A Tank Question
First off, what is your goal for this build? You've accrued a lot of F/C defense bonuses, and hit the soft-cap for those damage types, but most Invul tanks consider that a low priority since F/C damage is rare compared to S/L/E. Though it isn't the only way to build a Invul tank, I think the most common goal for set bonuses is to get to the soft-cap, or at least increase the amount of available defense to S/L/E.
From the top of your build:
It isn't essential to take RPD so early in your build; I'd delay it until the 20s so you can take Stamina right at 20. I'd also try to take Chain Induction when it becomes available; Hasten or the Fighting pool can easily be delayed a few levels.
If you decide to go for S/L/E/NE defense, Reactive Armor is the set to use for your resistance powers; 4 slots will fully enhance your resist toggles (TI, UY, Tough) and give small S/L and E/NE defense bonuses. 3-slotting Aegis ifor the F/C def bonus s a good choice for the resist passives, but S/L def should be your primary goal.
DP is overslotted for Heal; I'd pull the two Miracle IOs and put them in Health so you have better regen. A Doctored Wounds Heal/Rchg in DP will get you to the ED cut-off for both Heal and Recharge. (I prefer 5 DW in DP, but you can choose based on your budget and which bonuses you prefer.)
Invul does NOT need any additional KB protection besides UY; those two BotZ -KB are a *very* expensive way to get less than 2% F/C defense! Personally, I don't think BotZ are worth slotting for typed defense bonuses anymore, I'd find a better use for those slots. Also, there is absolutely no point in using a single attribute set IO by itself; you're not getting any bonus from the LotG Defense in CJ, and it gives exactly the same defense enhancement as a common IO of the same level.
LotG is a good choice for Invinc and Weave, but use Def, Def/End, Def/End/Rchg and +Recharge. That will give you sufficient defense and end reduction in 4 slots.
If you want to get your S/L defense to the soft-cap, you're probably going to have to slot some of your ST attacks with sets that have S/L defense bonuses, like Kinetic Combat or Smashing Haymaker. KC has twice the S/L def bonus, but is much more expensive and hard-to-find than SH. Your call which you want to use, but in both cases, use 4 then add an IO from another set that provides accuracy and damage.
I strongly recommend Eradication for your PBAoE attacks; it has a nice E/NE bonus for just three slots, and you can add other set IOs to finish out the slotting. (Make sure you get enough end reduction.)
If you can free up a slot, put a 6th Mocking Beratement in Taunt, for an inexpensive 7.5% recharge bonus.
I'd also consider slotting a Kismet +Acc in either Tough Hide or CJ.
Hope that helps!
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Ive been thinking about it for a couple weeks now.. but how would a invuln/elec tank do? I made a build up and to me it has pretty good stats.. but then again Im not sure itd be a good build to play..
Here is the build that I came up with:
*NOTE - this is a lvl 50 build not a leveling build.. I was thinking that maybe I could farm with it.. It might be slow, but itd get it done.. I also went with a team friendly build as well as the farming build.. Ive been thinking that I might just get rid of the farming side altogether..
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/Rchg(3), Aegis-EndRdx/Rchg(5), Aegis-ResDam/EndRdx/Rchg(5)
Level 1: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(34)
Level 2: Dull Pain -- Numna-Heal(A), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17), Mrcl-Heal(17), Mrcl-Heal/Rchg(25)
Level 4: Jacobs Ladder -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(9), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Dmg(34), Armgdn-Dmg/Rchg(37)
Level 6: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/Rchg(7), Aegis-ResDam(7)
Level 8: Swift -- Run-I(A)
Level 10: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(11), TtmC'tng-EndRdx/Rchg(11), TtmC'tng-ResDam/EndRdx/Rchg(13), TtmC'tng-ResDam(13)
Level 12: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Def(31), Zephyr-Travel(45), Zephyr-Travel/EndRdx(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(25)
Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Acc/Rchg(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(21)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc(23)
Level 24: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt(31), Mocking-Acc/Rchg(37), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(46)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(33), Aegis-ResDam/Rchg(33), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/EndRdx(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/Rchg(40)
Level 41: Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/Rchg(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/Acc(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
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Set Bonus Totals:
Good?
Bad?
Advice?