INV/SS Tank
So actually I now have gotten Mids' to work and have come up with this build. Please give me any input you might have on it.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Will Wolf: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability
- (A) Impervium Armor - Resistance/Endurance: Level 40
- (3) Impervium Armor - Resistance: Level 40
- (9) Impervium Armor - Psionic Resistance: Level 40
- (17) Impervium Armor - Resistance/Endurance/Recharge: Level 40
- (17) Aegis - Resistance/Endurance: Level 50
- (31) Aegis - Psionic/Status Resistance: Level 50
- (A) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (43) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (43) Crushing Impact - Accuracy/Damage: Level 50
- (46) Crushing Impact - Damage/Endurance: Level 50
- (50) Crushing Impact - Damage/Recharge: Level 50
- (50) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (3) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (9) Numina's Convalescence - Heal/Recharge: Level 50
- (19) Numina's Convalescence - Heal/Endurance: Level 50
- (19) Doctored Wounds - Heal: Level 50
- (31) Doctored Wounds - Heal/Recharge: Level 50
- (A) Aegis - Resistance: Level 50
- (5) Aegis - Resistance/Endurance: Level 50
- (5) Aegis - Resistance/Recharge: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (7) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Flight Speed IO: Level 50
- (A) Titanium Coating - Resistance: Level 50
- (11) Titanium Coating - Resistance/Endurance: Level 50
- (11) Titanium Coating - Resistance/Recharge: Level 50
- (31) Titanium Coating - Endurance: Level 50
- (37) Titanium Coating - Endurance/Recharge: Level 50
- (37) Titanium Coating - Resistance/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (15) Numina's Convalescence - Heal: Level 50
- (15) Healing IO: Level 50
- (A) Impervium Armor - Psionic Resistance: Level 40
- (33) Impervium Armor - Resistance: Level 40
- (33) Impervium Armor - Resistance/Recharge: Level 40
- (A) Luck of the Gambler - Defense: Level 50
- (33) Luck of the Gambler - Defense/Endurance: Level 50
- (34) Gift of the Ancients - Defense/Endurance: Level 40
- (34) Gift of the Ancients - Defense: Level 40
- (34) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
- (37) Gift of the Ancients - Defense/Recharge: Level 40
- (A) Performance Shifter - Chance for +End: Level 50
- (21) Performance Shifter - EndMod: Level 50
- (21) Endurance Modification IO: Level 50
- (A) Mako's Bite - Chance of Damage(Lethal): Level 50
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (23) Mako's Bite - Accuracy/Damage: Level 50
- (40) Mako's Bite - Damage/Endurance: Level 50
- (40) Mako's Bite - Damage/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (A) Aegis - Resistance: Level 50
- (25) Aegis - Resistance/Endurance: Level 50
- (25) Aegis - Resistance/Recharge: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (27) Luck of the Gambler - Defense/Endurance: Level 50
- (27) Luck of the Gambler - Defense: Level 50
- (A) Adjusted Targeting - To Hit Buff: Level 50
- (29) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (29) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (36) Adjusted Targeting - Recharge: Level 50
- (50) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (A) Perfect Zinger - Chance for Psi Damage: Level 50
- (42) Perfect Zinger - Taunt/Range: Level 50
- (42) Perfect Zinger - Taunt: Level 50
- (43) Perfect Zinger - Taunt/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (A) Impervium Armor - Psionic Resistance: Level 40
- (36) Impervium Armor - Resistance: Level 40
- (36) Impervium Armor - Resistance/Endurance: Level 40
- (A) Red Fortune - Defense: Level 50
- (39) Red Fortune - Defense/Endurance: Level 50
- (39) Red Fortune - Defense/Endurance/Recharge: Level 50
- (39) Red Fortune - Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (42) Recharge Reduction IO: Level 50
- (A) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
- (45) Scirocco's Dervish - Damage/Recharge: Level 50
- (45) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (45) Scirocco's Dervish - Damage/Endurance: Level 50
- (46) Scirocco's Dervish - Accuracy/Damage: Level 50
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (A) Efficacy Adaptor - EndMod: Level 50
- (48) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (48) Efficacy Adaptor - EndMod/Endurance: Level 50
- (48) Efficacy Adaptor - EndMod/Recharge: Level 50
- (A) Jumping IO: Level 50
Level 1: Brawl
- (A) Accuracy IO: Level 50
- (A) Empty
- (A) Recharge Reduction IO: Level 50
Level 6: Ninja Run
------------
Set Bonus Totals:
- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 8.75% Defense(Fire)
- 8.75% Defense(Cold)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 8.75% Defense(Psionic)
- 2.5% Defense(Melee)
- 5% Defense(Ranged)
- 8.13% Defense(AoE)
- 4.05% Max End
- 6% Enhancement(Heal)
- 22.5% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 5% FlySpeed
- 154.6 HP (8.25%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 4.95%
- 11% (0.18 End/sec) Recovery
- 74% (5.79 HP/sec) Regeneration
- 3.76% Resistance(Fire)
- 1.26% Resistance(Cold)
- 1.26% Resistance(Energy)
- 4.39% Resistance(Negative)
- 14.5% Resistance(Psionic)
- 20% RunSpeed
Set Bonuses:
Impervium Armor
(Temp Invulnerability)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 2.25% Max End
- 3% Resistance(Psionic)
(Temp Invulnerability)
- 5% RunSpeed
- 3% Resistance(Psionic)
(Jab)
- MezResist(Immobilize) 2.2%
- 21.1 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Dull Pain)
- 12% (0.94 HP/sec) Regeneration
- 35.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Dull Pain)
- MezResist(Terrorized) 2.2%
(Resist Physical Damage)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Fly)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
- Knockback Protection (Mag -4)
(Unyielding)
- MezResist(Sleep) 2.2%
- 28.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Health)
- 12% (0.94 HP/sec) Regeneration
(Resist Energies)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 3% Resistance(Psionic)
(Invincibility)
- 10% (0.78 HP/sec) Regeneration
(Invincibility)
- 2% (0.03 End/sec) Recovery
- 2.5% Resistance(Fire)
- 1.8% Max End
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Knockout Blow)
- MezResist(Immobilize) 3.3%
- 28.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Resist Elements)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Tough Hide)
- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Rage)
- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
(Tough)
- 2.5% (0.04 End/sec) Recovery
- 1.88% Defense(Psionic)
- 3% Resistance(Psionic)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
(Foot Stomp)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
(Physical Perfection)
- 21.1 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.78 HP/sec) Regeneration
Your toggles only need 4 slots each. Your attacks ought to have 5 slots, though some may benefit from 6. Dull Pain needs 4 or 5. Tough and Weave will benefit from 40-50% EndRed, though you can tough it out at 30-some and eat a few blue pez to stay healthy. Passives only need 3-4 slots, if that much. Rage should have 60% or more Recharge - More has some useful effects, and it ultimately benefits from 4, 5, or 6 slots, depending on your enhancements.
When you get into your upper levels (or before, if you're ambitious) you should consider the information in this guide: http://boards.cityofheroes.com/showthread.php?t=126983. I don't follow it strictly, myself, but it is Very useful to consider Defense layered on top of your already excellent Resistance.
Be Well!
Fireheart
Alright, then. With a Build.
You don't have enough attacks to not be bored. You have several things over-slotted, others slotted badly, and still others are under-slotted.
Mids has a Feature (used to be a bug) which allows you to take a travel power early and without a prerequisite - this is ONLY possible in-game if you have the 60-month Veteran's reward. Judging from your forum Joined On date, you don't actually have that, yet (although I could be wrong).
Therefore, you cannot take Fly without Hover or Air Superiority. If you can bear to give up Flight, I would suggest the Leaping pool, with Combat Jumping and Super Jumping, and Hurdle, instead of Hover/Fly/Sprint - which would gain you 2-3 more slots to put elsewhere, and faster movement.
Additionally, with more attacks, you can output more damage, slot more sets with +Recharge, and don't have to take Hasten - since there is Zero reason for more haste, except to make your few attacks go farther. Additionally, since you have to take Boxing anyway, there is No Point in not Using it to the maximum potential! So it's been put in where it can do you some good.
Also, I put some +Stealth in Sprint. You can use a Veteran/Prestige movement power for your general running around and have Sprint for those times when you want to try to be a little sneakier.
Here's how I'd do it:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Will Wolf: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(11)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 2: Dull Pain -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 6: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(43)
Level 10: Hover -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), Winter-ResSlow(50)
Level 12: Swift -- HO:Micro(A)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx/Fly(15)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(42), Numna-Heal(43), Numna-Regen/Rcvry+(50)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Rchg+(21), Rec'dRet-ToHit(21), Rec'dRet-ToHit/Rchg(37), Taunt-I(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(42), P'Shift-End%(46)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 24: Resist Physical Damage -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-ResDam(31)
Level 26: Tough Hide -- GftotA-Def(A), GftotA-Run+(27), LkGmblr-Def(31), LkGmblr-Rchg+(45)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(40), GSFC-Build%(46)
Level 30: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(46), Mocking-Taunt/Rng(48), Mocking-Rchg(50)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- Numna-Heal/Rchg(A), Numna-Heal(45), EndMod-I(45)
Level 47: Resist Energies -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-ResDam(48)
Level 49: Resist Elements -- ResDam-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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.
Be Well!
Fireheart
I can't recommend Call Me Awsome's guide which was linked to above enough. It really is a fantastic piece of work and I can tell you that it made a HUGE difference when I went from IOs to using the info in that guide.
As to your own build:
First thing I noticed Tritonin was your fairly low recovery rate. I grabbed all the stat-boosting accolades my tank and before I got conserve power, I didn't feel comfortable to run Rage all of the time.
Here is my CURRENT build:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I'm pretty happy with that. The psi res/def isn't perfect but it's MUCH better than my previous build. I'm now using Rage on auto and that is working very well. I am a firm believer in more +Max before increased recovery %.
I did consider dropping Air Sup/Fly to pick up SS and Laser Beam Eyes (for pulling) or Physical Perfection. However, I like Air Sup as part of my attack chain and I always felt that char SHOULD fly.
As a comparison, this was the the build I was using previously (and still have as a SECOND build). I used it to tank a MoITF and MoLG.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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You will probably not want the presence pool (I had it for concept and actually rather liked it; I could fear one group, FS another and provoke a third. When it stacked with the trollers holds/fears etc it was quite amusing too.)
The biggest two issues I had with the second build was endurance and Psi. (Hence my recent chage to the top/current build.)
Endurance on the second build did improve a LOT once I got the Accolades but it could still be painful in a long drawn out fight. I normally slot end redx in attacks but I found myself short on slots. (Admittedly because of heavy slotting of Provoke/Invoke Panic for set bonuses.)
It all depends on what you want from your tank. I always wanted to tank. Take damage and be the last person standing. So both of the builds above are soft capped S/L def/res.* Even when I wound up tanking a Shard TF with the second build, I achieved that although it was painful. If you don't mind being a little less sturdy but do more damage - fair play.
Hopefully CMA's guide and the builds posted in this thread will give you some ideas. I would never use one build but take ideas from several people to get what I want.*
SAVE CoX info:
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Saving CoX events/FB info
When we first got Arachnos. I played with them alot because I like to know alot about AVs as it is part of my job.
For around 15 mins without a controller or a defender present and so no support I tanked Ghost Widow, Mako and Scirroco in melee using insps and the knowledge I was getting about their powers and in main how often they can use them. You can't just get by on Insps doing that when on SOs and I was on SOs back then and also for one Soul Storm is a detoggler because its such a high magnitude hold and something which I got hit by. Having unstoppable and mitigating the crashes I survived well enough for all that time. My unstoppable was of good recharge back then and I kind of found a nice nick of knowing when I should use it. Anyway, it wasn't a one time only feat as I did that over and over.
Most recent use of it was with Scirroco and it basically happened because I made a mistake. I was tanking using a PB for a defender but still I mitigated the crash, even the end loss, so no detoggle and survived the mistake.
Unstoppable is the only power that will get you capped to 90% to all damage types except psi and the more exotic and against soul storm and my not being fussy whats in team it is a good power to have.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I'll reiterate what some of the others have said; some of your toggles are overslottted, some underslotted, you don't have enough attacks, and you can't take Fly without a prereq. I'd also add that slotting for KB protection is completely unnecessary (Unyielding takes care of that) and slotting for Psi resistance is pointless unless you're going to focus your build around that goal--which I wouldn't recommend.
I think the first thing you need to decide is whether you're going to build for defense and reach the soft-cap, or pursue some other goal. You've got Weave, which is a good start on the soft-cap, and if you want to go that route, look at the other Inv/SS thread on the first page to get some slotting suggestions.
If you don't want to try for the soft-cap, that's fine, but I would recommend Unstop in that case. One alternative is to go for regen, recovery, and recharge bonuses, with enough defense bonuses to be significantly more durable that an SO'd Invul tank. That route doesn't necessarily require Tough and Weave, which will open up some options for additional powers.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I've got an INV/SS tank. I have pretty much taken all the main pool powers along with tough and weave. The only thing I really don't see a point in having currently is Unstoppable. I have six slotted all the toggles, and was curious if that was entirely necessary. The passives are all three slotted. Again, is this necessary, or is it a bit pointless. Any insights you have for me would be great. I have not been able at this point to download Mid's to work through anything.