Invul/EM Level 46 looking for input


Edige23

 

Posted

Yes Man (Invul/EM Tanker 46)

Right now I've just hit Lvl 46, Champion server, coming back to play after a significant break (nearly two years). Most of the rest of the sg has gone on to other games, so likely going to be soloing. I have a respec and I'm trying to think of how to best use that right now and looking for some input. I'd like to be a generally useful Tanker if I get into a party, but would probably aim more for the soloing side of things. I'm finding my damage dealing is pretty low right now-- having a hard time dealing enough damage with some bosses to keep up with their natural regen. I generally see myself as a middle of the road player, cautious and not going for extremes on builds.

Below is where I'm at buildwise right now-- though the levels on the enhancements aren't maxed and I need to catch a chunk of those up.

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

Click this DataLink to open the build!

Yes Man: Level 46 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Resist Damage IO
  • (3) Impervium Armor - Resistance/Endurance/Recharge
  • (3) Resist Damage IO
Level 1: Barrage
  • (A) Empty
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Heal/Recharge
Level 4: Energy Punch
  • (A) Crushing Impact - Accuracy/Damage
  • (7) Crushing Impact - Damage/Endurance
  • (36) Crushing Impact - Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Endurance
  • (37) Crushing Impact - Damage/Endurance/Recharge
Level 6: Bone Smasher
  • (A) Mako's Bite - Accuracy/Damage
  • (40) Mako's Bite - Damage/Endurance
  • (40) Smashing Haymaker - Damage/Endurance
  • (40) Smashing Haymaker - Damage/Recharge
  • (42) Smashing Haymaker - Damage/Endurance/Recharge
  • (42) Accuracy IO
Level 8: Unyielding
  • (A) Titanium Coating - Resistance/Endurance
  • (9) Titanium Coating - Resistance/Recharge
  • (9) Titanium Coating - Endurance/Recharge
  • (11) Titanium Coating - Resistance/Endurance/Recharge
  • (11) Titanium Coating - Resistance
  • (13) Titanium Coating - Endurance
Level 10: Taunt
  • (A) Taunt Duration IO
Level 12: Fly
  • (A) Soaring - Endurance/FlySpeed
  • (13) Soaring - FlySpeed
  • (15) Flight Speed IO
Level 14: Air Superiority
  • (A) Kinetic Combat - Accuracy/Damage
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (17) Accuracy IO
  • (17) Crushing Impact - Damage/Recharge
  • (19) Crushing Impact - Damage/Endurance/Recharge
  • (19) Crushing Impact - Accuracy/Damage/Endurance
Level 16: Whirling Hands
  • (A) Stupefy - Chance of Knockback
  • (21) Scirocco's Dervish - Accuracy/Damage
  • (21) Scirocco's Dervish - Damage/Endurance
  • (23) Scirocco's Dervish - Damage/Recharge
  • (23) Scirocco's Dervish - Accuracy/Recharge
  • (25) Accuracy IO
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance
  • (25) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Defense
Level 20: Hurdle
  • (A) Jumping IO
Level 22: Health
  • (A) Healing IO
  • (27) Healing IO
Level 24: Stamina
  • (A) Endurance Modification IO
  • (29) Endurance Modification IO
  • (29) Endurance Modification IO
  • (31) Endurance Modification IO
Level 26: Tough Hide
  • (A) Defense Buff IO
  • (31) Defense Buff IO
  • (31) Defense Buff IO
Level 28: Build Up
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 32: Unstoppable
  • (A) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Aegis - Resistance/Recharge
Level 35: Energy Transfer
  • (A) Mako's Bite - Accuracy/Damage
  • (37) Mako's Bite - Damage/Endurance
  • (37) Mako's Bite - Damage/Recharge
  • (39) Mako's Bite - Accuracy/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (39) Mako's Bite - Chance of Damage(Lethal)
Level 38: Total Focus
  • (A) Focused Smite - Accuracy/Damage
  • (42) Focused Smite - Damage/Endurance
  • (43) Focused Smite - Damage/Recharge
  • (43) Focused Smite - Accuracy/Endurance/Recharge
Level 41: Conserve Power
  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 44: Focused Accuracy
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Adjusted Targeting - To Hit Buff/Endurance
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Gauntlet

Edit: added the C&P data chunk

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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Your data link doesnt work. Can you re-post the data chunk.


Jets L50 eLx3 Blaster (1300 Badges) @Jets or @Jets Too
L50 Stalker, 4-Tankers, 3-Scrappers, 2-Dominators, 2-Arachnos, 3-Brutes, Blaster, 4-Controllers, Defender

 

Posted

Quote:
Originally Posted by Jets View Post
Your data link doesnt work. Can you re-post the data chunk.
Sorry-- new at working with Mids (still can't figure out how to set character level or the enhancements levels in slots). I assume you mean the C&P data chunk-- I've edited and added that to the post above.


 

Posted

Hmm, definitely needs work. First of all, what is the goal of this build? The most common way to slot Invul tanks is currently for defense bonuses, followed by recovery, HP, recharge, etc. You have a couple of sets that give defense bonuses, but they're primarily positional bonuses, (Titanium Coating, Mako's Bite) not the typed defense bonuses that stack with Invinc and TH. Even if you're not planning to take the Fighting Pool and hit the defense soft-cap of 45%, increasing your defense to 30-35% with one foe in range of Invinc will greatly increase your survivabilty.

From the top:

RPD is no longer a "don't bother" passive. Some time ago the base resistance value on all the passives was increased slightly, and all were given secondary effects. RPD now gives defense debuff resistance, as does Tough Hide, so definitely pick it up. You an easily wait until the 20s or even 30s, but do get it. ResEn is also desirable, since it gives end drain resistance, so pick it up if you can. ResEl is the least useful of three resist passives, so if you're going to skip one, that's the one to skip.

In general, resistance and defense toggles should be 4-slotted. If you're using IO sets, avoid the End/Rchg and Endurance IOs and stick to those that give resistance or defense. Other than that, pick by bonus and what you can afford. I will say that Reactive Armor is by far the best choice for TI and UY, if you're looking for defense bonuses, since it gives bonuses for S/L and E/NE defense. (Gaining defense to those four damage types should be your priority, since they're by far the most common.) I like Gift of the Ancients and Luck of the Gambler for defense powers, but LotG is quite expensive, so pick what you can afford.

Doctored Wounds is a good set for Dull Pain, but it's currently underslotted for recharge and needs another slot. The End/Rchg would do nicely.

You have Fly slotted at 12 and Air Sup at 14 which is not possible unless you're a 60 month vet. (Mid's lets you do it, but you can't do it in-game.) You'll have to reverse the order of those two.

Stamina is way overslotted; it doesn't need 4 slots unless you're planning to use IOs. If you're sticking with commons, move one of those slots to Health.

With Air Sup and all the EM attacks but Stun IMO you've got more attacks than you need. I would drop Energy Punch or Bone Smasher unless you switch to another travel pool.

Your attack slotting is all over the place. Frankenslotting is fine, but there doesn't seem to be any reason for some of yours. For instance, both Kinetic Combat and Smashing Haymaker will give you a S/L def bonus if you use 4 in the set, but you've stopped short of doing that. And FYI, that Kinetic Combat Dam/End/Rchg is worth a ton of influence now. I'd get the other pieces in the set and use it, but if you decide not to, be sure to take it out when you respec to sell it.

In general, if you decide to go the defense route, look for sets like KC and SH that give primarily typed defense bonuses. Eradication would be a good choice for Whirling Hands because it gives a nice E/NE def bonus for just three IOs. Other than defense bonuses, sets like Crushing Impact are always helpful for the acc and recharge bonuses; as are sets that add recovery, regen, HP, etc.

I'm not a big fan of Focused Accuracy; its end cost is huge, and nowdays you can get both +percep and +tohit from IOs.

Hope that helps!


My Characters

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

 

Posted

In terms of focus for this respec/build, I'm imagining myself primarily as a soloing character, with occasional grouping-- so again sitting squarely in the middle. Agreed on the points about the enhancements-- when I played last, the Invention Enhancements were just starting and I'll admit I did a squirrelly job of picking and placing those. I need to be a little more effective about those-- and in some ways my not having a full grasp of the caps and such has affected my effectiveness with that. Right now this character is just short of 47, so I expect when I hit that I will do the full respec and really sit down and think about the enhancements since I'll be able to slot the level 50 standard invention ones at that point.

So, Finduilas, you're suggesting that I ought to consider taking at least RPD and Resist Energies on my respec which I originally skipped. And those, along with the other defensive toggles, ought to be four slotted for defense rather than End.

To make room for that you think I should drop Focused Accuracy and either Bone Smasher or Energy Punch. That makes sense. What do you think of Total Focus-- is it worth it as an attack or is the animation too slow?

When I hit 47 I believe I get another power-- assuming that I follow those suggestions for respec, what do you think I ought to take at that point: is there another secondary pool I've passed that's worth taking or should I take Physical Perfection or Laser Beam Eyes?


 

Posted

Quote:
Originally Posted by Edige23 View Post
To make room for that you think I should drop Focused Accuracy and either Bone Smasher or Energy Punch. That makes sense.
IMHO, if you decide to respec for defense, you should be able to drop Unstoppable and keep your attacks.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
IMHO, if you decide to respec for defense, you should be able to drop Unstoppable and keep your attacks.
Sailboat, I normally don't suggest dropping attacks, but the OP has every attack in the set except Stun, plus Air Sup, which IME is more than enough attacks, and dropping Energy Punch shouldn't be a problem. I also noted that if the OP decides to change travel powers he shouldn't drop an attack.

But I agree, dropping unstoppable is an option, especially if the OP decides to take the Fighting Pool.


My Characters

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

 

Posted

Quote:
Originally Posted by Edige23 View Post
In terms of focus for this respec/build, I'm imagining myself primarily as a soloing character, with occasional grouping-- so again sitting squarely in the middle. Agreed on the points about the enhancements-- when I played last, the Invention Enhancements were just starting and I'll admit I did a squirrelly job of picking and placing those. I need to be a little more effective about those-- and in some ways my not having a full grasp of the caps and such has affected my effectiveness with that. Right now this character is just short of 47, so I expect when I hit that I will do the full respec and really sit down and think about the enhancements since I'll be able to slot the level 50 standard invention ones at that point.

So, Finduilas, you're suggesting that I ought to consider taking at least RPD and Resist Energies on my respec which I originally skipped. And those, along with the other defensive toggles, ought to be four slotted for defense rather than End.
The first decision you need to make is whether you want to go for a full-out soft-capped build, which would require you take three powers in the Fighting Pool. It is not necessary, especially for someone who's planning to solo a lot, but it needs to be decided first because making room for them will drive some other decisions.

In either case, yes, you should at the very least take RPD, and I'd recommend taking ResEn. Just to be clear, if you're slotting the toggles with common IOs, they should be slotted with 3xDef/Res, 1xEnd Red. If you're using sets, 4-slotting with the resist/defense IOs in the set will give you sufficient end reduction.

For the passives, you can 4-slot them if you're looking for a particular bonus that's only available with 4 slots, (the Reactive Armor S/L bonus, for instance) but since they don't need endurance reduction, otherwise 3 slots is plenty. BTW, Aegis is another resist set to look for, it has a nice 3-slot F/C bonus.

Quote:
To make room for that you think I should drop Focused Accuracy and either Bone Smasher or Energy Punch. That makes sense. What do you think of Total Focus-- is it worth it as an attack or is the animation too slow?
Yes, that's right, dropping Energy Punch would be my preference, I did so on my Invul/EM who has Air Sup. Instead of FA, think about slotting the Rectified Recticle +Percep in Build Up--two even give a small S/L bonus--and the Kismet +Acc in Tough Hide or one of the other defense powers. The Rectifed Recticle doesn't give as much +Percep as FA, but it should be plenty for PvE.

I like Total Focus, and if you're mostly soloing, I think it'll be useful against hard targets. I think the main complaint about it and the slower ET is that when teaming those slow attacks won't contribute much.

As Sailboat mentioned, players who've build for a soft-cap build often drop Unstoppable, in part to make room for other powers, in part because it ends up not being used much. It's your call whether to keep it or not, but my inclination on a build that's *not* being soft-capped is to keep it. However, if you're uncomfortable dropping an attack, it is an option.

Quote:
When I hit 47 I believe I get another power-- assuming that I follow those suggestions for respec, what do you think I ought to take at that point: is there another secondary pool I've passed that's worth taking or should I take Physical Perfection or Laser Beam Eyes?
For the very last power, yeah, either Physical Perfection or LBE would be a good choice.


My Characters

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

 

Posted

Thanks for the various input. That advice seems sound; assuming that I respec at 47, aiming more for the soloing side, here's then what I would be thinking (just power choices and slots assigned, but not the specific enhancements). Does it seem like I'm under or overslotting on anything-- and I understand that question does depend on what I actually assign to the slots. :

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

Yes Man v2: Level 48 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Empty
  • (3) Empty
  • (5) Empty
Level 1: Barrage
  • (A) Empty
Level 2: Temp Invulnerability
  • (A) Empty
  • (3) Empty
  • (5) Empty
  • (7) Empty
Level 4: Bone Smasher
  • (A) Empty
  • (7) Empty
  • (9) Empty
  • (9) Empty
  • (15) Empty
  • (15) Empty
Level 6: Dull Pain
  • (A) Empty
  • (11) Empty
  • (11) Empty
  • (13) Empty
  • (13) Empty
Level 8: Unyielding
  • (A) Empty
  • (17) Empty
  • (17) Empty
  • (19) Empty
  • (19) Empty
  • (21) Empty
Level 10: Taunt
  • (A) Empty
Level 12: Resist Energies
  • (A) Empty
  • (21) Empty
  • (23) Empty
Level 14: Fly
  • (A) Empty
  • (25) Empty
  • (25) Empty
Level 16: Air Superiority
  • (A) Empty
  • (27) Empty
  • (27) Empty
  • (29) Empty
  • (29) Empty
  • (31) Empty
Level 18: Invincibility
  • (A) Empty
  • (31) Empty
  • (31) Empty
  • (33) Empty
Level 20: Whirling Hands
  • (A) Empty
  • (33) Empty
  • (33) Empty
  • (34) Empty
  • (34) Empty
  • (34) Empty
Level 22: Hasten
  • (A) Empty
  • (23) Empty
  • (36) Empty
Level 24: Hurdle
  • (A) Empty
Level 26: Health
  • (A) Empty
  • (36) Empty
  • (37) Empty
Level 28: Stamina
  • (A) Empty
  • (37) Empty
  • (37) Empty
Level 30: Tough Hide
  • (A) Empty
  • (39) Empty
  • (39) Empty
Level 32: Unstoppable
  • (A) Empty
  • (40) Empty
  • (40) Empty
Level 35: Build Up
  • (A) Empty
  • (36) Empty
  • (39) Empty
  • (40) Empty
Level 38: Energy Transfer
  • (A) Empty
  • (42) Empty
  • (42) Empty
  • (42) Empty
  • (43) Empty
  • (43) Empty
Level 41: Total Focus
  • (A) Empty
  • (43) Empty
  • (45) Empty
  • (46) Empty
  • (46) Empty
  • (46) Empty
Level 44: Conserve Power
  • (A) Empty
  • (45) Empty
  • (45) Empty
Level 47: Laser Beam Eyes
  • (A) Empty
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet



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Posted

The number of slots looks like a good start, though UY has two too many, and I would plan to put at least three slots in Barrage. Also keep in mind that you may end up moving some slots for IOs; for instance, with IOs sets you can often 5 slot instead of 6 slot attacks, and there are some nice 4-6 slot bonuses in Taunt sets that might want to go for.

Regarding the power order, I know this is a respec, but I always recommend that players take the powers in the order they would leveling; that way, if you ever respec you'll have the key powers for that level. In particular, you definitely want Stamina before level 28 and the resist passives can easily be delayed until the 20s or 30s. (And remember, you have to take Air Sup before Fly) With that in mind, here's the sort of order I would recommend:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 46 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Barrage -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Bone Smasher -- Empty(A)
Level 6: Hurdle -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Air Superiority -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Whirling Hands -- Empty(A)
Level 24: Hasten -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Resist Physical Damage -- Empty(A)
Level 30: Resist Energies -- Empty(A)
Level 32: Unstoppable -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Build Up -- Empty(A)
Level 44: Conserve Power -- Empty(A)
Level 47: Laser Beam Eyes -- Empty(A)
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


My Characters

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

 

Posted

Okay, and I'd like to add/point-out that Barrage is no longer a 'gimp' power, as of the last 'adjustment' to EM. It's now a classic 'Tier 2' power, which just happens to be in Tier 1. It's worth slotting and using.

In my own experience, Solo and on small and non-TF teams, Invulnerability has excellent survivability without the Fighting pool. On larger teams, one just has to arrange for some Defender/Controller support. However, with the rise in 'extreme tanking' challenges, TFs and AE, and the tendency of some teams to be 'lol-tanks', Fighting does give a bit more protection and self-sufficiency.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Okay, and I'd like to add/point-out that Barrage is no longer a 'gimp' power, as of the last 'adjustment' to EM. It's now a classic 'Tier 2' power, which just happens to be in Tier 1. It's worth slotting and using.
I don't know what it was like before, but it is still the worst attack in the set for DPA. I really wish they swapped it around with Energy Punch.


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