Need advice on a Inv/SS Pve Solo/Small teams build


Call Me Awesome

 

Posted

Greetings,
I will like some advice for a Inv/SS Tanker build which concentration in Soloing and small teams for just PVE. Any help here will be appreciated


 

Posted

Are you looking for basic slotting and power selection advice? IO slotting?

If you're new to tanks or Invul, this guide is a good place to start:

http://boards.cityofheroes.com/showthread.php?t=133483

Call_Me_Awesome's other guide is a good one for IO slotting:

http://boards.cityofheroes.com/showthread.php?t=126983

Specifically for solo/small group the only changes I'd make is to recommend that you don't stint on attacks, and pick up both Build Up and Hasten if possible, since under those conditions your tank's damage contribution will be more important than in would be on a large team.


My Characters

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

 

Posted

First of all thanks a lot for taking your time to reply. I am new to Tanks and that is what i really needed. Thanks for the advice for choosing powers like hasten and build up for the solo/small teams build.


 

Posted

Quote:
Originally Posted by Yunalesca View Post
First of all thanks a lot for taking your time to reply. I am new to Tanks and that is what i really needed. Thanks for the advice for choosing powers like hasten and build up for the solo/small teams build.
Generally I agree with Finduilas but I do think that Build Up is a low priority for any tanker. Of course that's a moot point if you're going Inv/SS... you don't get Build Up, instead you get the much superior Rage, a long duration tohit buff and damage buff that's easily made permanent. Build Up on the other hand, which you don't get with /SS anyway, is a 15 second damage & tohit buff with a long recharge... occasionally useful but not really worth the power selection on a tanker IMO.

Hasten is useful to have sure, but I wouldn't put it as a must have by any means. If you're going with Super Speed as your travel power then of course grab Hasten... if you're going with Super Jump or Fly then Hasten's a case of "if you can fit it in good, but don't stress about it".

Remember your key powers as an Invuln are Temp. Invulnerability, Dull Pain, Unyielding & Invincibility... these powers should be taken the instant they become available. After those powers you'll want Tough Hide when it opens up and Resist Physical Damage is helpful to pick up in the 20's. Resist Energies is useful, but it can wait until very late in your build... Resist Elements is skippable. Unstoppable has it's uses, but if you build for the defense soft cap you'll find it's also skippable.

Pools you'll want are Boxing/Tough/Weave, Hurdle/Health/Stamina and your travel power and it's prerequisite. If you're starting to get the idea that this is a tight build then you're absolutely correct


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

 

Posted

Oh, my bad, the "SS" in "Inv/SS" didn't connect completely, so I forgot about Rage. Yes, Rage is a must-have.

I also agree with C_A_M on the must-haves in Invul; one of the reasons his "First 20 Levels" guide is so useful is that it emphasizes the Invul powers that a well-built should take, and when they should be taken.

But besides the basics for SS and Invul, there is some room for personal preference and playstyle. For instance, probably the majority of tankers take CJ/SJ as their travel power, but it's by no means required--all but one of my tanks have Fly! Similarly, there's no one right way to build in terms of whether you want to have a more offensively-oriented build or more defensively-oriented.

Tanks who plan to do TFs and high-level content on large teams will want to seriously consider getting Tough and Weave and soft-capping with IOs. On the other hand, I mostly solo or play on small teams with my Invul tanks, and IME there's not been a lot of cases where I've really needed Tough and Weave. Part of my liking for Hasten and damage enhancing powers like Rage and Build Up is purely personal preference for a tank that can do some damage, but some of it is from experience playing solo and on small teams where defeating enemies quickly is more important than additional damage mitigation.

I'd suggest that you read the guides, think about what playstyle you'd like, and spec out a build in Mid's. Since you're new to tanks, it may be easier to do a SO or common IO build first to get an idea of what enhancement values you should be looking for before plunging into sets and set bonuses. Post your build here and we'll be happy to comment.

Good luck!

EDIT: Just wanted to mention that although I may have made it sound like you have to choose between getting the Fighting pool and damage-enhancers like Build Up and Hasten, it's really not an 'either/or'. You certainly can fit in all those things, (I have an Invul/EM built that way) but it will limit the possibilities for other powers you might want to take, for instance ancillary powers and Unstoppable.


My Characters

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

 

Posted

Once again thanks a lot for both of your advice's. As far of play-style goes with my character, my main travel power of choice is flight pool, since it has always been useful for me with my Dark Melee/Regeneration Scrapper.

I will be posting my build very soon and i will wait for your opinions


 

Posted

This is Heraclea's tanking build, which I had tried to send you privately earlier.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Heraclea build 2: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (13) Reactive Armor - Resistance: Level 40
  • (15) Reactive Armor - Endurance: Level 40
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (37) Kinetic Combat - Knockdown Bonus: Level 35
  • (43) Accuracy IO: Level 50
Level 2: Dull Pain
  • (A) Recharge Reduction IO: Level 50
  • (3) Recharge Reduction IO: Level 50
  • (34) Recharge Reduction IO: Level 50
  • (34) Healing IO: Level 50
  • (34) Healing IO: Level 50
  • (36) Healing IO: Level 50
Level 4: Haymaker
  • (A) Mako's Bite - Accuracy/Damage: Level 35
  • (5) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
  • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
  • (13) Pulverizing Fisticuffs - Accuracy/Damage: Level 25
  • (36) Pulverizing Fisticuffs - Accuracy/Damage/Recharge: Level 25
  • (43) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge: Level 25
Level 6: Air Superiority
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (7) Smashing Haymaker - Damage/Endurance: Level 35
  • (36) Smashing Haymaker - Damage/Recharge: Level 35
  • (37) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (43) Pounding Slugfest - Accuracy/Damage: Level 30
  • (48) Pounding Slugfest - Disorient Bonus: Level 30
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance/Recharge: Level 40
  • (11) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (15) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Endurance: Level 40
Level 10: Swift
  • (A) Run Speed IO: Level 50
Level 12: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (37) Mocking Beratement - Taunt/Recharge: Level 50
  • (46) Mocking Beratement - Taunt/Range: Level 50
  • (46) Mocking Beratement - Recharge: Level 50
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 16: Health
  • (A) Miracle - Heal: Level 40
  • (17) Miracle - +Recovery: Level 40
  • (17) Numina's Convalescence - Heal: Level 50
  • (40) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance: Level 40
  • (19) Gift of the Ancients - Defense/Recharge: Level 40
  • (19) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
  • (45) Gift of the Ancients - Defense: Level 40
  • (45) Taunt Duration IO: Level 50
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 20: Stamina
  • (A) Endurance Modification IO: Level 50
  • (21) Endurance Modification IO: Level 50
  • (21) Performance Shifter - EndMod: Level 50
  • (45) Performance Shifter - Chance for +End: Level 50
Level 22: Knockout Blow
  • (A) Smashing Haymaker - Accuracy/Damage: Level 35
  • (23) Smashing Haymaker - Damage/Endurance: Level 35
  • (23) Smashing Haymaker - Damage/Recharge: Level 35
  • (25) Smashing Haymaker - Damage/Endurance/Recharge: Level 35
  • (25) Pounding Slugfest - Accuracy/Damage: Level 30
  • (33) Pounding Slugfest - Damage/Endurance: Level 30
Level 24: Boxing
  • (A) Accuracy IO: Level 50
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (27) Defense Buff IO: Level 50
  • (27) Kismet - Accuracy +6%: Level 30
Level 28: Rage
  • (A) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
  • (46) Rectified Reticle - Increased Perception: Level 20
Level 30: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (31) Reactive Armor - Resistance/Recharge: Level 40
  • (31) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (31) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Endurance: Level 40
Level 32: Resist Physical Damage
  • (A) Impervium Armor - Resistance: Level 40
  • (50) Impervium Armor - Psionic Resistance: Level 40
Level 35: Resist Energies
  • (A) Impervium Armor - Resistance: Level 40
  • (50) Impervium Armor - Psionic Resistance: Level 40
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Weave
  • (A) Gift of the Ancients - Defense/Endurance: Level 40
  • (42) Gift of the Ancients - Endurance/Recharge: Level 40
  • (42) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
  • (42) Gift of the Ancients - Defense: Level 40
Level 44: Resist Elements
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 47: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (48) Recharge Reduction IO: Level 50
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 0: Ninja Run



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

 

Posted

Thank you for taking your time in this Heraclea. The original Tanker will always live and no matter which new powers come.

I know this will really help my Zombie Pirate Hero.