Invul/ss Build Help!


Amazing_Guy

 

Posted

Ive been playing this game awhile, and finally decided to post my build of my new invul/ss tanker up here, I feel like i could get more out this build, but im not sure what to do next. I want him to be able to handle the damage of a group and take them down fairly quickly. At the moment hes on 45 and can take tons of damage, but can't dish anything out. Unless invul/ss tanekrs are supposed to be like that. Please look through look my build!

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Posted

Might be easier to see with this

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Amazing Strength: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance: Level 40
  • (5) Reactive Armor - Endurance: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (29) HamiO:Nucleolus Exposure
Level 2: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (27) Reactive Armor - Resistance: Level 40
  • (31) Reactive Armor - Resistance/Recharge: Level 40
  • (34) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (34) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 4: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (5) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (43) HamiO:Nucleolus Exposure
Level 6: Dull Pain
  • (A) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal: Level 50
  • (15) Doctored Wounds - Heal/Recharge: Level 50
  • (25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (46) Doctored Wounds - Recharge: Level 50
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance: Level 40
  • (17) Reactive Armor - Endurance: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Air Superiority
  • (A) Mako's Bite - Accuracy/Damage: Level 35
  • (11) Mako's Bite - Damage/Endurance: Level 35
  • (15) Mako's Bite - Damage/Recharge: Level 35
  • (17) Mako's Bite - Chance of Damage(Lethal): Level 35
Level 12: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (37) Perfect Zinger - Taunt/Recharge: Level 50
  • (40) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (43) Perfect Zinger - Accuracy/Recharge: Level 50
  • (43) Perfect Zinger - Taunt/Range: Level 50
  • (46) Perfect Zinger - Chance for Psi Damage: Level 50
Level 14: Swift
  • (A) Flight Speed IO: Level 50
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (21) HamiO:Cytoskeleton Exposure
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (21) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (31) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (42) Efficacy Adaptor - EndMod/Endurance: Level 50
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
Level 22: Knockout Blow
  • (A) Hecatomb - Damage: Level 50
  • (23) Hecatomb - Damage/Recharge: Level 50
  • (23) Hecatomb - Damage/Endurance: Level 50
  • (25) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (29) Hecatomb - Chance of Damage(Negative): Level 50
Level 24: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (42) HamiO:Enzyme Exposure
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50
  • (31) Defense Buff IO: Level 50
  • (34) Luck of the Gambler - Recharge Speed: Level 50
Level 28: Rage
  • (A) Adjusted Targeting - Recharge: Level 50
  • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
Level 30: Boxing
  • (A) Accuracy IO: Level 50
Level 32: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Endurance: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Hurl
  • (A) Apocalypse - Damage: Level 50
  • (36) Apocalypse - Damage/Recharge: Level 50
  • (36) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (36) Apocalypse - Damage/Endurance: Level 50
  • (37) Apocalypse - Chance of Damage(Negative): Level 50
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Laser Beam Eyes
  • (A) Decimation - Damage/Endurance: Level 30
  • (45) Decimation - Accuracy/Damage: Level 30
  • (45) Decimation - Damage/Recharge: Level 40
  • (45) Decimation - Accuracy/Endurance/Recharge: Level 40
  • (46) Decimation - Accuracy/Damage/Recharge: Level 40
Level 47: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (48) Reactive Armor - Resistance: Level 40
  • (48) Reactive Armor - Resistance/Recharge: Level 40
  • (48) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 49: Weave
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Gauntlet
Level 6: Ninja Run



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Posted

You're a Tanker, taking out enemies isn't your job; you have the luxury of taking your time to defeat a large group of enemies. You have Rage double-stacked and Foot Stomp has a relatively short recharge and is slotted out for damage. You're not really going to do any better than that.

Although I think that my Inv/SS *does* take down enemies fairly quickly under the same circumstances, but that of course depends on what difficulty you're running on, and how you define "fairly quickly".


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
Although I think that my Inv/SS *does* take down enemies fairly quickly under the same circumstances, but that of course depends on what difficulty you're running on, and how you define "fairly quickly".
Well your right here about having double stacked rage, i was just wondering if my slotting was good enough balanced between damage and resistances. I wanna be able to take this guy on Master runs, task forces, and be able to handle a bit of pvp without having to go all 10 yards to get PVP Ios, and ive been looking for ways to fit in a travel power. I know thats alot. But i think build looks decent as of yet.


 

Posted

I told you I would look at it first of it will be hard to do Mo's with no travel powers. Here is my build might give u a few ideas.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Little Tank Girl: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Resistance/Recharge
  • (13) Reactive Armor - Resistance/Endurance/Recharge
  • (15) Steadfast Protection - Resistance/+Def 3%
Level 1: Jab
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (11) Smashing Haymaker - Damage/Recharge
  • (34) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance/Recharge
  • (13) Doctored Wounds - Endurance/Recharge
  • (15) Doctored Wounds - Heal
Level 4: Haymaker
  • (A) Smashing Haymaker - Accuracy/Damage
  • (5) Smashing Haymaker - Damage/Endurance
  • (11) Smashing Haymaker - Damage/Recharge
  • (34) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
Level 6: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (37) Reactive Armor - Resistance
Level 10: Swift
  • (A) Run Speed IO
Level 12: Air Superiority
  • (A) Mako's Bite - Accuracy/Damage
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (48) Mako's Bite - Damage/Endurance
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Health
  • (A) Miracle - +Recovery
  • (17) Miracle - Heal
  • (17) Numina's Convalescence - +Regeneration/+Recovery
  • (33) Numina's Convalescence - Heal
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance
  • (19) Gift of the Ancients - Defense/Recharge
  • (19) Gift of the Ancients - Defense/Endurance/Recharge
  • (25) Gift of the Ancients - Defense
  • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (48) Taunt Duration IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Performance Shifter - EndMod
  • (40) Performance Shifter - Chance for +End
Level 22: Taunt
  • (A) Mocking Beratement - Taunt
  • (23) Mocking Beratement - Taunt/Recharge
  • (23) Mocking Beratement - Taunt/Range
  • (34) Mocking Beratement - Taunt/Recharge/Range
Level 24: Boxing
  • (A) Smashing Haymaker - Accuracy/Damage
  • (48) Smashing Haymaker - Damage/Endurance
  • (50) Smashing Haymaker - Damage/Recharge
  • (50) Smashing Haymaker - Damage/Endurance/Recharge
  • (50) Crushing Impact - Accuracy/Damage/Recharge
Level 26: Tough Hide
  • (A) Defense Buff IO
  • (27) Defense Buff IO
  • (27) Defense Buff IO
Level 28: Rage
  • (A) Adjusted Targeting - To Hit Buff/Recharge
  • (29) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (29) Adjusted Targeting - Endurance/Recharge
  • (37) Adjusted Targeting - Recharge
  • (37) Adjusted Targeting - To Hit Buff/Endurance
Level 30: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (31) Kinetic Combat - Damage/Endurance
  • (31) Kinetic Combat - Damage/Recharge
  • (31) Kinetic Combat - Damage/Endurance/Recharge
  • (46) Crushing Impact - Accuracy/Damage/Recharge
Level 32: Unstoppable
  • (A) Recharge Reduction IO
Level 35: Resist Energies
  • (A) Reactive Armor - Resistance
  • (36) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance/Endurance/Recharge
Level 38: Foot Stomp
  • (A) Multi Strike - Accuracy/Damage
  • (39) Multi Strike - Damage/Endurance
  • (39) Multi Strike - Damage/Recharge
  • (39) Multi Strike - Accuracy/Endurance
  • (40) Multi Strike - Accuracy/Damage/Endurance
  • (40) Recharge Reduction IO
Level 41: Tough
  • (A) Reactive Armor - Resistance
  • (42) Reactive Armor - Resistance/Endurance
  • (42) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Resistance/Endurance/Recharge
Level 44: Weave
  • (A) Gift of the Ancients - Defense/Endurance
  • (45) Gift of the Ancients - Defense/Recharge
  • (45) Gift of the Ancients - Defense/Endurance/Recharge
  • (45) Gift of the Ancients - Defense
Level 47: Resist Elements
  • (A) Aegis - Psionic/Status Resistance
Level 49: Conserve Power
  • (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
Level 1: Single Shot



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Posted

Okay so i did some small changes, I'm wondering how i could fit resist elements in there, if its needed, but i think this is a good improvement. Got a travel power in there and switched some of the sets around to give me more rounded off defenses.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Amazing Strength: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance: Level 40
  • (5) Reactive Armor - Endurance: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 2: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (27) Reactive Armor - Resistance: Level 40
  • (31) Reactive Armor - Resistance/Recharge: Level 40
  • (34) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (34) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 4: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (5) Kinetic Combat - Damage/Endurance: Level 35
  • (7) Kinetic Combat - Damage/Recharge: Level 35
  • (13) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 6: Dull Pain
  • (A) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal: Level 50
  • (15) Doctored Wounds - Heal/Recharge: Level 50
  • (25) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (46) Doctored Wounds - Recharge: Level 50
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (9) Reactive Armor - Resistance: Level 40
  • (17) Reactive Armor - Endurance: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 10: Air Superiority
  • (A) Mako's Bite - Accuracy/Damage: Level 35
  • (11) Mako's Bite - Damage/Endurance: Level 35
  • (15) Mako's Bite - Damage/Recharge: Level 35
  • (17) Mako's Bite - Chance of Damage(Lethal): Level 35
Level 12: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (37) Mocking Beratement - Taunt/Recharge: Level 50
  • (40) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (43) Mocking Beratement - Accuracy/Recharge: Level 50
  • (43) Mocking Beratement - Taunt/Range: Level 50
  • (46) Mocking Beratement - Recharge: Level 50
Level 14: Swift
  • (A) Run Speed IO: Level 50
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (31) Miracle - +Recovery: Level 40
Level 18: Invincibility
  • (A) Gift of the Ancients - Defense/Endurance: Level 40
  • (19) Gift of the Ancients - Defense/Recharge: Level 40
  • (21) Gift of the Ancients - Defense: Level 40
  • (46) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
Level 20: Stamina
  • (A) Efficacy Adaptor - EndMod: Level 50
  • (21) Efficacy Adaptor - EndMod/Recharge: Level 50
  • (31) Efficacy Adaptor - EndMod/Accuracy: Level 50
  • (42) Efficacy Adaptor - EndMod/Endurance: Level 50
  • (42) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
Level 22: Knockout Blow
  • (A) Hecatomb - Damage: Level 50
  • (23) Hecatomb - Damage/Recharge: Level 50
  • (23) Hecatomb - Damage/Endurance: Level 50
  • (25) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (29) Hecatomb - Chance of Damage(Negative): Level 50
Level 24: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (42) HamiO:Enzyme Exposure
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) Luck of the Gambler - Recharge Speed: Level 50
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
  • (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
  • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
  • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 30: Boxing
  • (A) Accuracy IO: Level 50
Level 32: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance: Level 40
  • (33) Reactive Armor - Endurance: Level 40
  • (33) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 35: Hurl
  • (A) Apocalypse - Damage: Level 50
  • (36) Apocalypse - Damage/Recharge: Level 50
  • (36) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (36) Apocalypse - Damage/Endurance: Level 50
  • (37) Apocalypse - Chance of Damage(Negative): Level 50
Level 38: Foot Stomp
  • (A) Obliteration - Damage: Level 50
  • (39) Obliteration - Accuracy/Recharge: Level 50
  • (39) Obliteration - Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (40) Obliteration - Chance for Smashing Damage: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
Level 47: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (48) Reactive Armor - Resistance: Level 40
  • (48) Reactive Armor - Resistance/Recharge: Level 40
  • (48) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 49: Weave
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (50) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Gauntlet
Level 6: Ninja Run


 

Posted

So no other advice? I'm bout to respec him soon, he just dinged 47 and about to slot him. This advice will help many others if they want to use this build? I was thinking about throwing some Armageddons in Footstomp but im sure its really worth the money.


 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
So no other advice? I'm bout to respec him soon, he just dinged 47 and about to slot him. This advice will help many others if they want to use this build? I was thinking about throwing some Armageddons in Footstomp but im sure its really worth the money.

My only concern for you is that your three BIG damage powers (KOB, Hurl, and FS) are essentially slotted with no (or next to no) EndRed and your only endurance mitigation tool (Conserve Energy) has only one recharge in it. Yes, your stationary end consumption is ridiculously low. About the only upside is, you don't really have enough recharge on there to make it a serious problem.



For a comparison, here's my main.


Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Hyperstrike - Unkillable at 30 - Final: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(3), RctvArm-ResDam/Rchg:33(3), RctvArm-ResDam/EndRdx/Rchg:33(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(7), KntkC'bat-Dmg/Rchg:33(7), KntkC'bat-Dmg/EndRdx/Rchg:33(9), P'ngS'Fest-Acc/Dmg:30(9), P'ngS'Fest-Dmg/EndRdx:30(11)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)
Level 4: Resist Physical Damage -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(13), RctvArm-ResDam/Rchg:33(15), RctvArm-ResDam/EndRdx/Rchg:33(15)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(17), KntkC'bat-Dmg/Rchg:33(17), KntkC'bat-Dmg/EndRdx/Rchg:33(19), P'ngS'Fest-Acc/Dmg:30(19), P'ngS'Fest-Dmg/EndRdx:30(21)
Level 8: Unyielding -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(21), RctvArm-ResDam/Rchg:33(23), RctvArm-ResDam/EndRdx/Rchg:33(23)
Level 10: Swift -- Run-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:33(A), Zephyr-Travel/EndRdx:33(25)
Level 14: Health -- Numna-Regen/Rcvry+:33(A), Mrcl-Rcvry+:33(25), RgnTis-Regen+:30(27)
Level 16: Tough -- RctvArm-ResDam:33(A), RctvArm-ResDam/EndRdx:33(27), RctvArm-ResDam/Rchg:33(29), RctvArm-ResDam/EndRdx/Rchg:33(29)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 20: Stamina -- P'Shift-End%:33(A), P'Shift-EndMod:33(31), P'Shift-EndMod/Rchg:33(33), P'Shift-EndMod/Acc:33(33)
Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(34)
Level 24: Taunt -- Zinger-Taunt:33(A), Zinger-Taunt/Rchg:33(34), Zinger-Taunt/Rchg/Rng:33(34), Zinger-Acc/Rchg:33(36), Zinger-Taunt/Rng:33(36), Zinger-Dam%:33(36)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)
Level 28: Super Jump -- Zephyr-Travel:33(A), Zephyr-Travel/EndRdx:33(37)
Level 30: Knockout Blow -- KntkC'bat-Acc/Dmg:33(A), KntkC'bat-Dmg/EndRdx:33(39), KntkC'bat-Dmg/Rchg:33(39), KntkC'bat-Dmg/EndRdx/Rchg:33(39), P'ngS'Fest-Acc/Dmg:30(40), P'ngS'Fest-Dmg/EndRdx:30(40)
Level 32: Resist Energies -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:35(40), RctvArm-ResDam/Rchg:35(42), RctvArm-ResDam/EndRdx/Rchg:35(42)
Level 35: Resist Elements -- Aegis-ResDam:38(A), Aegis-ResDam/EndRdx:38(42), Aegis-Psi/Status:38(43)
Level 38: Rage -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 41: Foot Stomp -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(45), Armgdn-Acc/Rchg:50(45), Armgdn-Dmg/EndRdx:50(45), Armgdn-Dam%:50(46)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(46), RechRdx-I:50(46)
Level 47: Laser Beam Eyes -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(48), Apoc-Dam%:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 0: Ninja Run



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No, I don't have the plethora of attacks you do, but I can pretty much chain LBE, KOB, FS and one more attack (usually Jab for the bruising effect) nearly continuously.

About all that'd improve the build would be about six Enzyme Exposures and a few LOTG recharges. And the Enzymes would only bring my stationary end consumption down about 10% (about .06 end/sec) inside of CE and about 20% (.2 end/sec) outside of CE.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Do i necessarily need to slot for regen at all? so if the set cant go towards helping my def or res should i jut slot towards reg IOs to jsut make it have better defense or resistance? I saw you didn't put sets in a couple of your powers which was just making me wonder.


 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
Do i necessarily need to slot for regen at all? so if the set cant go towards helping my def or res should i jut slot towards reg IOs to jsut make it have better defense or resistance? I saw you didn't put sets in a couple of your powers which was just making me wonder.
Okay, my regen slotting was mostly for trying to find level-appropriate and useful slottings for the remaining two slots in my attacks. While I don't get hit that often, I do occasionally take a couple nasty swats. And while DP is great and all, it isn't up enough to always offset everything. So an extra 24% regen is a bit more useful than additional immobilize protection, or the like.

Should you go after +regen as a means in and of itself? Probably not. You're already fairly nicely loaded out on resists and defense. Unless it gets REALLY ugly, DP and the additional regen it provides should carry you through.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Hey look, I forgot I even posted here for a bit.

The build posted before my previous post should be fine for Master runs. It has a little higher defenses and resistances than my Tank, comparable net Recovery*, somewhat lower Regen. I have no trouble tanking the STF normally (unless buffs aren't kept on me while tanking GW, then I run into some trouble against that Mag 100 hold); I'm pretty sure he's done a Master STF at least once but I'm not 100% sure, I'd have to check if he has the badge. No purples, PvP IOs, or even Hami-Os in my build.

*Just realized, I'm looking at the numbers in Mids', which doesn't account for the Performance Shifter +End proc. So probably higher recovery on my toon. Despite that, I still tend to run with macros for combining inspirations into small, medium and large blues on the fly, along with a fourth macro for using a blue insp when needed.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
*Just realized, I'm looking at the numbers in Mids', which doesn't account for the Performance Shifter +End proc. So probably higher recovery on my toon. Despite that, I still tend to run with macros for combining inspirations into small, medium and large blues on the fly, along with a fourth macro for using a blue insp when needed.
I would love to know what this macro is... please share for the rest of us.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Okay, my regen slotting was mostly for trying to find level-appropriate and useful slottings for the remaining two slots in my attacks. While I don't get hit that often, I do occasionally take a couple nasty swats. And while DP is great and all, it isn't up enough to always offset everything. So an extra 24% regen is a bit more useful than additional immobilize protection, or the like.

Should you go after +regen as a means in and of itself? Probably not. You're already fairly nicely loaded out on resists and defense. Unless it gets REALLY ugly, DP and the additional regen it provides should carry you through.
Yeah, i know what you mean, and I definitely know what you mean by earlier saying i need more end reduction, my guy at the moment without 4 of the apocs and all the hectacombs atm is struggling with endurance.


 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
I would love to know what this macro is... please share for the rest of us.
Follow the link in my previous post.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
I still tend to run with macros for combining inspirations into small, medium and large blues on the fly, along with a fourth macro for using a blue insp when needed.
you mean all inv/ss don't do this? I have binds ctrl+f1 f2 f3 to combine the blues and alt+f2 to use blues


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

Quote:
Originally Posted by Amazing_Guy View Post
Yeah, i know what you mean, and I definitely know what you mean by earlier saying i need more end reduction, my guy at the moment without 4 of the apocs and all the hectacombs atm is struggling with endurance.

Thing is, the Purples are NOT going to help your EndRed, period. They're going to boost damage within a certain number of slots and raise recharge. But that additional recharge is a double-edged sword.

Yes, you can attack faster. This ALSO means you're expending Endurance faster.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Thing is, the Purples are NOT going to help your EndRed, period. They're going to boost damage within a certain number of slots and raise recharge. But that additional recharge is a double-edged sword.

Yes, you can attack faster. This ALSO means you're expending Endurance faster.
The purples will help indirectly by improving the recharge time of Conserve Power. Hecatomb also gives a 4% bonus to recovery, though that's negligible in the grand scheme.

If you run decent endurance reduction in your attacks, use the Miracle/Numina uniques, and use Conserve Power you ought to be fine on an Inv/SS. The fun starts when you try to craft a build that ditches the generally unattractive Energy Mastery pool. (Mechanically unattractive, unless you want endurance help; thematically it's very attractive for Superman homages.)

As far as your build goes, Hyperstrike, I'm curious: What's your goal? You've got two purple sets, but make no especial effort otherwise to improve your global recharge. You go to great lengths to push your S/L DEF way over the soft cap with one foe in range of Invincie, but aren't near the soft cap for Energy/Negative (Fire/Cold is basically a waste). You seem to want to improve regeneration, but you have no heal enhancement in Dull Pain, cheating yourself out of about 20% in extra HP.

I don't mean any of the above contentiously. It just seems to me that you're aiming to play a pure meat shield, which is great -- but you seem to have spent an awful lot of influence without maxing your defenses, which is a bit of a shame because your offense is (seemingly by intention) rather mediocre. Tossing 4 LoTGs into your DEF powers, alone, would more than offset the +recharge from your two purple sets, which would free up set bonuses that could be put towards E/N DEF and/or even a smidge of Psi +RES. Tossing 5 Doctored Wounds into Dull Pain (all but the Heal/End enhancement) would basically max the power for recharge and healing, and give you a nice little 5% boost to global recharge.

Etc. Etc. Here's a sample build using your exact power choices. The fitness pool selections may come up blank in the data link because i'm using the I19 patch, but their slotting is supplied below. My build isn't unreservedly better, but it does have better defenses (soft-capped E/N, 18% psionic RES, better +HP and regen), slightly better utility (better perception, better slow resistance) and comparable capability in every other area:

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Hyperstrike edit: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Level 10: Swift
  • (A) Run Speed IO: Level 50
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (15) Numina's Convalescence - Heal: Level 50
  • (25) Miracle - +Recovery: Level 40
  • (27) Regenerative Tissue - +Regeneration: Level 30
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (31) Performance Shifter - EndMod/Recharge: Level 50
  • (33) Performance Shifter - EndMod/Accuracy: Level 50
  • (33) Performance Shifter - Chance for +End: Level 50
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Happily, I19 will make Invuln builds with the Fighting Pool much easier to manage.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
If you run decent endurance reduction in your attacks, use the Miracle/Numina uniques, and use Conserve Power you ought to be fine on an Inv/SS.
Definitely. Honestly, I only pop CP when I absolutely HAVE to flip out and kill everything.

ANOTHER nice thing to have when you have lots of recharge are the accolades. Having all the +HP and +End accolades are great. But when things get REALLY ugly, a combination of Geas of the Kind Ones and Eye of the Magus can (for a very short period) make you damn near unkillable. And high-recharge builds make these two come up FASTER. Think of the combo as a crashless Unstoppable.

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The fun starts when you try to craft a build that ditches the generally unattractive Energy Mastery pool. (Mechanically unattractive, unless you want endurance help; thematically it's very attractive for Superman homages.)
Well, his original build was one of Vox Populi's "SuperTanker" builds.

Honestly, I prefer LBE over Hurl due to the lower overall execution time of the power. Tied in with the nice, built-in defense debuff and lack of KB make the power more attractive. Plus the fact that with decent recharge it's up almost constantly? What's not to like?

That and don't underestimate CE. The ability to be at a sliver of endurance, hit it, mash buttons like I'm having a temper tantrum, and finish the timer with a nearly full bar of endurance is QUITE attractive.

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As far as your build goes, Hyperstrike, I'm curious: What's your goal? You've got two purple sets, but make no especial effort otherwise to improve your global recharge. You go to great lengths to push your S/L DEF way over the soft cap with one foe in range of Invincie, but aren't near the soft cap for Energy/Negative (Fire/Cold is basically a waste). You seem to want to improve regeneration, but you have no heal enhancement in Dull Pain, cheating yourself out of about 20% in extra HP.
  1. The build is set to degrade, gracefully, to level 30. I probably could have had it degrade to level 29, but I wasn't quite thinking about that when I put it together. Also, at the time, SSK and the +5 levels of power weren't in effect yet.
  2. It has just ENOUGH recharge that Rage is pretty much always up. In an ideal, "completed" form, I'd probably chuck a trio of LOTG +Recharges at it and swap out for Enzymes where available.
  3. The build is meant to have excessive amounts of S/L to overcome extensive defense debuffs. Now certain crazy situations (like trying to solo the inner chamber of the CoP) will overcome this in short order. But for other heavily stacked situations (like the ITF) it provides me with a fairly decent amount of headroom against cascading defense failure. Moreover, the build is easily "cap-able" for tanking a Tower-buffed Lord Recluse (something in the neighborhood of 70% S/L is desireable to overcome his buffs) with minimal team buffage and a modest supply of purples.
  4. I normally pop DP if they actually manage to whack me down to about 3/4. That brings me back to near-max immediately then keeps my regeneration rate elevated. Now, with the aforementioned Enzyme rework, I could drop at least one slot from one of my defenses and still maintain a uniformly high level of defense. This would enable me to four-slot DP. In which case it'd be a pair of Heal/Recharges and a pair of Heal/End/Recharges (unless I somehow manage to get my hands on a Panacea Heal/Recharge too).
While probably not min-maxed absolutely the best way possible (I realize it's a very brute-force build), it's survivable enough and fits my style of play quite well actually.


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I don't mean any of the above contentiously. It just seems to me that you're aiming to play a pure meat shield, which is great -- but you seem to have spent an awful lot of influence without maxing your defenses, which is a bit of a shame because your offense is (seemingly by intention) rather mediocre.
Again, my non-S/L defenses are at the "high enough" level.
As to mediocre offense. I can pretty much chain my primary attack chain, plus taunt, more or less infinitely, maintaining continual punch-voke and taunt status. With Rage up (and especially stacked), I do excellent damage for a tank. And I VERY rarely miss. What's more, most of my accuracy degrades, rather than disappears (as set bonuses do) as I exemp. And my design is to TANK AVs and the like. Not solo-kill them like a scrapper. Will it tanke everything equally? No. But that was never the intent.
This is also why I still have another build that I'm experimenting with.


Conceptually your build is interesting. However, I'm one of those people who's VERY obsessive about accuracy in attacks. I understand that misses happen. But, within reason, I try to take steps to minimize it.

Granted it's ONLY in Boxing. But I'm somewhat *AHEM* retentive about it.

Still, it's something to think about. And I will.



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Originally Posted by Hyperstrike View Post
Thing is, the Purples are NOT going to help your EndRed, period. They're going to boost damage within a certain number of slots and raise recharge. But that additional recharge is a double-edged sword.

Yes, you can attack faster. This ALSO means you're expending Endurance faster.
I didn't mean to refer to the fact that they gave me more recovery, it was more of just saying that my end was going to be different when i got all the rest of my purples. Ill have to figure something out/change my build to get more end, i know.


 

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Originally Posted by Amazing_Guy View Post
I didn't mean to refer to the fact that they gave me more recovery, it was more of just saying that my end was going to be different when i got all the rest of my purples. Ill have to figure something out/change my build to get more end, i know.
Yeah, this is one of the reasons I've been doing Hami and STF runs for HO/SHO enhancements. While the effect is somewhat miniscule, end reduction from a few Enzymes (while technically abusing a quirk specific to HO's) still helps out overall.



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Originally Posted by Hyperstrike View Post
Well, his original build was one of Vox Populi's "SuperTanker" builds.

Honestly, I prefer LBE over Hurl due to the lower overall execution time of the power. Tied in with the nice, built-in defense debuff and lack of KB make the power more attractive. Plus the fact that with decent recharge it's up almost constantly? What's not to like?
Hey, to each his own. I didn't intend to judge anyone's APP preference; I was just pointing out that endurance management on an INV/SS/Energy Tanker isn't a big deal. Without Energy Mastery -- and assuming you're running the Fighting toggles -- things can get a little interesting.

LBE is a nice thematic power. It's not all that great when you weigh it against analogous APP attacks like Mu Lightning, Fire Blast, and especially Gloom. Energy Mastery also doesn't have anything comparable to Fire Ball or Ball Lightning. Energy is a decent utility pool, but generally I'd say you're better off with something else if you can find a way to get your endurance under control without it.

As far as your build goes, if I came off as over-critical then I apologize. I called your offense mediocre because you don't use Punch/Haymaker, because you don't have a lot of global recharge to make the heavy hitters come back faster, and because your smaller attacks lack for damage procs. From those build decisions, I inferred that you were trying to make a heavily defensive build.

So I whipped up what seemed to me to be a more heavily defensive build just for kicks. It ain't refined by any stretch. There's room to play around with a couple of slots. Off the top of my head, the second Numina in Health was purely a just-because thing; the extra regen ain't gonna make or break you. A Kismet +ToHit somewhere (probably Combat Jumping) might be preferable.

As far as DEF goes, personally I'm of the (quasi-Scranker) school that capping S/L is enough as long as the other key areas are within a Luck's range of soft-capping (32-33%). Thus, it seemed to me (perhaps wrongly) that you had either too much or too little E/N DEF (IIRC something like 37%?). Still, it can't hurt to have a little more than the minimum-Luck-range.

In any case, I think I19 will be a breath of fresh air for you, allowing you to pick up Haymaker and swap in Boxing's slots, and allowing you to shift some of your key powers lower in the level progression.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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If the character is grounded then hurl comes into its own as you just launch a rock to knock fliers down. I thought peoples builds perhaps over did the def in TH. The 3rd slot don't do much bang for buck, plus more rechg in KoB could be had. It is a hold and to whack two in no time with it is a good thing.


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.

 

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Originally Posted by Obitus View Post
Hey, to each his own. I didn't intend to judge anyone's APP preference; I was just pointing out that endurance management on an INV/SS/Energy Tanker isn't a big deal. Without Energy Mastery -- and assuming you're running the Fighting toggles -- things can get a little interesting.
Yeah. Basically with CE, it makes things easier and I can concentrate more on tanking and less on making sure I don't run down my batteries in the middle of stomping Reichsman's face. Stuff like that tends to hurt.

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LBE is a nice thematic power. It's not all that great when you weigh it against analogous APP attacks like Mu Lightning, Fire Blast, and especially Gloom. Energy Mastery also doesn't have anything comparable to Fire Ball or Ball Lightning. Energy is a decent utility pool, but generally I'd say you're better off with something else if you can find a way to get your endurance under control without it.
EM is generally a self-buff oriented APP rather than an attack/damage oriented APP. I agree.

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As far as your build goes, if I came off as over-critical then I apologize. I called your offense mediocre because you don't use Punch/Haymaker, because you don't have a lot of global recharge to make the heavy hitters come back faster, and because your smaller attacks lack for damage procs. From those build decisions, I inferred that you were trying to make a heavily defensive build.
No offense taken. You have questions about why I built the way I did. I answered them. The only reason I don't proc-up is because, honestly, procs just are NOT dependable damage. Sure, when they fire, they're nice and all. But the majority of the time, they're essentially doing nothing, wasting a slot. I opted for less spectacular, but dependable, damage output.

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As far as DEF goes, personally I'm of the (quasi-Scranker) school that capping S/L is enough as long as the other key areas are within a Luck's range of soft-capping (32-33%). Thus, it seemed to me (perhaps wrongly) that you had either too much or too little E/N DEF (IIRC something like 37%?). Still, it can't hurt to have a little more than the minimum-Luck-range.
38% E/N Defense (and gets stupid once enough enemies step in range).

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In any case, I think I19 will be a breath of fresh air for you, allowing you to pick up Haymaker and swap in Boxing's slots, and allowing you to shift some of your key powers lower in the level progression.
Actually most of my key powers are right where they need to be if you look at how things exemp down.



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Originally Posted by Hyperstrike View Post
EM is generally a self-buff oriented APP rather than an attack/damage oriented APP. I agree.
Yeah. Unfortunately SS doesn't need Focused Accuracy, so it comes down to endurance. The extra regen you can pick up from Physical Perfection is a nice little perk, but it doesn't amount to a whole heck of a lot if you don't enhance it (and let's face it, who has slots for that?).

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No offense taken. You have questions about why I built the way I did. I answered them. The only reason I don't proc-up is because, honestly, procs just are NOT dependable damage. Sure, when they fire, they're nice and all. But the majority of the time, they're essentially doing nothing, wasting a slot. I opted for less spectacular, but dependable, damage output.
Jab's base damage at level 50 is 30.25. A single Mako's Bite proc adds 71.75 damage 20% of the time, or 14.35 damage on average. That's the equivalent of ~47% in base damage bonus that ignores ED. Make your proc a Hecatomb and you're looking at the equivalent of 116% in base damage bonus.

Ideally, of course, you won't be using Jab very often. Since your attack chain is rather light, though, I expect that you do use Jab alot -- and that's fine; Bruising now gives us a nice consolation prize for using T1 attacks. But if you're going to use Jab then it's best to get as much mileage as you can out of it. Happily, Jab doesn't need much in the way of Recharge or (because of Rage) Accuracy slotting, so there's comfortable space for at least one proc, maybe even two.

As always, YMMV.

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Actually most of my key powers are right where they need to be if you look at how things exemp down.
I would have thought you'd like to have Rage and Hasten earlier, if you like to exemp down to level 30. I'd probably move KO Blow back down to 20, too -- but then I'm obsessive-compulsive about exemping.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Obitus View Post
I would have thought you'd like to have Rage and Hasten earlier, if you like to exemp down to level 30. I'd probably move KO Blow back down to 20, too -- but then I'm obsessive-compulsive about exemping.
Yeah, I probably could move rage back down some and kick SJ back to later. Especially since the advent of Ninja Run.

As for KOB's positioning, yeah, it's not optimal if I exemp lower than 30. But that's outside the parameters of my build specs (clean, graceful defense degrade down to L30).



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