Advice on INV/SS build


Call Me Awesome

 

Posted

Okay i did a search and found this build which i did abit of altering but i am not sure whether i want hasten or 2.5% energy defense from maneuvers to hit the softcap (it is softcapped to S/L and E/N).
So i just want to know which is more needed, since i would like having attacks up more often and being able to double stack rage but i don't know how significant the 2.5% final defense is since i only have 30% energy resistance as backup.

Thanks

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

Click this DataLink to open the build!

no idea: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance
  • (3) Aegis - Resistance/Recharge
  • (13) Impervium Armor - Psionic Resistance
Level 1: Jab
  • (A) Pounding Slugfest - Accuracy/Damage
  • (15) Pounding Slugfest - Damage/Endurance
  • (17) Pounding Slugfest - Damage/Recharge
  • (42) Crushing Impact - Accuracy/Damage
Level 2: Punch
  • (A) Kinetic Combat - Accuracy/Damage
  • (15) Kinetic Combat - Damage/Endurance
  • (17) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
Level 4: Temp Invulnerability
  • (A) Aegis - Resistance/Endurance
  • (5) Aegis - Resistance
  • (5) Reactive Armor - Resistance/Recharge
  • (7) Reactive Armor - Endurance
  • (33) Aegis - Psionic/Status Resistance
  • (34) Reactive Armor - Resistance/Endurance
Level 6: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (43) Kinetic Combat - Damage/Endurance/Recharge
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 8: Dull Pain
  • (A) Doctored Wounds - Recharge
  • (9) Doctored Wounds - Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Heal
Level 10: Resist Elements
  • (A) Impervium Armor - Resistance/Endurance
  • (11) Impervium Armor - Resistance
  • (11) Steadfast Protection - Resistance/+Def 3%
  • (13) Impervium Armor - Resistance/Recharge
Level 12: Combat Jumping
  • (A) Gift of the Ancients - Defense
  • (34) Gift of the Ancients - Defense/Endurance
  • (50) Defense Buff IO
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
  • (19) Numina's Convalescence - Heal
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Efficacy Adaptor - EndMod
  • (21) Efficacy Adaptor - EndMod/Recharge
Level 22: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (23) Reactive Armor - Resistance
  • (46) Impervium Armor - Psionic Resistance
Level 24: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
  • (50) Crushing Impact - Damage/Endurance/Recharge
Level 26: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Recharge Speed
Level 32: Tough Hide
  • (A) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Recharge Speed
  • (33) Defense Buff IO
Level 35: Taunt
  • (A) Mocking Beratement - Taunt
  • (36) Mocking Beratement - Taunt/Recharge
  • (36) Mocking Beratement - Taunt/Recharge/Range
  • (36) Mocking Beratement - Accuracy/Recharge
  • (37) Mocking Beratement - Taunt/Range
  • (37) Mocking Beratement - Recharge
Level 38: Foot Stomp
  • (A) Eradication - Accuracy/Damage/Recharge
  • (39) Eradication - Accuracy/Damage/Endurance/Recharge
  • (39) Eradication - Damage/Recharge
  • (39) Cleaving Blow - Accuracy/Recharge
  • (40) Cleaving Blow - Accuracy/Damage
  • (40) Cleaving Blow - Damage/Endurance
Level 41: Kick
  • (A) Explosive Strike - Chance for Smashing Damage
Level 44: Tough
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance/Recharge
  • (45) Aegis - Resistance
  • (45) Reactive Armor - Endurance
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 49: Unstoppable
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 0: Ninja Run



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Posted

Okay, some problems:

You're taking Unyielding way too late. It's your mezz/KB protection and you should take it when it's available, or shortly afterward. In addition, Invinc is way, way too late; take it at 18 when it becomes available.The resistance toggles, on the other hand, can easily be delayed until the 20s or even 30s.

Your shield slotting is rather strange; why not just slot straight Reactive Armors rather than the mish-mash of Aegis, RA and Imperv? That would probably give you enough E/NE def to soft-cap. And most of the toggles are underslotted for resistance and overslotted for end reduction. The Res/End and Res/End/Rchg from each set should be plenty of end reduction for a moderate end-cost toggle.

Jab and Punch are both underslotted; I'd take some of those extraneous slots from TI and add one to each attack.

Also, F/C def and in particular, Psi def and resistance, should be a lower priority than S/L/E/NE. F/C damage is a lot less common than S/L/E, and you're probably not going to be able to build up enough Psi def or resists to make a difference.

Here's what I would do with your build; same powers, just rearranged a bit and reslotted. S/L/E/NE are all soft-capped, F/C is a couple of percentage points below. (You could soft-cap F/C if you can find 2 more slots for RPD and other set of Aegis.) I switched one of the Kinetic Combat sets to Smashing Haymaker because you didn't need the KC to soft-cap and SH are much less expensive, but you can switch it back if you want a bit of a S/L def cushion.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
no idea: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-ResDam:40(13)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Mako-Acc/Dmg/EndRdx/Rchg:35(42)
Level 2: Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(42)
Level 4: Haymaker -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(5), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(5), P'ngS'Fest-Acc/Dmg:30(7), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(33)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(42), Dct'dW-Heal:50(43), Dct'dW-Rchg:50(43)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(43)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(11), Mocking-Acc/Rchg:50(13), Mocking-Taunt/Rng:50(34), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(34), DefBuff-I:30(50)
Level 14: Swift -- Run-I:50(A)
Level 16: Health -- Mrcl-Rcvry+:40(A), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(37)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(46)
Level 20: Stamina -- EndMod-I:50(A), Efficacy-EndMod:50(21), Efficacy-EndMod/Rchg:50(21)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(37), BasGaze-Acc/EndRdx/Rchg/Hold:30(46), BasGaze-Acc/Rchg:30(48)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(25)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27), RechRdx-I:50(27)
Level 28: Rage -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(50)
Level 30: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(31)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(33), Aegis-ResDam:50(33)
Level 35: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(36), Aegis-ResDam:50(36)
Level 38: Foot Stomp -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Dmg/Rchg:30(39), Erad-Acc/Rchg:30(39), Sciroc-Dmg/EndRdx:50(40), Sciroc-Acc/Dmg/EndRdx:50(40)
Level 41: Kick -- ExStrk-Dam%:20(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(45), RctvArm-ResDam/Rchg:40(45), RctvArm-ResDam:40(45)
Level 47: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 49: Unstoppable -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
------------

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)
  • 16.1% Defense(Smashing)
  • 16.1% Defense(Lethal)
  • 13.6% Defense(Fire)
  • 13.6% Defense(Cold)
  • 16.1% Defense(Energy)
  • 16.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.4% Defense(Melee)
  • 11.4% Defense(Ranged)
  • 10.2% Defense(AoE)
  • 3.6% Max End
  • 25% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 35% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 210.8 HP (11.3%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 10.5%
  • MezResist(Sleep) 2.2%
  • MezResist(Terrorized) 2.2%
  • 4.5% (0.08 End/sec) Recovery
  • 60% (4.69 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 15% RunSpeed
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My Characters

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

 

Posted

Thanks very much for taking the time to fix my build was abit messed up when i found it and my mids fu didnt do a very good job of fixing it :P.

Just respecced into it but only level 14 but looks alot more level friendly now thanks very much. Will be great to be as powerful as a granite without being a big ugly rock

Thanks


 

Posted

I took Finduilas's build as it was easier to play with and changed it slightly just to do something different. I tend to forget about getting +hp bonuses if a +hp power like dull pain is nigh perma or perma. Currently dp with accolades that will cap your hit points anyway. With that in mind I did this:

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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.

 

Posted

Quote:
Originally Posted by Finduilas View Post
Forgot to mention, IMO Maneuvers is a bad bargain for a tank; relatively little defense for a big end cost. And as you can see, it is not needed to soft-cap most damage types for an Invul tank.

I disagree strongly.

Manuevers is +def for the tank, and the whole team. As such, it is much stronger than a selfish "me me me" analysis will indicate.

Given Tanker's general team-friendliness, more tanks should look long and hard at the leadership pool.

Also, the Dev's should have their heads examined for their choices of which AT's get what bonsuses for that pool, but that opens up a much larger discussion....


 

Posted

Quote:
Originally Posted by GinZen View Post
Thanks very much for taking the time to fix my build was abit messed up when i found it and my mids fu didnt do a very good job of fixing it :P.

Just respecced into it but only level 14 but looks alot more level friendly now thanks very much. Will be great to be as powerful as a granite without being a big ugly rock

Thanks
Er, point of order:

ALMOST as strong as a stoner.

For apples-to-apples comparisons, nothing is as tough as a stoner. Nothing.

In my opinion, stoners pay WAY too much for that level of grunt, but there's no denying that it exists.

There's also the question of 'how tough do you really need to be' but again, that's a different conversation.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Er, point of order:

ALMOST as strong as a stoner.

For apples-to-apples comparisons, nothing is as tough as a stoner. Nothing.

In my opinion, stoners pay WAY too much for that level of grunt, but there's no denying that it exists.

There's also the question of 'how tough do you really need to be' but again, that's a different conversation.
Having played both Stone/Fire and Inv/Stone on most of the toughest high end content you're correct, a well built Stone IS tougher... however in nearly every situation the soft capped Invuln is more than tough enough so the additional durability of Granite is kind of academic.

The only situation I can think of offhand where Stone's durability could come into play is the tower buffed Lord Recluse in the STF... a soft capped Invuln needs a few inspirations to solo tank him while a Stone tanker can do it with an empty inspiration tray.

The Stone/Fire is a fantastic tanker, but the Inv/Stone is almost as tough, holds aggro better and has no mobility/recharge/damage penalties. My tankers live on different servers; if they were on the same one I doubt I'd play the Stone/Fire much since the Inv/Stone is easier to play and just as effective.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by mauk2 View Post
I disagree strongly.

Manuevers is +def for the tank, and the whole team. As such, it is much stronger than a selfish "me me me" analysis will indicate.

Given Tanker's general team-friendliness, more tanks should look long and hard at the leadership pool.

Also, the Dev's should have their heads examined for their choices of which AT's get what bonsuses for that pool, but that opens up a much larger discussion....
Disagree away.

But given that most tank builds are pretty tight and endurance is usually a concern, the fact that CJ will give you slightly more defense at one-sixth the endurance cost makes it a very easy choice for me to recommend it over Maneuvers.

Weave costs slightly less endurance than Maneuvers, and provides over twice the defense. IMO, the fact that Maneuvers supplies a small amount of defense to teammates is not sufficient to overcome the very high cost/benefit ratio for tanks.


My Characters

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

 

Posted

Quote:
Originally Posted by New Dawn View Post
I took Finduilas's build as it was easier to play with and changed it slightly just to do something different. I tend to forget about getting +hp bonuses if a +hp power like dull pain is nigh perma or perma. Currently dp with accolades that will cap your hit points anyway. With that in mind I did this:

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hmm noticed hasten only suffers about 8 seconds recharge inbetween it only having two slots would hate to respec just to move one slot but worth it for the softcap just incase i need it.

nice little change thanks for that always worth squeezing out a few more % just incase.


 

Posted

Manuevers on a tanker.


Tanker > < enemies < team

The little arrows are the direction in which each one is facing.
ST, Ranged, Cone attacks towards tank. ST,Ranged and Cone attacks towards, team none.
AoEs on tank. AoEs on ranged biased characters who could choose to stay range circa 40ft because there is no need for them to be compromised - none.
Therefore Manuevers might say only be helping out the Scrappers.
Scrappers don't need Tankers so I omit that part.

Grant Cover different kettle of fish as its worth the endurance for the def it'll bonus the team + res.


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.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Manuevers on a tanker.


Tanker > < enemies < team

The little arrows are the direction in which each one is facing.
ST, Ranged, Cone attacks towards tank. ST,Ranged and Cone attacks towards, team none.
AoEs on tank. AoEs on ranged biased characters who could choose to stay range circa 40ft because there is no need for them to be compromised - none.
Therefore Manuevers might say only be helping out the Scrappers.
Scrappers don't need Tankers so I omit that part.

Grant Cover different kettle of fish as its worth the endurance for the def it'll bonus the team + res.
....

Um...

Manuevers, and indeed, every leadership power except Vengeance, has a radius of 60 feet.

Venge has a radius of 100 feet.

Trust me. Manuevers on a tank works great.

Grant Cover, on the other hand, only has a fifteen foot radius, and that power does indeed only help other folks in melee, be they scraps, blappers, etc....


 

Posted

Quote:
Originally Posted by mauk2 View Post
....

Um...

Manuevers, and indeed, every leadership power except Vengeance, has a radius of 60 feet.

Venge has a radius of 100 feet.

Trust me. Manuevers on a tank works great.

Grant Cover, on the other hand, only has a fifteen foot radius, and that power does indeed only help other folks in melee, be they scraps, blappers, etc....
If all teams needed a tank giving them an additional 4% ish defense. It might be worth it. As it is, though everyone can play so that only the tanker gets hit. With AoEs Scrappers would get hit but they should survive most the 360 ones. Some 360 ones are pretty heavy such as what AVs can do but predictable. People can know when to back off but as it is with many of those AoEs that AVs do can be prevented. Why have manuevers for people who don't even get hit?

People have a personal choice on how they want to play their characters I don't take responsibility for lacking 4% defense that might of helped the controller rocking their aura up all 4 of the inner circles backside. Can't see it helping. Want to live, position better.

GC is different as Shielders benefit from friends near them so with that encouraged some def from the shielder is very nice, also fits the phalanx concept nicely.


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.