Question about Invul and capping defense to E/N/F/C


Chrome_Family

 

Posted

Hey guys,

I am at work and something occured to me. I can easily make S/L resistance to 90% so I am not interested in defense for that. However, what secondary is best to slot sets that can get me near cap defense for

Energy
Negative Energy
Fire
Cold

I know this is prolly an odd question, but was asking to see what kind of sets are best for this. And what secondary meshes well with the kind of power requirements needed to slot them.

I know Psy is a major hole as well but trying to see how I can get as close to 45% as possible for invul type tank.


(note* I already have 50's of Firey Aura, Stone armor, Willpower, Ice Armor, Electric, Shield and a high level dark aura, this is simply a project I want to attempt with Invul)



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

The wiki site has a pretty good listing of what sets provide different types of bonuses, how large the bonus is for the slot costs.

The index for it is here.

Negative/Energy Defensive Bonuses

And although this page says it's only about Fire Defensive Bonuses, it also covers Cold defensive bonuses


Hope this helps.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

For an invuln tank, the most likely ones are:

E/N:

- 3x Eradication. Avoid the quad; the rest of the set is very cheap.
- 2x Basilisk's Gaze in an APP hold. Chose the cheapest 2 pieces.
- 3x Thunderstrikes in an APP hold/blast.
- 2x Blessing of the Zephyr
- 3x Pulverizing Fisticuffs or Pounding Slugfest. Note that 6-slotting an attack with 3 of each actually gives pretty decent enhancement bonuses.


F/C:

- 5x Mocking Beratement (the 6th slot bonus is 7.5 rech so you may as well go all the way). Note that it goes in your secondary attacks as well.
- 3x Aegis in your toggles or passives.


 

Posted

okay so how is this? Without invinc on I have 42-44 defense to Fire, Cold, Energy and Neg Energy.. with invinc with only 1 person in site I cap to over 45+%.

How does this look?

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Capped fire-cold-energy-neg Invul electric tank: Level 50 Magic 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 -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(5), Aegis-EndRdx/Rchg(7), Aegis-ResDam/EndRdx/Rchg(21), Aegis-ResDam(31)
Level 1: Charged Brawl -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/EndRdx/Rchg(7), P'ngFist-Acc/Dmg/Rchg(19)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(11), Dct'dW-Rchg(37)
Level 4: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam/Rchg(13), Aegis-ResDam(15), Aegis-Psi/Status(37), S'fstPrt-ResDam/Def+(42)
Level 6: Swift -- Run-I(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(9), Aegis-EndRdx/Rchg(9), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(31)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11)
Level 12: Taunt -- Taunt-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(33)
Level 16: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam(43), Aegis-ResDam/EndRdx/Rchg(46)
Level 18: Health -- Heal-I(A), Heal-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(23), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(40), RedFtn-EndRdx(43)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27)
Level 28: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), C'ngBlow-Acc/Dmg(34), C'ngBlow-Acc/Rchg(40), C'ngBlow-Dmg/Rchg(42)
Level 30: Chain Induction -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(31), P'ngS'Fest-Dmg/Rchg(33), P'ngFist-Acc/Dmg(34), P'ngFist-Acc/Dmg/Rchg(34), P'ngFist-Acc/Dmg/EndRdx/Rchg(46)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(33)
Level 35: Jacobs Ladder -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/Rchg(43)
Level 38: Lightning Rod -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(40), C'ngBlow-Acc/Rchg(42)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Build Up -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------

Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 26.4% Defense(Fire)
  • 26.4% Defense(Cold)
  • 24.3% Defense(Energy)
  • 24.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 22.1% Defense(Ranged)
  • 26.4% Defense(AoE)
  • 5.4% Max End
  • 15% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 4.4%
  • MezResist(Terrorized) 2.2%
  • 3% (0.05 End/sec) Recovery
  • 8% (0.63 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 25% RunSpeed
  • 12.5% XPDebtProtection
------------
Set Bonuses:
Aegis

(Temp Invulnerability)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Pulverizing Fisticuffs

(Charged Brawl)
  • MezResist(Sleep) 2.2%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Doctored Wounds

(Dull Pain)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Aegis

(Resist Physical Damage)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3% Resistance(Psionic)
Steadfast Protection

(Resist Physical Damage)
  • 3% Defense(All)
Aegis

(Unyielding)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Blessing of the Zephyr

(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Blessing of the Zephyr

(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Aegis

(Resist Elements)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Red Fortune

(Invincibility)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Reactive Armor

(Resist Energies)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Eradication

(Thunder Strike)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Cleaving Blow

(Thunder Strike)
  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Pounding Slugfest

(Chain Induction)
  • 8% (0.63 HP/sec) Regeneration
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Pulverizing Fisticuffs

(Chain Induction)
  • MezResist(Sleep) 2.2%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Eradication

(Jacobs Ladder)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Cleaving Blow

(Jacobs Ladder)
  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) (Exceeded 5 Bonus Cap)
Eradication

(Lightning Rod)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Cleaving Blow

(Lightning Rod)
  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) (Exceeded 5 Bonus Cap)
Aegis

(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold) (Exceeded 5 Bonus Cap)
Red Fortune

(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
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Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Enough of a good thing doesn't necessarily mean more is better; in other words, IMO this is waaay overboard on the E/NE/F/C def, to the detriment of other aspects of the build. Remember, this is with one foe in range of Invinc--in most team tanking circumstances you'll have more than that.

Also, Invinc should not be delayed past 18, and certainly not for ResEl, which is right up there with Unstop for Invul powers most often skipped.

Here's a rework of your build, which still hits your goals but is much more balanced in terms of attack slotting and other desirable goals for a Invul tank. I used GotA in Invinc and Weave for the recovery and +end bonuses; if you prefer LotG and can afford them, go for it.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Capped fire-cold-energy-neg Invul electric tank: Level 50 Magic 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 -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(5), Aegis-ResDam/EndRdx/Rchg:50(21), Aegis-ResDam:50(31)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Acc/Dmg/Rchg:30(7), C'ngImp-Dmg/EndRdx:30(7), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/Rchg:50(37)
Level 2: Dull Pain -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal/EndRdx/Rchg:50(3), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(37)
Level 4: Resist Physical Damage -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(5), Aegis-ResDam/Rchg:50(13), Aegis-ResDam:50(15), S'fstPrt-ResDam/Def+:30(42)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(9), Aegis-ResDam:50(9), Aegis-ResDam/EndRdx/Rchg:50(13)
Level 10: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(11)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Acc/Rchg:50(43), Mocking-Taunt/Rng:50(46), Mocking-Rchg:50(50)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(15)
Level 16: Health -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(17)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(43), GftotA-Def:40(46)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(50)
Level 22: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(23), Aegis-ResDam/EndRdx/Rchg:50(23), Aegis-ResDam:50(27)
Level 24: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(27), DefBuff-I:50(40), Ksmt-ToHit+:30(43)
Level 28: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Sciroc-Acc/Dmg/EndRdx:30(34), Sciroc-Dmg/EndRdx:50(40)
Level 30: Chain Induction -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(33), P'ngFist-Acc/Dmg:25(34), P'ngFist-Acc/Dmg/Rchg:25(34), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(46)
Level 32: Unstoppable -- RechRdx-I:50(A), RechRdx-I:50(33)
Level 35: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(36), Sciroc-Dmg/EndRdx:50(36), Sciroc-Acc/Dmg/EndRdx:50(37)
Level 38: Lightning Rod -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(42)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam:40(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(48), GftotA-Def/EndRdx/Rchg:40(48), GftotA-Def:40(48)
Level 49: Build Up -- RechRdx-I:50(A), 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:

  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 18.6% Defense(Fire)
  • 18.6% Defense(Cold)
  • 20.5% Defense(Energy)
  • 20.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 16.4% Defense(Ranged)
  • 10.8% Defense(AoE)
  • 9% Max End
  • 4% Enhancement(Heal)
  • 7% Enhancement(Accuracy)
  • 17.5% Enhancement(RechargeTime)
  • 63.2 HP (3.38%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 2.2%
  • MezResist(Terrorized) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 38% (2.97 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 20% RunSpeed
  • 10% XPDebtProtection

Code:
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My Characters

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

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
okay so how is this? Without invinc on I have 42-44 defense to Fire, Cold, Energy and Neg Energy.. with invinc with only 1 person in site I cap to over 45+%.
Missed this comment before. Why does it matter how high your defense is without Invinc on? A Invul tank should always have Invinc on! (Unless he's standing around Went's or something similar, of course.) In addition to defense, it provides a ToHit bonus and is one of the best Taunt auras in the game.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
Missed this comment before. Why does it matter how high your defense is without Invinc on? A Invul tank should always have Invinc on! (Unless he's standing around Went's or something similar, of course.) In addition to defense, it provides a ToHit bonus and is one of the best Taunt auras in the game.

If I recall correctly Mids doesn't show Invincibility's defensive numbers set to 0 correctly as it defaults to 1 in range. Turning it off shows the correct stats. It deals with bonus differences between 1 in range vs. 2+.

Hope I'm explaining this correctly.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Missed this comment before. Why does it matter how high your defense is without Invinc on? A Invul tank should always have Invinc on! (Unless he's standing around Went's or something similar, of course.) In addition to defense, it provides a ToHit bonus and is one of the best Taunt auras in the game.
Quote:
Originally Posted by Rangle M. Down View Post
If I recall correctly Mids doesn't show Invincibility's defensive numbers set to 0 correctly as it defaults to 1 in range. Turning it off shows the correct stats. It deals with bonus differences between 1 in range vs. 2+.

Hope I'm explaining this correctly.
This is exactly right, I try not to go by mids in this regard I feel that if I can "near" defense cap that once invic is on then it will be completely capped with RL numbers.

Example is why I was striving for 40% with out Invic.. this way if I was tanking an AV I know I would hit cap and not have to worry about needing a mob near me at all times. (Example like GW or Romulus etc since invul has low resistance to energy, neg, fire, cold) Unstoppable was just there for a oh crap option. Wasn't sure about going with this build was throwing it together to see if it was worth doing.

(I have soo many tanks already this was going to be more of a project build)

Quote:
Also, Invinc should not be delayed past 18, and certainly not for ResEl, which is right up there with Unstop for Invul powers most often skipped.
Valid point here, no idea what I was doing there.. <.<

okay wow didn't realize i had 2 two many energy/neg defense types in there here is the reworked build.

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Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
This is exactly right, I try not to go by mids in this regard I feel that if I can "near" defense cap that once invic is on then it will be completely capped with RL numbers.

Example is why I was striving for 40% with out Invic.. this way if I was tanking an AV I know I would hit cap and not have to worry about needing a mob near me at all times. (Example like GW or Romulus etc since invul has low resistance to energy, neg, fire, cold) Unstoppable was just there for a oh crap option. Wasn't sure about going with this build was throwing it together to see if it was worth doing.
You're both missing the point...why does it matter what value Invinc has with 0 in range, since 99% of the time you'll HAVE a least one foe in range, even in the case of AVs. (AFAIK, AVs *do* count as a foe in range.)

Rangle, from what I've seen on the real numbers in-game, Mid's is working as it should; Invinc provides zero defense if no foes are in range. Providing a 'zero in range' option is the same as turning it off.


My Characters

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

 

Posted

Quote:
Originally Posted by Finduilas View Post
You're both missing the point...why does it matter what value Invinc has with 0 in range, since 99% of the time you'll HAVE a least one foe in range, even in the case of AVs. (AFAIK, AVs *do* count as a foe in range.)
True, but a lot of folks like to know they're soft capped to ranged and targeted AoE attacks even when they're not getting Invincibility's defensive boost. I don't worry about it personally.

Quote:
Rangle, from what I've seen on the real numbers in-game, Mid's is working as it should; Invinc provides zero defense if no foes are in range. Providing a 'zero in range' option is the same as turning it off.
Hm.. I'm running Mid's v1.6 and with Invincibility turned on and set to 0 it still shows a defensive bonus of 5% with nothing else on or slotted. I had a conversation with Stoney, who took over managing Mids, about this. Because Invincibility for tanks get a 6% bonus for 1 in range and an addition 1% for each beyond, Mids couldn't be set to truly show 0 in range because the data base couldn't manage it properly. At least that is what I'm seeing from Mids v1.6. You might be seeing something different with your version of Mids.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Iv had my invuln/elec for several months fully IOd and is a total beast of a tank almost nothing will kill this build (other then the usual heavy psi damage) in about 95% of CoX you wont die specially from S/L damage this build is 45-46% defence to all with just 1 baddie maxes out at 59-60% to all has nice AOE damage and single to maintain aggro on a large mob


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
Hm.. I'm running Mid's v1.6 and with Invincibility turned on and set to 0 it still shows a defensive bonus of 5% with nothing else on or slotted. I had a conversation with Stoney, who took over managing Mids, about this. Because Invincibility for tanks get a 6% bonus for 1 in range and an addition 1% for each beyond, Mids couldn't be set to truly show 0 in range because the data base couldn't manage it properly. At least that is what I'm seeing from Mids v1.6. You might be seeing something different with your version of Mids.
Okay, I misunderstood your earlier comment. I thought you meant that there is some base value that Invinc gives you with no foes in range and that cannot be shown correctly in Mid's.

In any case, I'm running Mid's program version 1.601, database version 1.69204 dated Sept. 11, 2009, it doesn't allow you to set Invinc to 0 foes. (At least I couldn't find a way to do so, and the min/max is stated to be between 1 and 10) Which seems like a perfectly reasonable way to handle it, IMO, since you are getting the one foe defense value or you're getting nothing if no foes are in range.


My Characters

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

 

Posted

Thanks for all the advice guys I just might attempt this project after all

But the second part to my orginial question was never really answered.

What secondary can make this goal happen the easiest when paired with Invul? Is electric the prime option for it?

Again just looking for outside opinions since this project interests me



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Chrome_Family View Post
Thanks for all the advice guys I just might attempt this project after all

But the second part to my orginial question was never really answered.

What secondary can make this goal happen the easiest when paired with Invul? Is electric the prime option for it?

Again just looking for outside opinions since this project interests me
Since both E/NE and F/C def bonuses are more readily available in PBAoE attacks, I'd say whatever secondary has the most PBAoE-slottable attacks is probably your best bet. Having a ranged attack like Hurl or Hurl Boulder wouldn't hurt, either, since you can get good E/NE def bonuses that way.


My Characters

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

 

Posted

For ease of doing that, avoid Energy. The rest of the sets should work just fine, as they all have at least 2 PBAoE powers.

Dark Melee even has 3 powers that accept PBAoE sets.


Quote:
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.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
For ease of doing that, avoid Energy. The rest of the sets should work just fine, as they all have at least 2 PBAoE powers.

Dark Melee even has 3 powers that accept PBAoE sets.
Yes, Mace and Axe both have 3, Fiery Melee has 2, Electric has 4 if you count Lightning Clap. SS has two, but that's counting Handclap, which most players don't take, so that's another that might be avoided unless you plan to take either Handclap or Hurl.


My Characters

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

 

Posted

AFAIK the pbaoe stun powers like handclap and lightning clap do not accept pbaoe damage sets.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

Quote:
Originally Posted by Lohenien View Post
AFAIK the pbaoe stun powers like handclap and lightning clap do not accept pbaoe damage sets.
Ah, you're right. So all SS has is Foot Stomp for AoE and Hurl for Ranged. But I see that Hand Clap and Lightning Cap both take Taunt sets, which would be good for the F/C def in Mocking Beratement.


My Characters

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

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
For ease of doing that, avoid Energy. The rest of the sets should work just fine, as they all have at least 2 PBAoE powers.
Just thought I should post to say that it can be done with energy melee. I have just planned a build that caps at 45.2% to all (But psi) with 1 in range, and has perma-dull pain.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Insuperable: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 1: Barrage -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:50(7)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(5)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(9), Dct'dW-Heal/Rchg:50(11), Dct'dW-Heal:50(11), Dct'dW-Rchg:50(13)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/Rchg:40(13)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(29), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(31)
Level 12: Resist Energies -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(15), Aegis-ResDam/Rchg:50(15)
Level 14: Health -- Heal-I:50(A), RgnTis-Regen+:30(37), Heal-I:50(48)
Level 16: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), LkGmblr-Def/EndRdx/Rchg:50(17), LkGmblr-Def/EndRdx:50(21), Zephyr-ResKB:50(25), LkGmblr-Rchg+:50(36)
Level 18: Invincibility -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(23)
Level 22: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(25)
Level 24: Whirling Hands -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(33), Erad-Dmg/Rchg:30(33), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:50(34), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 28: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg/EndRdx/Rchg:50(43)
Level 30: Boxing -- Empty(A)
Level 32: Stun -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(37), Mocking-Rchg:50(39), Mocking-Taunt/Rng:50(40), Mocking-Acc/Rchg:50(42)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam:40(36)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 41: Total Focus -- P'ngFist-Acc/Dmg:25(A), P'ngS'Fest-Acc/Dmg:30(42), P'ngS'Fest-Dmg/EndRdx:30(42), P'ngFist-Acc/Dmg/Rchg:25(43), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(43), P'ngS'Fest-Dmg/Rchg:30(46)
Level 44: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Physical Perfection -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50), EndMod-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet

Note: I think Bone Smasher is a better attack than Total Focus, but I like the animation

The only annoying thing is that I can't fit in Resist Elements.


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Posted

Quote:
Originally Posted by Lohenien View Post
AFAIK the pbaoe stun powers like handclap and lightning clap do not accept pbaoe damage sets.
On the other hand, KO Blow in Super Strength accepts Hold sets like Basilisk's Gaze. So does Freezing Touch in Ice Melee, and Seismic Smash in Stone.



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