Inv/Energy Newbie Tank Advice
For starters Invuln is actually one of the best defense sets on endurance besides the obvious sets with actual end powers like ice/elec/wp. Energy melee, its really only end costly, like all tanker melee's before slotting, relative to the fact that compared to scrappers etc, you have to hit more times to kill enemies. When you get energy transfer slotted, the damage it does for its low end cost because of its small hp hit, makes it actually pretty efficient. I run EM on my DA/EM tank, without Physical Perfection and hardly have problems, and he doesn't have any of the healing uniques in yet either.
So for the build, picking up PP, you really shouldn't need to worry much about endurance. I'll be suggesting the numina unique, for the regeneration, with the recovery really as a bonus, and not even needing to slot PP for end mod, but again for the regeneration.
Unstoppable, you really don't need it for most things if built right, especially if you're picking up tough/weave. When getting to AVs, i'd say maybe hold it off till the late 40s for that purpose.
Laser beam eyes, for the most part i'm assuming you're going for concept, otherwise the power itself really isn't worth getting, its slow and the damage is meh. I'd suggest if you could to fit in energy puch, but likewise with any Invuln I'd suggest picking up hasten to keep your dull pain as close to perma as possible, and in the process allowing the option, by skipping EP, to have your chain of just Barrage, Bone Smasher, Energy Transfer and Total Focus.
Air superiority, you can pick it up to help you level perhaps, but like I mentioned, by picking up hasten, with those 4 attacks as your attack chain, you'll definitely want to pick up combat jumping to help stack your defense versus air superiority and respec out of air superiority. Not to mention cj + hurdle as a melee toon is your best combat mobility during battles.
As far as the psi hole goes, you'll want starters of a full crushing impact set in your 4 main attacks. You'll want the steadfast in RPD personally, and Mix around for psi resistance if you prefer in the resist toggles. I'll have to check when I'm home what would be the best min/max way to do so when going for the psi resistances.
Also mind the 5 of a kind cap for bonuses, if you look the build you posted even mentions when you are above the cap.
Stamina, again you won't need to bother with the p-shifter proc. With the slotting I'm mentioning plus physical perfection and what bonuses will be there, you won't be needing to waste money on that. I'd suggest slotting 4 efficacy adaptors, granting 1.5% recovery, 1.13% max hp and 10% regen, while maxing your end mod values.
At this point I'll really have to fiddle with mids to get you a build for the rest of the issues. Do you feel you "need" taunt. I never seem to need it on any of my tanks, especially on an invuln which has one of the best taunt auras in the game. Vs AVs when you're bringing the pain with EM they stay pretty affixed to you.
Also on a side note, only 2 slot build up, you'll never notice the about 3 second difference that 3rd slot makes when you're using 2 level 50 common IOs + hasten + bonuses.
I always go for high regeneration on builds like invuln, hence why i'll be suggesting Scirocco's Dervish in Whirling hands
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I agree with Windenergy that you should be fine for endurance with Physical Perfection; Invul is actually one of the least endurance-costly tank primaries.
There are some other things you should consider changing, IMO.
First of all, Invinc. The single biggest problem with your build, IMO is that you're taking Invincibility too late, and in the current build it's woefully underslotted. Invinc is the biggest source of defense in the set and should be slotted to the ED cut-off of 56% for defense. I'd move the two Rectified Recticle to Build Up and slot Invinc with 4 LotG or Gift of the Ancients. (GotA has useful +recovery and +end bonuses, BTW.)
In terms of power order, RPD can be easily delayed until sometime in the 20s or later. I'd recommend taking Taunt at 10, Invinc at 18, and Whirling Hands at 22. But if you do nothing else, be sure to take Invinc at 18.
TI and UY are way overslotted--once you've hit 56% resist enhancement and 30-40% end reduction, more is overkill unless there are specific bonuses you're slotting for. Also, IMO the Psi resist uniques are a waste of influence; unless you concentrate on that alone you're unlikely to get meaningful levels of Psi resist or defense, and that would entail sacrificing many other goals. I think you'd be far better off concentrating on increasing S/L/E/NE defense, and F/C defense as a secondary goal. To that end, I'd recommend 4-slotting Reactive Armor in UY and TI instead of the current slotting. That will free up a number of slots for other things.
I'll second the suggestion to move the Steadfast +def to RPD or one of the other passives. If you have the slots, you can also 4-slot some of the passives with RA or 3 slot with Aegis for the F/C def bonus or with Imperv Armor. (Skip the Psi resist IO.)
Kinetic Combat is a good, though pricey choice for your ST attacks, but currently they're underslotted for accuracy and damage. I strongly recommend that you add one or two slots from another set to finish out the slotting.
Touch of Death and Obliteration, on the other hand, are not particularly good choices for Invul since the typed defense bonuses they give are small for the number of slots that are needed. For instance, 4 slots of Smashing Haymaker gives the same S/L def bonus as 6 slots of ToD at a fraction of the cost. And given your endurance concerns, 6-slotting Oblit is a particularly bad option because the set has very little end reduction. A much better choice would be to 3 or 4 slot Eradication for the E/NE and +end bonuses, then add two Scirocco's Dervish, the Dam/End and Acc/Dam/End, which will give you sufficient end reduction and a nice 10% regen bonus.
Personally, I think Unstop is a good choice, *if* you're not going to try to soft-cap defense, which you haven't in this build. Another thing to consider if you can find the slots, is to 4 or 5 slot Taunt with Mocking Beratement, which will give you substantial S/L and F/C defense bonuses.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Here's a build I drew up for you on how I'd go. You COULD go for capped defenses, and other things, but this is a very well rounded build that should serve you just fine. Besides rounded builds like this that have good defense, but don't cap, means that when lets say a bubbler is on the team, there is an actual use for them to you, and by doing so, when they bub you, then the reasons you didn't go for softcapping defense, like more recharge shine through.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln EM Taunt: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(46), RctvArm-EndRdx(48)
Level 1: Barrage -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Dull Pain -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx/Rchg(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(45), RctvArm-EndRdx(48)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(33), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-Psi/Status(25), S'fstPrt-ResDam/Def+(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 30: Resist Energies -- ResDam-I(A), ResDam-I(31)
Level 32: Resist Elements -- ResDam-I(A), ResDam-I(33)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Unstoppable -- RechRdx-I(A), RechRdx-I(48)
Level 49: Laser Beam Eyes -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Entrpc-Acc/Dmg(50), Entrpc-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 7.06% Defense(Fire)
- 7.06% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 6.75% Defense(Ranged)
- 11.1% Defense(AoE)
- 42.5% Enhancement(RechargeTime)
- 46% Enhancement(Accuracy)
- 5% FlySpeed
- 246 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 11%
- 4% (0.07 End/sec) Recovery
- 102% (7.98 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 13% Resistance(Psionic)
- 10% RunSpeed
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.
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I also disagree about FA; to get the ToHit debuff resistance from it you'd have to *run* it, and given that you can get a similiar amount of additional ToHit by slotting the Kismet +Acc, the end cost of FA is simply not worth it.
In addition, the RA Endurance IOs in TI and UY are wasted slots; the additional end reduction you'll get from overslotting end red in moderate end-cost toggles is tiny.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Also notice, for things like I mentioned, you could go for capped defense is one route, but this route gives you 13% psy resistance, 175% regeneration bonus (with PP) meaning you'll regenerate a tic every 3.5 seconds. Its nice to have the to hit debuff resistance with FA, and I like the gaussians better in FA than in build up. Besides it would have a lower recharge on BU by doing so as well. So it still fits, but not as usefully as in something like a dark armor tank but still nice to have. You'll randomly get the build up proc this way as well.
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I’m not saying that it’s a bad build, but it does look like you turned an invulnerability tanker into a willpower tanker. If you prefer the go regen over soft cap defense that ok but why not drop CJ and Resist Elements and get tough to cap S/L resistance?
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Also, don't forget the slow resistance in resist elements as well. The build is nicely rounded for most any situation.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
13% resist to a very rare damage type is just not worth slotting for, IMO. Even if soft-capping isn't the goal, I think the OP would be far, far better off making a reasonable effort to increase S/L/E/NE defense than waste influence on small amounts of psi defense/resist.
I also disagree about FA; to get the ToHit debuff resistance from it you'd have to *run* it, and given that you can get a similiar amount of additional ToHit by slotting the Kismet +Acc, the end cost of FA is simply not worth it. In addition, the RA Endurance IOs in TI and UY are wasted slots; the additional end reduction you'll get from overslotting end red in moderate end-cost toggles is tiny. |
As to FA, like I said, its good for the bonuses, and this build I gave can take its end cost, and its not tough to turn it off if you need the slight end boost. Its not the pinnacle of waht the build needs, but there are many reasons it works well here.
And PLEASE check the bonuses before you just assume i'm being stupid and slotting more end than needed. I KNOW that, I did it for the extra defense bonuses. I know its a small boost for fire/cold for that 5th slot, but the extra end reduction is also there. You're looking for one thing to happen too big, its all the small things that combine to make a build come together.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I believe this is a bit more of what you're looking for Finduilas. Its easy to do, but like I said I like the more rounded build much better. 39% defense with 1 enemy, capped with 5. Also meant to for the first build too, but energy punch is better than bone smasher, higher DPA and DPS.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln EM Tough Weave: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(46)
Level 1: Barrage -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 2: Dull Pain -- Tr'ge-Heal/Rchg(A), Tr'ge-Heal/EndRdx/Rchg(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(11)
Level 4: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(27)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Kick -- Acc-I(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(34)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(33), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-Psi/Status(25), S'fstPrt-ResDam/Def+(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(43)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam(43)
Level 32: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(45)
Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(40)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 14.9% Defense(Ranged)
- 11.8% Defense(AoE)
- 27% Enhancement(Accuracy)
- 30% Enhancement(RechargeTime)
- 5% FlySpeed
- 316.2 HP (16.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 12.1%
- MezResist(Immobilize) 15.4%
- 4% (0.07 End/sec) Recovery
- 90% (7.04 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 3% Resistance(Psionic)
- 20% RunSpeed
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
And PLEASE check the bonuses before you just assume i'm being stupid and slotting more end than needed. I KNOW that, I did it for the extra defense bonuses. I know its a small boost for fire/cold for that 5th slot, but the extra end reduction is also there. You're looking for one thing to happen too big, its all the small things that combine to make a build come together.
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Let's see, 3.13% F/C defense bonus and a slot to spare, vs a 1.26% F/C defense bonus...which is the better use of slots? (Not to mention with the third Aegis you get more S/L resists out of RPD because it's more fully enhanced.)
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Knight Court--A CoH Story Complete 2/3/2012
I believe this is a bit more of what you're looking for Finduilas. Its easy to do, but like I said I like the more rounded build much better. 39% defense with 1 enemy, capped with 5. Also meant to for the first build too, but energy punch is better than bone smasher, higher DPA and DPS.
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But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer.
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Knight Court--A CoH Story Complete 2/3/2012
Not really. I have a Invul/EM that's soft-capped to S/L and nearly so for E/NE with one in range of Invinc and it looks very different from that. For one thing, I would never recommend that an Invul tank use full sets of ToD, Mako's, and Scirocco's since they are primarily positional sets and the defense bonuses they give are pretty small for the number of slots that are required. In every case there are better choices for typed defense bonuses.
But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer. |
I know about the F/C bonus for a fifth slot of RA, but I honestly couldn't believe you'd waste a slot to get a .63% bonus; especially given if you had moved just one of those slots to RPD and added another Aegis you would have gotten a 3.13% F/C def bonus.
Let's see, 3.13% F/C defense bonus and a slot to spare, vs a 1.26% F/C defense bonus...which is the better use of slots? (Not to mention with the third Aegis you get more S/L resists out of RPD because it's more fully enhanced.) |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I agree with Finduilas, I think you get more bang for your buck with Inv if you build for defense more then regen. As I said before on your first build you survival totals look more like a willpower tanker then an inv. So I did a quick comparison of your first I/O build with an S/O willpower (that has tough and weave) tanker. I found that the survival totals are fairly close. Again, IÂ’m not saying it a bad build (IÂ’m sure it is very survivable) it just not what I personally am looking for in an Inv tanker. But then maybe the OP is.
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Not really. I have a Invul/EM that's soft-capped to S/L and nearly so for E/NE with one in range of Invinc and it looks very different from that. For one thing, I would never recommend that an Invul tank use full sets of ToD, Mako's, and Scirocco's since they are primarily positional sets and the defense bonuses they give are pretty small for the number of slots that are required. In every case there are better choices for typed defense bonuses.
But in one sense, you're right; I think a Invul build that concentrates on defense as a one of its primary goals is the way to go, and that that most Invul players would benefit more from that than from focusing on regen and recharge. IMO, as long as attacks are well-slotted and there's a modest amount of regen, recovery and recharge bonuses, for Invul a defense-oriented build is more 'well-rounded' than the high recharge and regen build you prefer. |
Again, I look to all situations, team playing. I like when having someone who can buff me in any manner makes a difference. Plus like I mentioned, popping a luck which lasts for a minute, and letting the extra regen shine through is far more useful than a simple respite IMO. With the amount of regen provided with the build I represented, a luck or sturdy basically gives you a minute of free time to survive most things in the game without a care. On every toon, scrap, troller, tank, defender, blaster etc,
Most of the inventory is lucks because of the way the game works and the benefit they provide. So its just natural that a simple tier 1 luck is all I need to basically pop elude for a minute. Not to mention, like the OP originally suggested in case you forgot, he DOES want to prevent psi some, hence my original build providing 13% psi resistance, and the extra regen helping fight the psi damage incoming, because regen doesnt care what type the damage is, it regenerates it all the same.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Again, I look to all situations, team playing. I like when having someone who can buff me in any manner makes a difference. Plus like I mentioned, popping a luck which lasts for a minute, and letting the extra regen shine through is far more useful than a simple respite IMO. With the amount of regen provided with the build I represented, a luck or sturdy basically gives you a minute of free time to survive most things in the game without a care. On every toon, scrap, troller, tank, defender, blaster etc,
Most of the inventory is lucks because of the way the game works and the benefit they provide. So its just natural that a simple tier 1 luck is all I need to basically pop elude for a minute. Not to mention, like the OP originally suggested in case you forgot, he DOES want to prevent psi some, hence my original build providing 13% psi resistance, and the extra regen helping fight the psi damage incoming, because regen doesnt care what type the damage is, it regenerates it all the same. |
First, unless you're building for a static team and you'll always have X teammate or Y teammate available you should plan your build on the assumption that you're on your own support wise and maximize your durability so that you don't need outside support to survive whatever you may be tanking. You may be great so long as you have that bubbler, or that sonic or "fill in the blank" on your team, but what if you're on a team without any buffs... like happens a lot of the time? If you've built your tank so that you really don't need the buffs you'll still be at your optimum performance.
Second, and I really have to stress this, Psi is not a problem. I've leveled three tankers to 50 and tanked everything in the game with an Invuln tanker... there are very few missions where Psi damage predominates, and even in those situations it's almost always minor damage. You're much better off simply popping the odd inspiration or two if you get into trouble than by going to extreme lengths to build a, frankly, inconsequential amount of protection to an extremely rare damage type. I've tanked the Psi Clock King, I've tanked Mother Mayhem and all the Psi baddies and it simply requires a modicum of tactics and thought. By the time you reach the level where you might face these enemies you certainly should have the experience to handle the situation.
Third, building for extra regen instead of soft capping defense is a very poor option. Taking your defense from the upper 30's to 45% will do far more for your survivability than boosting your regen by any amount you could practically manage on an Invuln tank. Regen is useful to have sure, but you'll get far more good out of defense. It's always better to not be hit at all than to regen the damage so defense first, THEN regen. As an Invuln tank you simply cannot build enough regeneration via bonuses to make up for lower defenses.
There's no better way to boost the survivability of an Invuln tank than by boosting your defenses as much as possible up to the 45% soft cap. Because Invuln starts with significant typed defenses it's always much better to build on typed defenses than positional with IO bonuses, that's why things like Mako's Bite, Touch of Death, Obliteration and so forth are poor choices; they offer strong positional defenses instead of typed. You want bonuses to S/L, E/N and, as a third priority, F/C defense. Typically they're cheaper to acquire and take fewer slots than positional defense.
I would look at building an Invuln tanker with a series of priorities. Your first order of business is to create a solid build with your power selections. Once that's accomplished you should try to reach the 45% soft cap to S/L defense, and ideally also E/N defense THEN you think about building regen bonuses. Until you've gotten your defenses up you'll get more return on investment from defense over regen.
Your protections in order of effectiveness are:
- Defense - up to the 45% soft cap
- Resistance - primarily S/L in importance
- Dull Pain/Hit Points
- Regeneration
While you're building your defenses it's also important that you don't neglect the basic enhancement values of your powers... attacks should have at least 33% accuracy and 90% damage for example with whatever you feel is adequate end reduction and recharge. Defenses should be enhanced to around 50%+ defense/resistance depending on the power with maybe 33% of end reduction. Make sure you haven't gimped yourself in one area in order to make up a bonus... it's entirely possible to maximize your durability without making any sacrifices on your effectiveness.
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Third, building for extra regen instead of soft capping defense is a very poor option. Taking your defense from the upper 30's to 45% will do far more for your survivability than boosting your regen by any amount you could practically manage on an Invuln tank.
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Having said that, I agree that defense is better than regen - if you can afford it and fit it in the build.
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Ok, I'm afraid I'll have to disagree here in several areas.
First, unless you're building for a static team and you'll always have X teammate or Y teammate available you should plan your build on the assumption that you're on your own support wise and maximize your durability so that you don't need outside support to survive whatever you may be tanking. You may be great so long as you have that bubbler, or that sonic or "fill in the blank" on your team, but what if you're on a team without any buffs... like happens a lot of the time? If you've built your tank so that you really don't need the buffs you'll still be at your optimum performance. Second, and I really have to stress this, Psi is not a problem. I've leveled three tankers to 50 and tanked everything in the game with an Invuln tanker... there are very few missions where Psi damage predominates, and even in those situations it's almost always minor damage. You're much better off simply popping the odd inspiration or two if you get into trouble than by going to extreme lengths to build a, frankly, inconsequential amount of protection to an extremely rare damage type. I've tanked the Psi Clock King, I've tanked Mother Mayhem and all the Psi baddies and it simply requires a modicum of tactics and thought. By the time you reach the level where you might face these enemies you certainly should have the experience to handle the situation. Third, building for extra regen instead of soft capping defense is a very poor option. Taking your defense from the upper 30's to 45% will do far more for your survivability than boosting your regen by any amount you could practically manage on an Invuln tank. Regen is useful to have sure, but you'll get far more good out of defense. It's always better to not be hit at all than to regen the damage so defense first, THEN regen. As an Invuln tank you simply cannot build enough regeneration via bonuses to make up for lower defenses. There's no better way to boost the survivability of an Invuln tank than by boosting your defenses as much as possible up to the 45% soft cap. Because Invuln starts with significant typed defenses it's always much better to build on typed defenses than positional with IO bonuses, that's why things like Mako's Bite, Touch of Death, Obliteration and so forth are poor choices; they offer strong positional defenses instead of typed. You want bonuses to S/L, E/N and, as a third priority, F/C defense. Typically they're cheaper to acquire and take fewer slots than positional defense. I would look at building an Invuln tanker with a series of priorities. Your first order of business is to create a solid build with your power selections. Once that's accomplished you should try to reach the 45% soft cap to S/L defense, and ideally also E/N defense THEN you think about building regen bonuses. Until you've gotten your defenses up you'll get more return on investment from defense over regen. Your protections in order of effectiveness are:
While you're building your defenses it's also important that you don't neglect the basic enhancement values of your powers... attacks should have at least 33% accuracy and 90% damage for example with whatever you feel is adequate end reduction and recharge. Defenses should be enhanced to around 50%+ defense/resistance depending on the power with maybe 33% of end reduction. Make sure you haven't gimped yourself in one area in order to make up a bonus... it's entirely possible to maximize your durability without making any sacrifices on your effectiveness. |
And I see you're still missing my point where I mentioned a well rounded tanker. Like I already said before this post of yours, I like having the rounded defenses, FOR when EXAMPLE a bubbler is on the team, so their buffs aren't wasted cause you're at your own cap. Its a niche roll. If I wanted a build focused more on going for the defense cap i'd roll a shields. But since I'm not, i'm building the invuln as rounded as possible. So WHEN there are teammates who can boost defense, or resistance, provide heals, etc they will stack with what I already have and be an asset to me.
Psi, yeah not saying its THE biggest problem in the game right now. 13% resistiance to it is still a lot better than none. And back to the original reason, because the OP asked for it. I've personally played invulns, who slot the crushing impact for the recharge bonuses to get perma DP anyways. That 6th slot shouldn't bother you so much to have some extra acc/end/rech stat per attack for the 6th crushing impact and get a bonus to psi resistance in the process.
Also, like i've mentioned multiple times now, with the rounded build, just a generic tier 1 luck will cap you for a full minute. And with combining inspirations now, you should have them on hand easily. Then that extra regen will be kicking in big time. Again, I'll say it for a 4th? 5th? maybe 6th time? Its a rounded out build, i'm not going for a farm/solo/take everything on myself build, and i'm certainly not expecting to always be playing with a bubbler, healer, sonic, any of the sort. I'm simply keeping all aspects well up, and making it so when those certain players (or really with the build any players) are on the team that it'll be worthwhile and not wasted.
Which also playing many controllers and defenders as well, I'd prefer the tank built the way I am mentioning as well, giving my buffs/debuffs more purpose etc. That's why its a team game. I'm not saying by far that softcapping an invuln woudln't make it survivable, but again that is far beyond the point I'm making in this thread. I'd much prefer playing, and teaming with, an invuln that is more well rounded out. If i wanted a softcapped build, I'd play a shielder.
Back on to the subject of the ToD/Makos, the only other set that provides defense more than the 1.88 for each, is the kinetic combat set, which is 3.75% for s/l compared to ToD's 1.88%. The full set of ToD gives pretty decent stats for what you're looking for including a damage proc (gernally, I hate procs, per power, but in all for St attacks, they add up noticably, especially in the faster powers like energy punch), and i'd have to check the market on the cost difference. I know the last kinetic combat I sold I did so for 100mil though, for the dam/end IIRC. The last full set of ToD I got, fairly certain the entire set I got for under 30 mil.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
How fortuitous that you should use the word "poor". IO'ing for regen, instead of defense, is CHEAP! Back in the day, I got my first tank (invuln) 300% regen for chump change and it made a huge difference in his survivability. I never went back and IO'ed for defense since I didn't see any point. He's tanked Lord Recluse in the STF so why does he need to be any tougher?
Having said that, I agree that defense is better than regen - if you can afford it and fit it in the build. |
And I'm sure that C_M_A or I could come up with a relatively inexpensive defense build if one were requested, after all, none of the super-expensive IOs are in any way required for a decent Invul soft-cap build.
Would it cost more than an inexpensive regen-focused build? Probably, though I haven't done a direct comparison at current WW prices. But I'd argue that for a patient, organized buyer a soft-cap Invul build should not be at all out of reach for most players.
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Well, given that the OPs proposed build has several LotG +recharge and every Regen/Recovery unique available, cost doesn't seem to be a big issue for him/her.
And I'm sure that C_M_A or I could come up with a relatively inexpensive defense build if one were requested, after all, none of the super-expensive IOs are in any way required for a decent Invul soft-cap build. Would it cost more than an inexpensive regen-focused build? Probably, though I haven't done a direct comparison at current WW prices. But I'd argue that for a patient, organized buyer a soft-cap Invul build should not be at all out of reach for most players. |
I'd hope most people could, its just a matter of which is preferable. As to the regen build, the only really expensive items to do so are the numina's, however, health, dull pain, and PP, should really be gotten, and slotted as such even on a defense capping build. Also, even as you agree, defense-wise importants, S/L > E/N > F/C, where then do you see the cut-off where more defense beyond capping S/L becomes less prefferable to regen bonuses.
I'm might go even further to say to consider the trade-off right there even. Focus on capping the s/l defense, while going as much as you can for regen bonuses, and then any E/N/F/C defense bonus just being that, a bonus to you. But again, for how an invuln plays, and how easy it is to keep lucks and pop it the rare chance you might need to, additionally regarding any outside help you'll be getting from your teammates, of really pretty much any kind, I'd still prefer the rounded build.
Yes, I never once went against saying on its own a defense capped invuln wouldn't survive longer than pretty much any other build of the sort. But the rounded build, I feel is certainly much nicer.
At this point, regarding the OPs original file, I'd suggest him to play through it for a while. They shouldn't be slotting sets till realy 32 at least IMO, so at that point they could get a better feel of what it is they'd be wanting.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Thanks for the advice everyone. I'm tinkering with the my build right now.
As for the cost, this is partly theoretical for "if I ever have the cash." I've got this level of IOs on one of my characters, and it's taken a while. Though some sets are cheap-ish, like Crushing Impact, and I've already lucked into stuff like the Regenerative Tissue: +Regen, +End proc, and Steadfast Protection: +Def, so that helps. Most of my experience is with Willpower, so I tend to focus too much on regeneration than defense.
Should I try and squeeze in Toughness and Hasten? The laser eyes are for concept more than utility, same with Flight.
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And I see you're still missing my point where I mentioned a well rounded tanker. Like I already said before this post of yours, I like having the rounded defenses, FOR when EXAMPLE a bubbler is on the team, so their buffs aren't wasted cause you're at your own cap. Its a niche roll. If I wanted a build focused more on going for the defense cap i'd roll a shields. But since I'm not, i'm building the invuln as rounded as possible. So WHEN there are teammates who can boost defense, or resistance, provide heals, etc they will stack with what I already have and be an asset to me.
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I cannot understand deliberately accepting lower performance unnecessarily so that you can benefit from a theoretical teammate. A "Well rounded" tanker is one who has maximized all aspects of the build, NOT one that's deliberately settled on a weaker build.
Psi, yeah not saying its THE biggest problem in the game right now. 13% resistiance to it is still a lot better than none. And back to the original reason, because the OP asked for it. I've personally played invulns, who slot the crushing impact for the recharge bonuses to get perma DP anyways. That 6th slot shouldn't bother you so much to have some extra acc/end/rech stat per attack for the 6th crushing impact and get a bonus to psi resistance in the process. |
You will have a much more survivable character by focusing your attention on the damage types you'll actually face every mission than by chasing minor resistance to the rarest damage type in the game.
Also, like i've mentioned multiple times now, with the rounded build, just a generic tier 1 luck will cap you for a full minute. And with combining inspirations now, you should have them on hand easily. Then that extra regen will be kicking in big time. Again, I'll say it for a 4th? 5th? maybe 6th time? Its a rounded out build, i'm not going for a farm/solo/take everything on myself build, and i'm certainly not expecting to always be playing with a bubbler, healer, sonic, any of the sort. I'm simply keeping all aspects well up, and making it so when those certain players (or really with the build any players) are on the team that it'll be worthwhile and not wasted. |
Which also playing many controllers and defenders as well, I'd prefer the tank built the way I am mentioning as well, giving my buffs/debuffs more purpose etc. That's why its a team game. I'm not saying by far that softcapping an invuln woudln't make it survivable, but again that is far beyond the point I'm making in this thread. I'd much prefer playing, and teaming with, an invuln that is more well rounded out. If i wanted a softcapped build, I'd play a shielder. |
Back on to the subject of the ToD/Makos, the only other set that provides defense more than the 1.88 for each, is the kinetic combat set, which is 3.75% for s/l compared to ToD's 1.88%. The full set of ToD gives pretty decent stats for what you're looking for including a damage proc (gernally, I hate procs, per power, but in all for St attacks, they add up noticably, especially in the faster powers like energy punch), and i'd have to check the market on the cost difference. I know the last kinetic combat I sold I did so for 100mil though, for the dam/end IIRC. The last full set of ToD I got, fairly certain the entire set I got for under 30 mil. |
I've been looking for a set of ToD for my Shield/Fire tanker for over a month now... in that time I've acquired 5 of the 6 IO's in the 30-35 range and spent over $40,000,000. I STILL haven't acquired a Dam/End ToD recipe in the 30-35 range despite having going rate bids on the entire range for over 3 weeks.
Contrast that with the Smashing Haymaker/Pounding Slugfest combination... those IO's are readily available and cheap; I have yet to have any difficulty getting them right away. The last time I bought those six IO's I paid less than 2 million, including salvage and crafting.
There's no practical reason to settle for lower performance in an IO Invuln build; you can have good offense, great defense and great resistance without any sacrifices at all... it's not even an expensive IO build.
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And I repeat, unless you're playing on a static team you cannot count on having those buffs available, therefore you should build for self-sufficiency. With an Invuln there's no reason not to; it's relatively easy to maximize your defenses without making any sacrifices... and it doesn't cost a fortune either. I cannot understand deliberately accepting lower performance unnecessarily so that you can benefit from a theoretical teammate. A "Well rounded" tanker is one who has maximized all aspects of the build, NOT one that's deliberately settled on a weaker build. |
No i'm not counting on "those" buffs available, but if there is anything, it will help, and as mentioned if you get that rare chance you need to that's what lucks are for, which one small luck will cap you, and all the other bonuses in the opposing build will be shining through.
Let me see if I understand what you're saying, you would actually prefer for your teammate to make a sub standard build so that that player will appreciate your contribution???? I'm afraid I can't agree with this line of thinking at all, it's diametrically opposed to my own philosophy. I have absolutely nothing against buffers, but I simply cannot understand why you would DELIBERATELY weaken your own build simply so that a buffer can put you back to where you could be out of your own resources. |
However the Smashing Haymaker provides 1.88% S/L defense, only requires 4 slots and costs less for all 4 IO's crafted than you'd pay for a single ToD recipe. That's the exact same defense bonus you get for SIX of the ToD set at a fraction of the cost. Finish out with a couple Pounding Slugfest for an 8% regen bonus and you've fully enhanced the attack with considerably better accuracy, damage, endred and recharge than ToD grants for far, FAR less inf. I've been looking for a set of ToD for my Shield/Fire tanker for over a month now... in that time I've acquired 5 of the 6 IO's in the 30-35 range and spent over $40,000,000. I STILL haven't acquired a Dam/End ToD recipe in the 30-35 range despite having going rate bids on the entire range for over 3 weeks. |
There's no practical reason to settle for lower performance in an IO Invuln build; you can have good offense, great defense and great resistance without any sacrifices at all... it's not even an expensive IO build. |
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Thanks for the advice everyone. I'm tinkering with the my build right now.
As for the cost, this is partly theoretical for "if I ever have the cash." I've got this level of IOs on one of my characters, and it's taken a while. Though some sets are cheap-ish, like Crushing Impact, and I've already lucked into stuff like the Regenerative Tissue: +Regen, +End proc, and Steadfast Protection: +Def, so that helps. Most of my experience is with Willpower, so I tend to focus too much on regeneration than defense. Should I try and squeeze in Toughness and Hasten? The laser eyes are for concept more than utility, same with Flight. |
Tough, If you look at the two builds I posted its up to you how you feel. Going the tough/weave route, ie capped defense is going to up your personal stand-alone survivability. But then just look at what you are sacrificing for it. Thankfully with Ninja-Run dropping superjump isn't as bad of a thing anymore to do.
Like I said before between the rounded build vs capped defense build, play it some more, see how it feels to you and go from there.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I'm pretty new to tanking, having most of my experience with scrappers and controllers. I'm used to building towards offensive power, so building something that can take it as well as it can dish it out is a bit new (my scrapper builds tend to focus on the idea that "it can't hurt me when it's defeated"). So I'm looking for suggestions on my Inv/Energy Melee tank. I keep looking at the build I made on Mids and thinking the resists and defenses look a tad low and that I'll run into serious trouble against heavy hitters that don't have the decency to use smashing or lethal damage (like Recluse or Black Scorpion). I'd like if possible to retain an acceptable damage output. While I understand that a tanker's role is foremost to take a pounding and not die, I get bored if I'm not throwing in my share of the pain. It's part of why I took Energy Melee, as I'd heard it could do some pretty respectable damage (and it fit my concept).
I've also discovered (the hard way) that I get shredded by Carnival. While the Carnies are a royal pain in the backside for just about everyone (except Dark and Electric Armor, which makes faces at their psi and negative damage and eats their end drain for breakfast), I'd like if possible to also fit in some level of protection against psi damage. It feels very silly being a giant robot beat up by angry thoughts.
My experience has been that invulnerability isn't exactly the easiest on the end supply, and Energy Melee chews through endurance like it's going out of fashion. So I tried to squeeze in as much recovery and extra endurance as I could spare. I hate running out during a fight, especially if I have to tank an AV and it looks like it'll be a long haul.
So here's my build, and would appreciate your thoughts and input:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Andromeda Knight: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
------------
Level 1: Resist Physical Damage
(A) Impervium Armor - Resistance
(5) Impervium Armor - Resistance/Endurance
(25) Impervium Armor - Psionic Resistance
Level 1: Barrage
(A) Kinetic Combat - Accuracy/Damage
(3) Kinetic Combat - Damage/Endurance
(13) Kinetic Combat - Damage/Recharge
(23) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Temp Invulnerability
(A) Impervium Armor - Resistance/Endurance
(3) Impervium Armor - Resistance
(7) Impervium Armor - Resistance/Endurance/Recharge
(31) Impervium Armor - Psionic Resistance
(34) Steadfast Protection - Resistance/Endurance
(46) Steadfast Protection - Resistance/+Def 3%
Level 4: Bone Smasher
(A) Touch of Death - Accuracy/Damage
(5) Touch of Death - Damage/Endurance
(9) Touch of Death - Damage/Recharge
(15) Touch of Death - Accuracy/Damage/Endurance
(34) Touch of Death - Damage/Endurance/Recharge
(46) Touch of Death - Chance of Damage(Negative)
Level 6: Dull Pain
(A) Doctored Wounds - Heal/Endurance
(7) Doctored Wounds - Heal
(13) Doctored Wounds - Heal/Recharge
(27) Doctored Wounds - Heal/Endurance/Recharge
(34) Doctored Wounds - Recharge
Level 8: Air Superiority
(A) Kinetic Combat - Accuracy/Damage
(9) Kinetic Combat - Damage/Endurance
(11) Kinetic Combat - Damage/Recharge
(33) Kinetic Combat - Damage/Endurance/Recharge
Level 10: Unyielding
(A) Impervium Armor - Resistance/Endurance
(11) Impervium Armor - Resistance
(15) Impervium Armor - Resistance/Endurance/Recharge
(33) Impervium Armor - Psionic Resistance
(45) Aegis - Resistance
(45) Aegis - Psionic/Status Resistance
Level 12: Swift
(A) Run Speed IO
Level 14: Fly
(A) Flight Speed IO
Level 16: Health
(A) Regenerative Tissue - +Regeneration
(17) Numina's Convalescence - Heal
(17) Numina's Convalescence - +Regeneration/+Recovery
(40) Healing IO
Level 18: Whirling Hands
(A) Obliteration - Damage
(19) Obliteration - Accuracy/Recharge
(19) Obliteration - Accuracy/Damage/Endurance/Recharge
(23) Obliteration - Chance for Smashing Damage
(45) Obliteration - Damage/Recharge
(46) Obliteration - Accuracy/Damage/Recharge
Level 20: Stamina
(A) Performance Shifter - EndMod
(21) Performance Shifter - Chance for +End
(21) Endurance Modification IO
(31) Endurance Modification IO
Level 22: Taunt
(A) Mocking Beratement - Taunt/Recharge/Range
(36) Mocking Beratement - Taunt/Recharge
Level 24: Invincibility
(A) Luck of the Gambler - Defense/Endurance
(25) Rectified Reticle - To Hit Buff
(37) Luck of the Gambler - Recharge Speed
(43) Rectified Reticle - Increased Perception
Level 26: Resist Energies
(A) Impervium Armor - Resistance
(27) Impervium Armor - Resistance/Endurance
(33) Impervium Armor - Psionic Resistance
Level 28: Build Up
(A) Recharge Reduction IO
(29) Recharge Reduction IO
(29) Recharge Reduction IO
Level 30: Tough Hide
(A) Luck of the Gambler - Defense
(31) Luck of the Gambler - Recharge Speed
(37) Luck of the Gambler - Defense/Endurance
Level 32: Unstoppable
(A) Recharge Reduction IO
(43) Recharge Reduction IO
Level 35: Energy Transfer
(A) Touch of Death - Accuracy/Damage
(36) Touch of Death - Damage/Endurance/Recharge
(36) Touch of Death - Chance of Damage(Negative)
(37) Touch of Death - Accuracy/Damage/Endurance
(40) Touch of Death - Damage/Recharge
(42) Touch of Death - Damage/Endurance
Level 38: Total Focus
(A) Touch of Death - Accuracy/Damage
(39) Touch of Death - Chance of Damage(Negative)
(39) Touch of Death - Damage/Endurance/Recharge
(39) Touch of Death - Accuracy/Damage/Endurance
(40) Touch of Death - Damage/Recharge
(42) Touch of Death - Damage/Endurance
Level 41: Resist Elements
(A) Impervium Armor - Resistance
(42) Impervium Armor - Resistance/Endurance
(43) Impervium Armor - Psionic Resistance
Level 44: Conserve Power
(A) Recharge Reduction IO
Level 47: Physical Perfection
(A) Miracle - Heal
(48) Miracle - +Recovery
(48) Performance Shifter - EndMod
(48) Performance Shifter - Chance for +End
Level 49: Laser Beam Eyes
(A) Thunderstrike - Accuracy/Damage
(50) Thunderstrike - Accuracy/Damage/Endurance
(50) Thunderstrike - Damage/Endurance/Recharge
(50) Thunderstrike - Accuracy/Damage/Recharge
------------
Level 1: Brawl
(A) Accuracy IO
Level 1: Sprint
(A) Run Speed IO
Level 2: Rest
(A) Recharge Reduction IO
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:
10.5% DamageBuff(Smashing)
10.5% DamageBuff(Lethal)
10.5% DamageBuff(Fire)
10.5% DamageBuff(Cold)
10.5% DamageBuff(Energy)
10.5% DamageBuff(Negative)
10.5% DamageBuff(Toxic)
10.5% DamageBuff(Psionic)
19.9% Defense(Smashing)
19.9% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
5.5% Defense(Energy)
5.5% Defense(Negative)
12.4% Defense(Psionic)
22.7% Defense(Melee)
4.25% Defense(Ranged)
3% Defense(AoE)
6.3% Max End
4% Enhancement(Heal)
16% Enhancement(Accuracy)
25% Enhancement(RechargeTime)
10% FlySpeed
161.6 HP (8.63%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Held) 8.25%
MezResist(Immobilize) 13.8%
MezResist(Stun) 2.2%
MezResist(Terrorized) 2.2%
20% Perception
16% (0.27 End/sec) Recovery
32% (2.5 HP/sec) Regeneration
1.26% Resistance(Fire)
1.26% Resistance(Cold)
18% Resistance(Psionic)
15% RunSpeed
------------
Set Bonuses:
Impervium Armor
(Resist Physical Damage)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
3% Resistance(Psionic)
Kinetic Combat
(Barrage)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Temp Invulnerability)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
3% Resistance(Psionic)
Steadfast Protection
(Temp Invulnerability)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Touch of Death
(Bone Smasher)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Doctored Wounds
(Dull Pain)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Kinetic Combat
(Air Superiority)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Impervium Armor
(Unyielding)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
2.25% Max End
3% Resistance(Psionic)
Aegis
(Unyielding)
5% RunSpeed
3% Resistance(Psionic)
Numina's Convalescence
(Health)
12% (0.94 HP/sec) Regeneration
Obliteration
(Whirling Hands)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Mocking Beratement
(Taunt)
1.8% Max End
Luck of the Gambler
(Invincibility)
10% (0.78 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Rectified Reticle
(Invincibility)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
20% Perception
Impervium Armor
(Resist Energies)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
3% Resistance(Psionic)
Luck of the Gambler
(Tough Hide)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
7.5% Enhancement(RechargeTime)
Touch of Death
(Energy Transfer)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Touch of Death
(Total Focus)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Impervium Armor
(Resist Elements)
2.5% (0.04 End/sec) Recovery
1.88% Defense(Psionic)
3% Resistance(Psionic)
Miracle
(Physical Perfection)
2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
Performance Shifter
(Physical Perfection)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Thunderstrike
(Laser Beam Eyes)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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