INV/ss/Pyre?


Erin Go Braugh

 

Posted

Ok, I've gone back and forth with my INV/ss tanker's build for a while now. I want to do one last respec on him and be DONE with him...

I feel he was the most fun when I was leveling him and I was using Hasten and Rage. But I got to be really annoyed at the crashes on those and it seemed I was DESTROYING one or 2 mobs, then taking a knee-rinse and repeat. So when I got to level 50 I respeced him into capped out s/l and defense Rock-solid-Tanker mode. But soloing with him is a huge pain. And I was also trying to get as close to the Superman build as possible. I've since given up on the Superman build as I feel its missing something? It's just not fun for me. So...

I've come up with a new build adding Rage and the Pyre Mastery set. Also I wanted to maintain the nigh-unkillable Tankiness I had before. I wanted to know what you guys thought and if there were any thoughts on Pyre Mastery. Is that going to raise my DPS significantly? It sure looks like it will be more fun on paper. I don't have a huge budget to pull off this build but I do have almost all the IO's already.

Any help would be great. Thanks

Hero Plan by Mids' Hero Designer 1.601
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Captain Omnipotent-2.1: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(37)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(15), S'ngH'mkr-Dmg/Rchg(15), S'ngH'mkr-Dmg/EndRdx/Rchg(34), P'ngS'Fest-Acc/Dmg(43), P'ngS'Fest-Dmg/Rchg(43)
Level 2: Dull Pain -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), Numna-Heal/Rchg(5), Numna-Heal(11), RechRdx-I(17)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg(17), Mako-Dmg/Rchg(34)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(13)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(29), Zinger-Taunt/Rchg/Rng(40), Zinger-Taunt/Rng(42), Zinger-Acc/Rchg(42), Zinger-Dam%(42)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 16: Health -- Heal-I(A)
Level 18: Invincibility -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19), DefBuff-I(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc(21)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(25), Mako-Dmg/EndRdx(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(27)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(33), EndRdx-I(33)
Level 32: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 35: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Char -- BasGaze-Acc/Hold(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(50), AdjTgt-Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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Posted

Questions? comments? Someone tell me to get lost or call me a noob or something?


 

Posted

Some minor stuff comes to mind.

You may find slotting a Red Fortune Def/End in the place of the standard Def IO to be worth the swap. In some cases, you lose no real defense and drop you End use a fraction.

I also think slotting the Numina and Miracle in Dull Pain may be a waste. I'd rather have those cycle every ten seconds in Health.

So, here are some minor tweaks to it. I also think that if you're playing with Combat Jumping on, you are slightly over-built on Smash/Lethal. Your preference, of course.

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Posted

I agree that you could afford to drop some of the S/L defense. I'd swap out the Oblit set in Footstomp for 4 Eradication (everything but the Damage and the KD proc) and two Scirocco's Dervish; Dam/End and Acc/Dam/End. That will soft-cap you for E/NE as well as S/L, plus the attack will be better slotted for end reduction, and you get +end and +regen bonuses.

I'd also recommend that you 4-slot Invinc and Weave with Gift of the Ancients, which will give you +end and +recovery bonuses--and they're much less expensive than LotG. The bonuses will do a lot more for you than slotting additional end reduction in those toggles.

EDIT: Didn't notice the DP slotting. I completely agree with EGB, move the regen/recovery uniques to Health. For DP, I recommend 5 slots of Doctored Wounds--everything but the Heal/End/Rchg. To free up a slot, I'd move the two Pounding Slugfests to Haymaker, and stay with 5 slots in Jab. A CI Acc/Dam/End or a Mako's Acc/Dam/End/Rchg would be a good choice for the final slot in Jab.


My Characters

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

 

Posted

I guess I've never really know how those Miracle and Numina procs work. So if they are in Health they check ever so often to go off instead of going off only when I would click DP? That's the kind of feedback I'm looking for. Thanks guys!


 

Posted

Quote:
Originally Posted by NuclearCowboy View Post
I guess I've never really know how those Miracle and Numina procs work. So if they are in Health they check ever so often to go off instead of going off only when I would click DP? That's the kind of feedback I'm looking for. Thanks guys!
They're what are sometimes called "proc-120s", because they have a 100% chance to go off when a power is activated, and last for 120 seconds afterward. For toggles, that means they are on as long as the toggle is, and for 120 seconds after it's turned off. For passives, it means they're always on. So a click power is the worst place to put them, and a passive the best.

Just an FYI, the Stealth IOs are the same type, but they can't be slotted in passives because TPTB feel that having "always on" stealth is not a good thing.

Regular procs, like the "chance for X damage" IOs have a chance to go off every time a click power is activated. In toggles, they have a chance to go off every 10 seconds.


My Characters

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