-I:50(A)
Level 47: Resist Energies -- ResDam-I:50(A)
Level 49: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

The Eradication 4 piece is pretty pricey too. If you use the other 4 (not including the proc) you get decent numbers for the power. I usually fill the other 2 slots with Scirocco's Dervish for the regen bonus. I like 4 Eradication for the HP bonus, which is a fairly large one.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
The Eradication 4 piece is pretty pricey too. If you use the other 4 (not including the proc) you get decent numbers for the power. I usually fill the other 2 slots with Scirocco's Dervish for the regen bonus. I like 4 Eradication for the HP bonus, which is a fairly large one.
DP puts you well over the HP cap (with the accolades) and is up most of the time (with Hasten factored in it's over 85% up time), so that +2.25% HP is really more like +0.35%. Given that, I prefer the +1.25% En/Neg Def the 3/3 split gives.

I didn't realize I had the Quad in there. I probably threw it in to see the effect on END use. You can easily substitute a much cheaper D/R or A/D/R.


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

Quote:
Originally Posted by Katze View Post
Oh, and when you ask, ask about Enhancements not 'Enchantments'.
Mebbe he's magic origin and using SO's?


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

Posted

Even if that were the case, theyr'e still not called Enchantments. Magic origin SOs are called Dimensional Entities. Most likely the OP is simply using the wrong word though.


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

Quote:
Originally Posted by Organica View Post
Heh, that's true. I'm at work, I only remember that my tanks are always at 90% S/L resist and my scrapper is capped at 75%. I tend to forget exactly how I got there, without being able to log into the game or check my build.
Curious how your Scrapper has 75%. My Brute is sitting at just over 70%, and that's with all the Invuln powers plus Tough.


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Originally Posted by PRAF68_EU View Post
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Posted

Quote:
Originally Posted by Dispari View Post
Curious how your Scrapper has 75%. My Brute is sitting at just over 70%, and that's with all the Invuln powers plus Tough.
Although I could swear it was always at 75%, I'm actually at 73.84% currently with no outside buffs:

16.24% Tough
5.87% Unyielding
35.23% Temp Invulnerability
11.74% Resist Physical Damage
2.25% Cimeroran (Day Job Badge)
2.5% Moderate Increase in Damage Resistance (from the 1 set of Kinetic Crash I have slotted)

I guess when it's been at 75% I've probably had some outside buff help.



my lil RWZ Challenge vid

 

Posted

...how did this guy even get to 50 without ever learning that its an "enhancement", and then phail at making a tank tough?