Question on Invulnerability.


Arbegla

 

Posted

Last time I played any toons that were invulnerability, was just after CoV came out. I know there have been changes to the set, but I can't remember exactly what. I know they tried to make the passives more desirable, but not sure how. If one were to make a brute with invulnerability, how would you slot it?


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
Last time I played any toons that were invulnerability, was just after CoV came out. I know there have been changes to the set, but I can't remember exactly what. I know they tried to make the passives more desirable, but not sure how. If one were to make a brute with invulnerability, how would you slot it?
Take everything but Unstoppable. Maybe skip Taunt too, unless you wanna be 'tank light'.

Early on, you want TI, Uny, DP, and Invincible. Later, take all the passives.

Slotting wise, I recommend 3 cytoskeletons in Invince if you can afford it, if not,one end reducer and two defence.

Five resist powers (you pick 'em) get five reactive armors each. The last passive gets three Aegis.

DP gets five slots, for a couple of the healing uniques, then as much recharge and heal as you can cram in. Alternately, slot the healing uniques all in health and slot DP for max recharge and heal.

All the defensive powers get LotG's, I like sets of four. Stamina gets a performance shifter + end, and I usually slot in a set of four of those for the bonuses.

Sprinkle in Steadfast + def, Kismet's, achille's, etc to taste.

Pools, I recommend leaping, fighting, health, and leadership. Pick powers for +defense and +resist.

Epic pools, ehn, the patrons mostly bore me.

For your attacks, a light End set is good, maybe claws. You want some knockdown or stun, to help with survivability.

Have fun!


 

Posted

Quote:
Originally Posted by Gobbledygook View Post
Last time I played any toons that were invulnerability, was just after CoV came out. I know there have been changes to the set, but I can't remember exactly what. I know they tried to make the passives more desirable, but not sure how. If one were to make a brute with invulnerability, how would you slot it?
http://www.cityofheroes.com/news/pat...nsibility.html
Quote:
# Invulnerability set changes:

* Unyielding - Removed Defense Debuff
* Invincibility - Reduce per target Defense Buff to offset the change from Unyielding, no net gain
* Resist Physical Damage - Add 25% Defense Debuff Resistance
* Tough Hide - Add 25% Defense Debuff Resistance
* Resist Energies - Add 25% Endurance Debuff Resistance.
* Resist Elements - Add 20% Movement Slow Resistance
Basically they heavily increased the Defense Debuff reduction with the passives. Invuln as a whole does not get that much defense, but enemies will struggle to take it away. So, you can rack up on Defense Boosting IO sets without having to worry too much about cascading defense failure. Now, I've got a couple Invuln's, and my armor slotting pretty much looks like this:

Resist powers: 4 slot Impervium Armor: resist :: resist / end :: resist / rech :: resist / end / recharge

Defense Powers: 3 slot Luck of the Gambler: defense :: defense / end :: defense 7.5 proc

Basically, this sort of slotting will put you into ED defense / resist caps.

I go with these sets because Luck of the Gambler also carries a health bonus with the the 3 slot buff, and more HP is always desirable. The 4 slotting of Impervium armor boosts recovery and maximum endurance, which also pushes recovery up, and helps give some Psi Defense.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Take everything but Unstoppable. Maybe skip Taunt too, unless you wanna be 'tank light'.

Early on, you want TI, Uny, DP, and Invincible. Later, take all the passives.

Slotting wise, I recommend 3 cytoskeletons in Invince if you can afford it, if not,one end reducer and two defence.

Five resist powers (you pick 'em) get five reactive armors each. The last passive gets three Aegis.

DP gets five slots, for a couple of the healing uniques, then as much recharge and heal as you can cram in. Alternately, slot the healing uniques all in health and slot DP for max recharge and heal.

All the defensive powers get LotG's, I like sets of four. Stamina gets a performance shifter + end, and I usually slot in a set of four of those for the bonuses.

Sprinkle in Steadfast + def, Kismet's, achille's, etc to taste.

Pools, I recommend leaping, fighting, health, and leadership. Pick powers for +defense and +resist.

Epic pools, ehn, the patrons mostly bore me.

For your attacks, a light End set is good, maybe claws. You want some knockdown or stun, to help with survivability.

Have fun!
Good advice, except Taunt is in the primary for a brute and not his secondary.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

Is the Impervium Armour +Psi resist piece unique? I've seen conflicting evidence in game and on various sites.

If it isn't, I had some alternate slotting mapped out that used 6 pieces of these in TI, Unyielding and maybe one of the resist passives later on. Combined with a few full sets of Crushing Impact you could get around around 30% Psi Resist.

Nothing brilliant, and certainly not as optimal as Reactive Armours and Aegis, but it could help close the Psi hole a little bit. If these pieces are unique.. well, forget it.


 

Posted

Dull Pain fixes the psi hole pretty nicely IMO...


 

Posted

Quote:
Originally Posted by mauk2 View Post
Take everything but Unstoppable. Maybe skip Taunt too, unless you wanna be 'tank light'.

Five resist powers (you pick 'em) get five reactive armors each. The last passive gets three Aegis.
Most of your advice is fine, but I disagree about the Reactive Armor slotting. *Four* slots of RA is the standard recommendation, not five. The fifth slot will just give you some unneeded additional endurance reduction and a less than one percent F/C bonus. Not worth slotting for, IMO, I've always been able to find a much better use for those slots.

Especially since Aegis will give you 5 times the bonus with just three slots--and I do agree with your recommendation about using them in the passives.


My Characters

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

 

Posted

Quote:
Originally Posted by Arbegla View Post
Dull Pain fixes the psi hole pretty nicely IMO...
Agreed, IMO, it's a waste of time and inf to try to build up Psi resistance or defense. Starting at nothing with Invul, you'd really have to have that as your primary goal in order to get meaningful amounts of Psi resists/defense, which means you couldn't achieve other goals. I think it's much better to slot for S/L/E/NE defense and to maximize S/L resistance rather than worry about Psi.


My Characters

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

 

Posted

Agreed with Finduilas. While psi is more common in CoV, buildings for psi res/def involves too many tradeoffs.

Personally, I like Unstoppable on brutes. With a 90% resistance cap the power really shines, and unlike Power Surge there isn't a -recovery period ; so when it crashes, you can just pop a blue and keep on trucking.


 

Posted

Fair enough.

Besides, there's always the Vanguard Shield (25% Psi Defence, I believe) temp power as a handy stop-gap for the odd Psi boss, and that doesn't cost slots, only Vanguard Merits. Combined with the Elusive Mind Accolade (another 25%), you can cap your Psi Defence for a minute at a time, although I'm trying to think of the situation that really calls for this kind of burst protection. The Clockwork King GM maybe?


 

Posted

Without spending too much time thinking about it, four-slotting Reactive Armor and four-slotting Kinetic Combat is gonna treat you very well indeed. Mix in whatever else you need to get what you want. My own invulnerability characters became like unto gods after adding a generous dose of S/L defense. Just remember to slot out DP for max recharge and max health.


 

Posted

I'm planning out a Claws/Invul brute at the moment.

According to Mids, I have 44.5 S/L defence with one person in Invinc range. Is this overkill, or just the right amount?


 

Posted

Seems good to me, as long as your other stats are where you want them to be.
With my planned build I am sitting around 43%, perma DP, Hasten is close to perma, and I still have 64% s/l resists.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?