Invuln/DB


DJ_Onslaught

 

Posted

During tanker tuesday last night several of us got talking about builds and such and I got to thinking of what to pair with invuln since the wm/inv build kinda didn't form up quite as much fun as i thought (i'll stick ot the wm/inv brute i made for that combo but i'm still using all the good input i got)

The results of that conversation lead me to think about dual blades as a offensive partner, since invuln is not toggle heavy and has a very solid heal I figured with proper slotting the end drain would be irrelevant from them and allow me to really cut loose in combat (pun intended)

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Blade Onslaught: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Impervium Armor - Psionic Resistance
  • (46) Impervium Armor - Resistance
  • (48) Impervium Armor - Resistance/Endurance
  • (48) Impervium Armor - Resistance/Recharge
  • (48) Impervium Armor - Endurance/Recharge
  • (50) Impervium Armor - Resistance/Endurance/Recharge
Level 1: Nimble Slash
  • (A) Kinetic Combat - Accuracy/Damage
  • (42) Kinetic Combat - Damage/Endurance
  • (43) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (3) Doctored Wounds - Heal/Recharge
  • (3) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal/Endurance
  • (42) Doctored Wounds - Recharge
Level 4: Ablating Strike
  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (5) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (7) Crushing Impact - Accuracy/Damage/Recharge
Level 6: Swift
  • (A) Run Speed IO
Level 8: Unyielding
  • (A) Reactive Armor - Resistance
  • (9) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (11) Reactive Armor - Resistance/Endurance/Recharge
Level 10: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 12: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (13) Reactive Armor - Resistance
  • (13) Reactive Armor - Resistance/Endurance
  • (40) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance/Endurance/Recharge
  • (40) Aegis - Psionic/Status Resistance
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (15) Regenerative Tissue - +Regeneration
  • (15) Numina's Convalescence - Heal
Level 16: Typhoon's Edge
  • (A) Eradication - Accuracy/Damage/Recharge
  • (17) Eradication - Accuracy/Damage/Endurance/Recharge
  • (17) Eradication - Damage/Recharge
  • (37) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (37) Scirocco's Dervish - Accuracy/Damage
Level 18: Invincibility
  • (A) Luck of the Gambler - Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Endurance
  • (25) HamiO:Cytoskeleton Exposure
  • (34) Luck of the Gambler - Defense/Endurance/Recharge
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Endurance Modification IO
Level 22: Blinding Feint
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Boxing
  • (A) HamiO:Nucleolus Exposure
Level 26: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (27) Kismet - Accuracy +6%
Level 28: Tough
  • (A) Reactive Armor - Resistance
  • (29) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
Level 30: Vengeful Slice
  • (A) Hecatomb - Damage
  • (31) Hecatomb - Damage/Recharge
  • (31) Hecatomb - Accuracy/Damage/Recharge
  • (31) Hecatomb - Accuracy/Recharge
  • (34) Hecatomb - Damage/Endurance
Level 32: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense/Endurance/Recharge
Level 35: Sweeping Strike
  • (A) Obliteration - Damage
  • (36) Obliteration - Accuracy/Recharge
  • (36) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 38: Resist Energies
  • (A) Reactive Armor - Resistance
  • (39) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (39) Reactive Armor - Resistance/Endurance/Recharge
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (45) Perfect Zinger - Taunt
  • (45) Perfect Zinger - Taunt/Recharge
  • (45) Perfect Zinger - Taunt/Recharge/Range
  • (46) Perfect Zinger - Accuracy/Recharge
  • (46) Perfect Zinger - Taunt/Range
Level 47: Physical Perfection
  • (A) Miracle - +Recovery
  • (50) Miracle - Heal
Level 49: Unstoppable
  • (A) Impervium Armor - Psionic Resistance
  • (50) Impervium Armor - Resistance/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 6: Ninja Run



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Totals from this slotting with 1 enemy in range of invincability:
Defense:
46.9 - smashing/lethal
27.6 - fire/cold
36.3 - en/Neg
12.8 - Psi
Melee - 20.6
Ranged - 16.2
AoE - 10.9

Resistance:
90 - smash/lethal
19.4 - fire/cold
31.3 - en/neg
15.7 - toxic
12.1 - psi

Regen - 292%
Recovery - 195%

All feedback welcome. Thanks in advance.


 

Posted

It looks reasonable, for a level 50 Respec build, though I might quibble at some of your slotting. I presume you must have the 60 month Vet reward.

However, it looks (to Me) like pure misery to level, or Exemplar below level 20 or so. Here is how I'm building mine - so far:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Titanium Tigress: Level 29 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness

Hero Profile:
Level 1: Temp Invulnerability -- EndRdx(A), ResDam(5), ResDam(11), ResDam(15)
Level 1: Nimble Slash -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 2: Power Slice -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 4: Ablating Strike -- Acc(A), Acc(5), EndRdx(7), Dmg(15)
Level 6: Dull Pain -- RechRdx(A), Heal(7), RechRdx(11), Heal(19)
Level 8: Unyielding -- EndRdx(A)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Acc(A), Acc(17), EndRdx(17), Dmg(19)
Level 18: Invincibility -- EndRdx(A), DefBuff(23), DefBuff(25), ToHit(27)
Level 20: Blinding Feint -- Acc(A), Acc(21), EndRdx(21), ToHit(23)
Level 22: Health -- Heal(A)
Level 24: Stamina -- EndMod(A), EndMod(25)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27)
Level 28: Vengeful Slice -- Acc(A), Acc(29), EndRdx(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet



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I have a stable 1-2-1-4 attack chain (with the occasional Brawl filling gaps) almost at once - and this serves fine, until my first combo, at 16. When my second Combo arrives, at 20, I notice - If Ablating Strike was just a Leeetle bit faster, I could smoothly chain my two combos without Power Slice's punctuation. Except that the game has some timing bug, which Does Not Like This... so you actually Need some small (non-Combo) attack to perform between the Combos, something to interrupt the Combo-timer, before you restart it with the next Combo.

This is one reason the 'one combo min-maxers' keep Blinding Feint in the mix - the other is that it's a really good power!

One key issue with Dual Blades, that is not as much of a problem with any other set, is Accuracy/To-Hit. The Combo system requires that your attack Must hit, or that Combo is broken. An nice thing about the first two Combos is that they only differ by one attack and If you Miss that last attack, but the other one is available, then you could quickly trigger the other final attack and still get the benefit of a Combo (just not the one you wanted at first). However, this does emphasize the need for Accuracy/To-hit for a Dual Blader and can make some otherwise good IO sets really sub-par for your needs.

I don't have experience with the upper-level Combos, my highest level Dual Bladers, both Tankers, are 30 (with Fire/) and 32 (with Will/). However, I do have several other lower level Dual Bladers and experience Exemplaring into those lower levels, so I beg of you - Don't gimp your lower-level experience with the set, just because the plan will work when you're 50!

Be Well!
Fireheart


 

Posted

I don't have a build handy, but in my experience playing a couple of /DB tanks, END usage is key. Don't be fooled by low end costs on the attacks, DB is a blindingly fast set and will eat your blue bar.

When I did DB, I went WP/ and Elec/ for the End management.

OTOH, the first time I played a wp/db tanker, there came a time where I forgot I was running a tank and thought it was a scrapper, in a good way.


 

Posted

Quote:
Originally Posted by Fireheart View Post
It looks reasonable, for a level 50 Respec build, though I might quibble at some of your slotting. I presume you must have the 60 month Vet reward.

However, it looks (to Me) like pure misery to level, or Exemplar below level 20 or so. Here is how I'm building mine - so far:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Titanium Tigress: Level 29 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness

Hero Profile:
Level 1: Temp Invulnerability -- EndRdx(A), ResDam(5), ResDam(11), ResDam(15)
Level 1: Nimble Slash -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 2: Power Slice -- Acc(A), Acc(3), EndRdx(9), Dmg(13)
Level 4: Ablating Strike -- Acc(A), Acc(5), EndRdx(7), Dmg(15)
Level 6: Dull Pain -- RechRdx(A), Heal(7), RechRdx(11), Heal(19)
Level 8: Unyielding -- EndRdx(A)
Level 10: Combat Jumping -- DefBuff(A)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Typhoon's Edge -- Acc(A), Acc(17), EndRdx(17), Dmg(19)
Level 18: Invincibility -- EndRdx(A), DefBuff(23), DefBuff(25), ToHit(27)
Level 20: Blinding Feint -- Acc(A), Acc(21), EndRdx(21), ToHit(23)
Level 22: Health -- Heal(A)
Level 24: Stamina -- EndMod(A), EndMod(25)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27)
Level 28: Vengeful Slice -- Acc(A), Acc(29), EndRdx(29)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet



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I have a stable 1-2-1-4 attack chain (with the occasional Brawl filling gaps) almost at once - and this serves fine, until my first combo, at 16. When my second Combo arrives, at 20, I notice - If Ablating Strike was just a Leeetle bit faster, I could smoothly chain my two combos without Power Slice's punctuation. Except that the game has some timing bug, which Does Not Like This... so you actually Need some small (non-Combo) attack to perform between the Combos, something to interrupt the Combo-timer, before you restart it with the next Combo.

This is one reason the 'one combo min-maxers' keep Blinding Feint in the mix - the other is that it's a really good power!

One key issue with Dual Blades, that is not as much of a problem with any other set, is Accuracy/To-Hit. The Combo system requires that your attack Must hit, or that Combo is broken. An nice thing about the first two Combos is that they only differ by one attack and If you Miss that last attack, but the other one is available, then you could quickly trigger the other final attack and still get the benefit of a Combo (just not the one you wanted at first). However, this does emphasize the need for Accuracy/To-hit for a Dual Blader and can make some otherwise good IO sets really sub-par for your needs.

I don't have experience with the upper-level Combos, my highest level Dual Bladers, both Tankers, are 30 (with Fire/) and 32 (with Will/). However, I do have several other lower level Dual Bladers and experience Exemplaring into those lower levels, so I beg of you - Don't gimp your lower-level experience with the set, just because the plan will work when you're 50!

Be Well!
Fireheart
I'm a 66 month vet i forgot ot mention that sorry. Yeah hence why invincability is so good for the build though because it gives to hit per mob in range of the aura. What slotting would you quibble with though??


 

Posted

Quote:
Originally Posted by Starjammer View Post
... OTOH, the first time I played a wp/db tanker, there came a time where I forgot I was running a tank and thought it was a scrapper, in a good way.
Oooo-yeah, that's so sweet. My WP/DB Tanker had an old Warriors mission to clear, so I cranked the diff to +4x8 and went Wading through giant pools of whites, yellows and oranges, all trying to get into melee range, all feeding RttC with More Regeneration - and I just mowed them down (somewhat slowly - I Am still a Tanker, after all) while laughing my butt off!

Of course, that was Solo - if there had been another player, competing for Aggro, then RttC just wouldn't have protected Them! However, DJ_O is talking Invulnerability, and Invincibility is much more potent at holding aggro. He'll have to work Endurance management into his playstyle and build (slotting SO-class EndRed into every attack helps tremendously), but it shouldn't be a terrible challenge and Stamina and Physical Perfection should balance it all out.

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
Oooo-yeah, that's so sweet. My WP/DB Tanker had an old Warriors mission to clear, so I cranked the diff to +4x8 and went Wading through giant pools of whites, yellows and oranges, all trying to get into melee range, all feeding RttC with More Regeneration - and I just mowed them down (somewhat slowly - I Am still a Tanker, after all) while laughing my butt off!

Of course, that was Solo - if there had been another player, competing for Aggro, then RttC just wouldn't have protected Them! However, DJ_O is talking Invulnerability, and Invincibility is much more potent at holding aggro. He'll have to work Endurance management into his playstyle and build (slotting SO-class EndRed into every attack helps tremendously), but it shouldn't be a terrible challenge and Stamina and Physical Perfection should balance it all out.

Be Well!
Fireheart
If ya notice i went with sets with plenty of end redux instead of things like purples or going for more dmg. I was still able to cap my dmg on all my attacks so...


 

Posted

Quote:
Originally Posted by DJ_Onslaught View Post
I'm a 66 month vet i forgot ot mention that sorry. Yeah hence why invincability is so good for the build though because it gives to hit per mob in range of the aura. What slotting would you quibble with though??
Hmm, I'll make a list...

Temp Invulnerability doesn't need 6 slots and should get those slots earlier. The 'Psi-hole' isn't that bad and you can power through with Dull Pain.

Unyielding doesn't need more than the first slot, until you start filling in Sets (Despite what CMA says in his 1-20 guide-let). Its extra resistances are miniscule and even full SO slotting will only raise its contribution to +15% resistance to exotics. I'd actually slot it (later) with Steadfast - End/Res and Res/Def, and some random End/Res to round it out, and leave it at that.

RPD isn't needed at this early level - Unless you take it at L1 and wait on Temp. Inv. until later. Especially not if you 4-slot Temp. Inv. relatively early. Temporary Invulnerability is 3 times as potent as RPD - without any slotting at all!

Blinding Feint - If you skimp on Accuracy ANYWHERE, this is not the one to do it with! You absolutely want Blinding Feint to hit your target, every time! If you Miss, then you don't get the buff. It's a mini Build Up, every time you hit (+10% To-hit, +30% Damage, for 10seconds) and with a bit of recharge, you can double-stack it, briefly. As part of the Empower Combo, the bonus goes to +14% and +40%.

Weave is going to need more EndRed - IMO.

Sweeping Strike - The Obliterations are 'positional' defense and that doesn't stack with the 'typed' defenses that your powers give you - I'd choose another set, here.

This is all based on my own experience with Invulnerability (L50 Inv/EM Tanker).

Following CMA's Defense-Capped Invulnerability guide does produce one of the most potently defended Tankers in the game, but unless you're planning to try soloing Recluse, or suchlike, you'll never need that much defense. Further, unless you're willing to sink a billion Inf into the character, you'll be fighting with all the other min-maxers for those Kin-Combats and other defense-boosting sets. (Okay, that was hyperbole, I have no idea how much it would actually cost.)

For myself, I found slotting my attacks to boost Attack Values, and letting Tough Hide, Weave, and Invincibility carry my Defense, over the Resistance in Temp Invulnerability, RPD, and Tough to be absolutely sufficient. Scrimping, crunching, and contorting to eke out another few points of Defense isn't worth it, to Me.

Quote:
Originally Posted by DJ_Onslaught View Post
If ya notice i went with sets with plenty of end redux instead of things like purples or going for more dmg. I was still able to cap my dmg on all my attacks so...
Yeah, I saw. I was just talking in general about Endurance, not commenting on your build. I'm certain you have the experience to know how to manage Endurance.

Be Well!
Fireheart


 

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Originally Posted by Fireheart View Post
Unyielding doesn't need more than the first slot, until you start filling in Sets (Despite what CMA says in his 1-20 guide-let). Its extra resistances are miniscule and even full SO slotting will only raise its contribution to +15% resistance to exotics. I'd actually slot it (later) with Steadfast - End/Res and Res/Def, and some random End/Res to round it out, and leave it at that.

Weave is going to need more EndRed - IMO.

Sweeping Strike - The Obliterations are 'positional' defense and that doesn't stack with the 'typed' defenses that your powers give you - I'd choose another set, here.
I'm actually running Inv/DB now and just hit 48 (feel free to discount my comments based on that if you want), and while several of your comments seemed valid, some of the others I can't agree with.

If you're saying that Unyielding doesn't need to be socketed right way, fair enough, but if you're saying that 15% doesn't matter I'd have to disagree. My tank is only vaguely aware of enemies that do s/l damage but that 15% is pretty helpful when surrounded by a ton of fire or energy users.

End is a concern and we are talking about a lot of toggles, but it seemed odd to comment on Weave needing more end reduction when Tough and Invincibility have the same amount of reduction and they cost as much or more.
Anyway, if you need to drop endurance usage you are better off making sure you have extra end red in your attacks. 4 of the 5 attacks the OP is using have a base cost that is above or very close to their recharge time, meaning they cost 1.0+ end/s. Weave and Tough only have a base cost of .32/s.
On top of that he has Conserve and PP at high levels, so yea.

Obliteration isn't giving him any defense at all, since he didn't get the 6 piece. Positional defense isn't all bad anyway, since it will help with Psi attacks. The Eradication/Scirocco's combo looks like a good pick out of PBAoEs, thought I might have used a 6th slot to get the negative res.


 

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Originally Posted by Fireheart View Post
Hmm, I'll make a list...

Temp Invulnerability doesn't need 6 slots and should get those slots earlier. The 'Psi-hole' isn't that bad and you can power through with Dull Pain.

Unyielding doesn't need more than the first slot, until you start filling in Sets (Despite what CMA says in his 1-20 guide-let). Its extra resistances are miniscule and even full SO slotting will only raise its contribution to +15% resistance to exotics. I'd actually slot it (later) with Steadfast - End/Res and Res/Def, and some random End/Res to round it out, and leave it at that.

RPD isn't needed at this early level - Unless you take it at L1 and wait on Temp. Inv. until later. Especially not if you 4-slot Temp. Inv. relatively early. Temporary Invulnerability is 3 times as potent as RPD - without any slotting at all!

Blinding Feint - If you skimp on Accuracy ANYWHERE, this is not the one to do it with! You absolutely want Blinding Feint to hit your target, every time! If you Miss, then you don't get the buff. It's a mini Build Up, every time you hit (+10% To-hit, +30% Damage, for 10seconds) and with a bit of recharge, you can double-stack it, briefly. As part of the Empower Combo, the bonus goes to +14% and +40%.

Weave is going to need more EndRed - IMO.

Sweeping Strike - The Obliterations are 'positional' defense and that doesn't stack with the 'typed' defenses that your powers give you - I'd choose another set, here.

This is all based on my own experience with Invulnerability (L50 Inv/EM Tanker).

Following CMA's Defense-Capped Invulnerability guide does produce one of the most potently defended Tankers in the game, but unless you're planning to try soloing Recluse, or suchlike, you'll never need that much defense. Further, unless you're willing to sink a billion Inf into the character, you'll be fighting with all the other min-maxers for those Kin-Combats and other defense-boosting sets. (Okay, that was hyperbole, I have no idea how much it would actually cost.)

For myself, I found slotting my attacks to boost Attack Values, and letting Tough Hide, Weave, and Invincibility carry my Defense, over the Resistance in Temp Invulnerability, RPD, and Tough to be absolutely sufficient. Scrimping, crunching, and contorting to eke out another few points of Defense isn't worth it, to Me.


Yeah, I saw. I was just talking in general about Endurance, not commenting on your build. I'm certain you have the experience to know how to manage Endurance.

Be Well!
Fireheart
Oblit's are there for the recharge bonus and the accuracy bonus. Most of my attacks in there have capped dmg so I dunno what you mean by attack values. Remember invinc gives to hit and as such i can skimp on acuracy a little bit but I do see your point on blinding feint and will definately get more acuracy in that. The 6 slotting of temp invuln is for set bonus's as well as to put a little something there for psi protection. I put RPD where i did because i didn't see anything else worth taking that early. I'm actually gona go back this weekend and work on the build a little more and will repost it then


 

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Originally Posted by Soran View Post
If you're saying that Unyielding doesn't need to be socketed right way, fair enough, but if you're saying that 15% doesn't matter I'd have to disagree. My tank is only vaguely aware of enemies that do s/l damage but that 15% is pretty helpful when surrounded by a ton of fire or energy users.
I'm definitely not saying that it shouldn't be slotted, but IMO you have better things to do with your slots until the late 20s-early 30s. In my finalized build, I'm thinking Steadfast Res/End & Res/Def, plus a random Res/End from another set.
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End is a concern and we are talking about a lot of toggles, but it seemed odd to comment on Weave needing more end reduction when Tough and Invincibility have the same amount of reduction and they cost as much or more.
Anyway, if you need to drop endurance usage you are better off making sure you have extra end red in your attacks. 4 of the 5 attacks the OP is using have a base cost that is above or very close to their recharge time, meaning they cost 1.0+ end/s. Weave and Tough only have a base cost of .32/s.
On top of that he has Conserve and PP at high levels, so yea.
Temporary Invulnerability and Unyielding have an endurance cost of .26/second, according to my research, and Invincibility is cheaper still, at .21/sec. However, both Tough and Weave cost .33/sec each - that's an additional 30% more, or so, which is why I suggested more EndRed. Looking at the build again, I see that the OP actually did slot more EndRed that I thought, at first, so I'll withdraw this concern.
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Obliteration isn't giving him any defense at all, since he didn't get the 6 piece. Positional defense isn't all bad anyway, since it will help with Psi attacks. The Eradication/Scirocco's combo looks like a good pick out of PBAoEs, thought I might have used a 6th slot to get the negative res.
Hmm, I could have sworn he did have all 6, when I first looked at it. Now the attack is only missing a bit of Acc/End...

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Oblit's are there for the recharge bonus and the accuracy bonus. Most of my attacks in there have capped dmg so I dunno what you mean by attack values. Remember invinc gives to hit and as such i can skimp on acuracy a little bit but I do see your point on blinding feint and will definately get more acuracy in that. The 6 slotting of temp invuln is for set bonus's as well as to put a little something there for psi protection. I put RPD where i did because i didn't see anything else worth taking that early. I'm actually gona go back this weekend and work on the build a little more and will repost it then.
I meant 'attack values' like accuracy, recharge, and yes, damage, though with the low-damage, high-speed attacks in Dual Blades, endurance does become an issue, too. If you're loafing along at 'Tanker speed', it's not an problem at all, but when the situation goes wobbly and you kick it up to 'frappe', then even my WP/DB (with Stamina) notices the blue bar dwindling. Personally I 5-slot my attacks with Crushing Impacts - 5 slots of Kinetic Combat would probably bankrupt me.

As for Invincibility and Global Acc bonuses making up for weak slotting - I'm sorry, I've never found it so. Yes, they help, but unless you're traveling with a retinue of groupies to power Invincibility, you can't count on it in a fight. I prefer to be more accurate than necessary - until the enemy debuffs kick in and you start 'wiffing', at which point the boost from your other abilities compensate enough to win the day. And if you bump into a solo Boss/EB/AV, you've still got plenty of Accuracy to see him off.

Looking at your other power choices for level 12, I can see that RPD makes some sense. However, slotting RPD in preference to Temp. Inv. and not slotting Temp. Inv. until level 46 is NUTS! - um, IMHO. You might want to take another look at the relative values of the two powers and reslot accordingly.

Be Well!
Fireheart


 

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I just kinda threw the slots in there to reflect how many slots I'd put in not nessacarily the exact level it would happen. On my tankers I always slot my defenses with preference over my attacks, sorry I should have mentioned that.

I know what your saying about the accuracy thing and I always try to get it high but I also don't like to frankenslot 90% of powers.


 

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I always make a point of slotting my builds as if I were leveling them - this makes it easier to see what I'm doing in those levels Before 50. By the same token, I create my builds (initially) with just SOs, then tweak them from there. My reasoning is thus - I can Haz the SO build, regardless of the market or recipe drops, so that forms my default. If I'm having trouble getting some of the IOs I want, it's not a big issue, because the character still Functions without them.

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On my tankers I always slot my defenses with preference over my attacks, sorry I should have mentioned that.
That's fine, but you didn't do that this time - or rather, you slotted up the wrong defenses first. But don't worry about it, that's why a third-party critique is useful.

I am continually disappointed in the levels of accuracy offered by most IO sets. They'll let you get +130% Damage (before ED), but skimp on the other attributes - Damage and Hastened Recharge, and all the rest, are Irrelevant, if you don't hit your target. The AoE blast sets are particularly egregious in that, since most of those attacks have nerfed accuracy already.

However, I've found that one can often compensate by adding 1-2 from another set, to balance those weaknesses. No need for a full frankenslot.

Be Well!
Fireheart