Returning Tanker: Inv/Energy Build Help?
The Fighting Pool is needed just as much or as little as it was in I13/I14. What has changed is that now the Fighting Pool--Weave specifically--can help you soft-cap defense, which is the goal that many Invul tanks work towards these days. Since you can soft-cap (45% defense) most damage types with defense bonuses, most work toward that rather than use Aid Self.
The Steadfast +Def IO, Weave, and CJ or Hover (most use CJ since it has to be running to get the defense) are a solid foundation toward the goal of soft-capping S/L, and preferably E/NE with one foe in range in Invinc. I'd suggest taking a look at Call_Me_Awesome's soft-capping guide for more information.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
He's a Invulnerability/Energy Melee Tanker, with a preference for Air Superiority/Hover/Fly.
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Any hints or suggestions to get me going in the right direction? |
After that try and get some recharge and regen bonuses.
How much is the (ugh) Fighting Pool needed now? Aid Self? |
Your goal with defense is to get as many types to 45% or higher as you possibly can. My general rule is to take Fighting on every melee character as soon as I can possibly fit it in.
A well built Invuln tank shouldn't need Aid Self at all.
If I get a chance, I'll post a sample build for you to illustrate some of the things I'm talking about here. Hope this little bit helps some.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
My first character was my tanker, way back in the I3/I4 days. I eventually got him to 50 after ED, but then stopped playing for a while. I'd like to dust him off, and make him all shiny again. I'm willing to drop some inf on him, but I refuse to go broke, just on general principle.
He's a Invulnerability/Energy Melee Tanker, with a preference for Air Superiority/Hover/Fly. Any hints or suggestions to get me going in the right direction? How much is the (ugh) Fighting Pool needed now? Aid Self? Teach me, that I might learn. |
I recognized your name from the Nrg/Nrg Blapper guide. That was a nice writeup.
I have an pretty well built out INV/NRG tank.
Several things I would focus on.
Depending on how long you have been gone a lot of things may have changed.
First thing I would do is download a copy of Mid's Hero Planner. www.cohtitan.com should have the latest build.
Secondly you have to know that a major change is coming and that is Stamina becoming an inherent power very shortly. That means you will no longer have to select the fitness pool. You will get all four powers for free, I believe starting at level 2. They will be fully slottable, however it might change what powers you pick.
NRG has undergone some major changes. Its attacks animateslower than in the past, however it is still a very heavy hitter. Recharge will help your attack chain.
I always take the Fighting pool on tanks. ALWAYS. They will only help.
I dont think you need Aid Self. You have Dull Pain as a heal already. A well built INV should not need Aid Self.
Also you should be looking with IO sets to build toward the defense cap which will aid your survival. You can also pick up some Psi defense and Psi resistance through sets as well.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Okay, I like Combat Jumping/Super Jump myself, but Fly is fine.
You want to try and get Smashing/Lethal resistance capped at 90%, and get as much typed defense as possible. (That is, Smashing, Lethal, Energy, etc. rather than Melee, Ranged, AoE) If you can get S/L/E/N softcapped with one enemy in range of Invincibility, you'll be nearly impossible to kill in most situations. After that try and get some recharge and regen bonuses. Fighting pool isn't needed, but it makes a couple of the aforementioned goals a lot easier. Tough will help you get your Smashing/Lethal resistance capped, and Weave will give you almost 8% defense to everything when slotted up to the ED cap. Your goal with defense is to get as many types to 45% or higher as you possibly can. My general rule is to take Fighting on every melee character as soon as I can possibly fit it in. A well built Invuln tank shouldn't need Aid Self at all. |
The times my soft capped Inv/Stone tanker could have used Aid Self are so incredibly few and far between it's much better to get other powers and simply carry a couple of greens. Unless I'm solo tanking Lord Recluse in the STF I almost never need inspirations so it's no burden to keep a couple greens in the tray.
Now to the OP, at the time I wrote my soft cap guide in issue 13 all the IO's I listed could be bought for around 20 million... in today's market you're probably looking at roughly 80-100 million. If that sounds like a lot to you just remember that the earning power of a level 50 makes this fairly trivial and it's really easy to make big money on the market without trying. If you've some Hami-O's on your tanker you can unslot them in a respec and finance your build by selling them at the market; many HO's sell for over 100 million. Keep 3 Cytoskeleton HO's for Invincibility and sell any others... Ribos really bring huge money. On the other hand Centrioles (dam/range) are still worthless
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Thanks for the feedback, everyone! After reading over Awesome's Soft-Cap guide (and bookmarking it), I think I've come up with a build for I19, that works in everything I want it to do. I'm not sure if I'll be able to AFFORD everything, but at least I know what I'm working towards, now.
In the meantime, in order to get everything to fit, I'll have to put off Boxing/Tough/Weave until I19 makes Fitness inherent. But at least I'll get to try him out, in the knowledge that he will get better (assuming I'm done buying all the IOs I need before then anyhow.)
Thanks again for all the helpful advice!
Petey Quick, SL50 Ene/Ene Blapper - Cynapse, SL50 Inv/Ene Tanker
Witchblaze, Fire/Fire Blaster - Lo Ping, MA/Regen Scrapper
Astre, Fire/Kin Controller - Terri Volta, Rad/Rad Defender - Solarkinetic, Peacebringer
Yusaku's Guide to the Energy/Energy BLAPPER
I wouldnt skip Tough and Weave. Tough will help your Smashing Lethal Resistance and Weave is defense to all. I actually skipped Resist Elements and Resist Energies in my build. I also didnt go for an Epic until Conserve Power at level 49.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I wouldn't skip Tough and Weave. Tough will help your Smashing Lethal Resistance and Weave is defense to all. I actually skipped Resist Elements and Resist Energies in my build. I also didn't go for an Epic until Conserve Power at level 49.
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Going from ~15% to ~30% resist for exotic damage is helpful sure, but it's much more effective to go from ~70% (without Tough) to hard capped 90% resist (with Tough) to S/L damage. Defense is the same way, the more you have (up to the 45% soft cap anyway) the more each additional % is worth.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Three Words...
Perma Dull Pain...
That is all...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
My first character was my tanker, way back in the I3/I4 days. I eventually got him to 50 after ED, but then stopped playing for a while. I'd like to dust him off, and make him all shiny again. I'm willing to drop some inf on him, but I refuse to go broke, just on general principle.
He's a Invulnerability/Energy Melee Tanker, with a preference for Air Superiority/Hover/Fly. Any hints or suggestions to get me going in the right direction? How much is the (ugh) Fighting Pool needed now? Aid Self?
Teach me, that I might learn.
Petey Quick, SL50 Ene/Ene Blapper - Cynapse, SL50 Inv/Ene Tanker
Witchblaze, Fire/Fire Blaster - Lo Ping, MA/Regen Scrapper
Astre, Fire/Kin Controller - Terri Volta, Rad/Rad Defender - Solarkinetic, Peacebringer
Yusaku's Guide to the Energy/Energy BLAPPER