Need some help with Super Strength please.
Well your damage will be generated by Rage so you will want that for sure and you will want to 6 slot it with either an IO set like Gaussian's or 3 recharge and 3 to-hit.
Punch, Haymaker, Knockout Blow, Hurl, and Foot Stomp will be your primary damage dealers and you can either choose to slot or not slot Jab. As for slots that depends on if you plan on eventually using IO sets. If not then focus on endurance reduction and recharge because SS has some long recharge powers. I would post more but this should get you in the right direction.
If you have more questions feel free to ask.
"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)
From SS I'd probably take:
1) Jab, no choice here, but after GR it's a free 20% -Res so it's actually quite nice.
2) Haymaker, it's a very solid ST attack.
3) Knockout Blow, your best ST attack. Also has a hold in it. Use Jab first (for extra 20% damage) and then this.
4) Rage, this baby gives you +80% Dmg and +20% ToHit with just three slots (3x Rech) and it's perma that way, too. This is probably one of the most awesome powers ever created, if only for the constant +ToHit which allows you to reliably hit higher level enemies.
5) Foot Stomp, it's an awesome AoE damage power with mitigation to boot. Skipping this would be, IMO, quite stupid because I find this the set defining power.
6) Taunt, no need to pick it up very early on an Invuln tanker, you have a strong taunt aura, but I'd still recommend getting this at some point.
7) Punch, maybe. You could easily replace this with an APP attack (Fire Blast, Ice Blast) or even go redside for a bit to get PPPs and get Gloom, which is close to being the best ST attack available to you.
For attacks, go for at least (assuming frankenslotting or IO sets):
40% Accuracy (Rage takes care of the rest in most cases)
50% EndRed
50% Rech
95% Damage
For Rage, at least 95% Rech and some ToHit as well when you have the slots for it.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Thanks a ton for your help guys. The problem just reading the tooltip for each power is that they all sound good lol. So it's nice to hear the real deal from some pros, but as far as hurl goes (never tried it), but I read somewhere it's not a very good attack due to it's long animation? Would it eventually be something you'd use in a certain playstyle, such as using it to pull rather than say jump in the middle of things and start with footstomp?
Also I see none of you mentioned handclap which also pretty much fits with what I could find around... KB bad :P
I see that Novella mentioned Punch as a part of the attack chain whereas DSorrow says that it is a power that can be easily replaced by another atk power. I guess knockdown is nice, but it should be mentioned that I intend to take Energy as my ancillery powerset (yes we all want to be Superman :P), so I'll get at least Laser Beam Eyes in there. EnTorrent seems nice too being a cone knockdown atk (not sure how great it will be in reality though). I guess I can forego Focused Accuracy with the rage? Conserve Power and Physical Perfection sounds useful as well (although they may be useful for soloing rather than teaming what with team buffs and such? Any thoughts?).
Last but not least I should mention that I want to take Flying, which means there is an opening for air superiority, as everyone keeps going on about how bad Hover is for a tank (can't footstomp the air apparently :P).
I don't know if this new information would give any cause for a bit of realocation of powers. Just thought I'd mention it to give a more complete understanding of the eventual final build
Again thanks a lot !
I had hurl whilst my Inv/SS was grounded. It packed the same level of punch as Haymaker except you could hit ranged fliers with it bringing them down. They had to come down as I couldn't go up. It was more utility than something you put in your attack chain. I use to stack it to my taunt in zones to prevent tankers bringing damage on their teams and having their team mates die.
Now my Inv/SS flies, with that came Air Sup which incidentally does alright out of rage and something you might include in your attack chain. Air suped AVs won't fly up, but you may have say stunner freaks on outside maps that might have to be coerced down. Air Sup replaces my Punch.
Unless you're making a Superman I don't think alot of Laser beam eyes. The KB in energy torrent has some utility but Invincible buffs you by having enemies inside its aura, which is small.
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 read in the past that Energy Torrent, the Tanker Epic version, was knock down.
Teams are the number one killer of soloists.
Yes as far as I can see EnTorrent for tanks is KnockDown. Of course having knockdown on it's own doesn't necessarily make it a must. Was just an idea?
As far as laser eyes goes, yes it's more to make a Superman inspired character (concept I will put it under ), but you're saying it's so bad I should only use it for fun and exclude it from my attack chain?
As I intend to get flight (and hover was useless for tanks) I should definately get air support then, but now you're saying it replaces your punch New Dawn? Ok that's good to know. Then I can skip that power I guess. Also you're saying hurl becomes almost irrelevant when tanker has flight+air support? So omit Punch and Hurl entirely?
Hurl is alright on a grounded Tanker that doesn't like to rely on on controllers with say -fly in their immobs or something like that. If you have air sup then you are likely to pin AVs to the ground for its duration, as for those fliers you could knock them down in passing or aim to pull them down with taunt and by taking some cover.. Usually someone in the team can -fly anyway. If you can fly then hurl is certainly less useful.
I choose to take tools for tanking rather than try and compete with Scrappers damage as it's a nonsense trying. Laser Beam Eyes and Energy Torrent won't be as great DPE wise as your secondaries. ET might be something you use to kd mobs to alpha them. I certainly like to keep mobs in my aura though. Laser Beam Eyes is just a gimmick. If I had the choice between that and Hurl, Hurl would win.
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.
You're good without Punch. Jab will be plenty fast enough to fill in the attack chain and it'll be a more useful power with the new Bruising effect.
My Inv/SS uses Jab, Boxing, Haymaker, Knockout Blow, and Footstomp. I didn't need Boxing at all, but it holds IOs just fine and was a prereq for Tough/Weave. I like Hurl a lot (ranged Haymaker with -Fly!), though it does have a KB effect. I just couldn't fit it on my build.
Footstomp is your only AOE, and it's great, but it also requires you to be groundbound. If you're sticking with Flight, then you'll also want pretty decent footspeed. With Swift slotted once for +runspeed and Flight slotted once with +flightspeed, you'll have capped Flight speed and not be a total slug on the ground. I'd still recommend running Sprint (slotted once for +runspeed) in missions.
Well Street what you say makes sense, and actually just because of what you said with Footstomp being the only AoE (omitting handclap) is the only reason I would otherwise even consider EnTorrent, but it seems no one is impressed with it... At all. So I think I will pass on it.
Laser Beam Eyes as a gimmick only works for me, in the sense that I will TRY to fit it in my build.
As for hurl it seems when you're a flying tank it's more about picking it over a lesser attack then picking it because it's really needed, so I think I'll end up passing on that as well.
As for boxing, I do realize it's a prereq for Tough/Weave (I might go for kick since kicks are a bit lacking in SS lol. Disorient vs KD? dunno). I read somewhere though that both those powers are absolutely useless, so thinking of just keeping one of those as a "gimmick" to joke around with my laser eyes, and instead incorporating Air Supp as part of the regular atk chain.
Just to ask another question for air support. It's normal (as far as I can see) to max out slots for attacks. Should this still apply for an atk power from a pool powerset (wondering if it's strong enough to be worth it, or should I settle with less than 6 slots?)?
And in regards to jab. Before it was a no choice, and so people put up with it, but now it should be more useful. Would you max it out in slots or settle for less?
On my Inv/SS I don't have Taunt. Terrible choice, I know, except when you don't really need it, which is almost always. If you want to be optimal for teams, by all means take it, but 99% of the time you can grab aggro fine without it. Invincibilty is an amazing taunt aura and Foot Stomp ensures enemies are paying attention to you.
Air Superiority is exactly as strong as Punch, and has the same recharge time. It costs like 1.5 end more, which is basically nothing. Definitely worth slotting, since its chance for knockdown is 100% rather than 33 or something.
Laser Beam Eyes I quite like. You can slot an Achilles' Heel in it for a chance for more -Resist, and as a pool power its Gauntlet effect is single-target, making it nice for pulling.
Hurl is nice. Even though it has a longish animation, it's got -Fly for getting enemies out of the sky, which is handy. If it's the kind of enemy that ignores -Fly effects for some reason, the knockback can make them ragdoll, which overrides their ignoring of -Fly. Plus, it's got Gauntlet, so you can use it as a ghetto Taunt. it won't last long, but in all likelihood it'll be long enough to get the enemy into your Invincibility/Foot Stomp tauntzone. Finally, it does as much damage as Haymaker, so with LBE you can contribute decent damage to enemies at range.
Jab's damage is very low. If you're gonna slot it, best thing to do is 4 slots for Kinetic Combat's 3.75% defense buff to S/L. If you can't get this (it's very expensive), you could also put in four slots of Smashing Haymaker for 1.75% defense S/L. Another option is the "buzzsaw" route. Slot it with the damage procs from Touch of Death, Perfect Zinger, and Mako's Bite. If you've got the means, damage procs are also available from the Gladiator's Strike and Hecatomb sets, though those are harder to get.
Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
Hi guys I have a lvl 33 Invul/SS tanker, it's been a long time since I played him, and I had no idea what I was doing when I lvled him. I found Call Me Awesome's guide to Invul which seems great, but I'm still stunted as to which SS powers I should chose. I mean which powers are crap and can be skipped, also how many slots should I put in the different powers there?
Any help would be greatly appreciated, as to WHAT I need him for? Well tanking of course I'm not looking to solo or anything like that. I want him to be as optimal for grouping as possible.
Thanks in advance.