SS/Inv


Call Me Awesome

 

Posted

OK, need some enhancement help with my son's build. All comments are welcome. He has to keep Laser Beam Eyes, Foot Stomp, and Hurl simply for the coolness factor (He's 11). He respec'd once after issue 19 and still has one token left. As of right now, he's still running mostly SO's but is starting a heck of a collection on IO's. Here's the plan so far:

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Hulk Child i19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
  • (3) Aegis - Endurance/Recharge
  • (15) Aegis - Resistance/Endurance/Recharge
  • (31) Aegis - Resistance
  • (36) Aegis - Psionic/Status Resistance
Level 1: Jab
  • (A) Rope A Dope - Accuracy/Stun
  • (43) Rope A Dope - Accuracy/Stun/Recharge
  • (45) Rope A Dope - Accuracy/Recharge
Level 2: Dull Pain
  • (A) Numina's Convalescence - Heal/Recharge
  • (5) Numina's Convalescence - Heal/Endurance
  • (5) Numina's Convalescence - Heal
  • (7) Numina's Convalescence - Heal/Endurance/Recharge
  • (7) Numina's Convalescence - Endurance/Recharge
  • (11) Doctored Wounds - Endurance/Recharge
Level 4: Haymaker
  • (A) Mako's Bite - Accuracy/Damage
  • (11) Mako's Bite - Damage/Recharge
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 6: Boxing
  • (A) Razzle Dazzle - Chance of Immobilize
Level 8: Unyielding
  • (A) Titanium Coating - Resistance/Endurance
  • (9) Titanium Coating - Resistance/Recharge
  • (9) Titanium Coating - Endurance/Recharge
  • (15) Titanium Coating - Resistance/Endurance/Recharge
  • (34) Titanium Coating - Resistance
  • (36) Titanium Coating - Endurance
Level 10: Combat Jumping
  • (A) Red Fortune - Defense/Endurance
Level 12: Taunt
  • (A) Perfect Zinger - Taunt
  • (13) Perfect Zinger - Taunt/Recharge
  • (13) Perfect Zinger - Taunt/Recharge/Range
  • (46) Perfect Zinger - Accuracy/Recharge
  • (48) Perfect Zinger - Taunt/Range
  • (50) Perfect Zinger - Chance for Psi Damage
Level 14: Super Jump
  • (A) Unbounded Leap - +Stealth
Level 16: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Steadfast Protection - Knockback Protection
  • (17) Impervious Skin - Status Resistance
  • (45) Impervium Armor - Psionic Resistance
  • (46) Impervium Armor - Resistance
  • (46) Titanium Coating - Resistance
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense/Recharge
  • (19) Luck of the Gambler - Endurance/Recharge
  • (34) Luck of the Gambler - Defense/Endurance/Recharge
  • (36) Luck of the Gambler - Defense
  • (37) Luck of the Gambler - Recharge Speed
Level 20: Resist Energies
  • (A) Impervious Skin - Status Resistance
  • (21) Impervious Skin - Resistance/Endurance
  • (21) Titanium Coating - Resistance
Level 22: Knockout Blow
  • (A) Lockdown - Chance for +2 Mag Hold
  • (34) Mako's Bite - Accuracy/Damage
  • (43) Mako's Bite - Damage/Recharge
Level 24: Resist Elements
  • (A) Impervium Armor - Psionic Resistance
  • (25) Impervium Armor - Resistance
  • (25) Titanium Coating - Resistance
Level 26: Tough Hide
  • (A) Karma - Knockback Protection
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Adjusted Targeting - To Hit Buff/Endurance
  • (42) Adjusted Targeting - Endurance/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Recharge
Level 30: Tough
  • (A) Resist Damage IO
Level 32: Unstoppable
  • (A) Titanium Coating - Resistance/Endurance
  • (33) Titanium Coating - Resistance/Recharge
  • (33) Titanium Coating - Endurance/Recharge
  • (33) Impervium Armor - Resistance/Endurance
  • (37) Impervium Armor - Resistance/Recharge
  • (37) Impervium Armor - Endurance/Recharge
Level 35: Hurl
  • (A) Taunt Duration IO
Level 38: Foot Stomp
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (39) Scirocco's Dervish - Damage/Recharge
  • (39) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (39) Perfect Zinger - Accuracy/Recharge
  • (40) Perfect Zinger - Taunt/Recharge
  • (40) Perfect Zinger - Taunt
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Range IO
Level 47: Physical Perfection
  • (A) Endurance Modification IO
  • (48) Healing IO
  • (48) Healing IO
Level 49: Weave
  • (A) Serendipity - Defense
  • (50) Serendipity - Endurance
  • (50) Defense Buff IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (23) Miracle - Heal
  • (31) Miracle - Heal/Endurance
  • (45) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (31) Endurance Modification IO
------------
Set Bonus Totals:
  • 4.5% DamageBuff(Smashing)
  • 4.5% DamageBuff(Lethal)
  • 4.5% DamageBuff(Fire)
  • 4.5% DamageBuff(Cold)
  • 4.5% DamageBuff(Energy)
  • 4.5% DamageBuff(Negative)
  • 4.5% DamageBuff(Toxic)
  • 4.5% DamageBuff(Psionic)
  • 7.375% Defense(Smashing)
  • 7.375% Defense(Lethal)
  • 7.688% Defense(Fire)
  • 7.688% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 4.875% Defense(Psionic)
  • 7.063% Defense(Melee)
  • 3% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 12.5% Enhancement(RechargeTime)
  • 9% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 5% FlySpeed
  • 217.86 HP (11.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 15%
  • MezResist(Held) 23.8%
  • MezResist(Immobilize) 21.6%
  • MezResist(Sleep) 21.6%
  • MezResist(Stun) 17.2%
  • MezResist(Terrorized) 20.5%
  • 11.5% (0.192 End/sec) Recovery
  • 84% (6.572 HP/sec) Regeneration
  • 0.945% Resistance(Fire)
  • 0.945% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.385% Resistance(Negative)
  • 3.125% Resistance(Toxic)
  • 12.13% Resistance(Psionic)
  • 10% RunSpeed
  • 2.5% XPDebtProtection


 

Posted

Most importantly, your Invul powers and other toggles are way overslotted. Typically, powers like TI, UY, Invinc, Tough and Weave do not need more than 4 slots; past that, you are losing almost all of the additional enhancement to ED.

Not surprisingly since you used all those slots in your armors, but your attacks are extremely underslotted; they each should have 5-6 slots. Even though a tanks primary role is to control aggro and survive damage, part of that is achieved by doing damage, which you are certainly not going to be able to do with this build to any appreciable extent.

Also, Invul does NOT need KB protection, it has plenty in Unyielding, and I also think status resistance IOs are a waste of influence for a tank. (Definitely keep the Steadfast +Def, though.)

The most common kind of set bonuses that Invul tanks work toward currently is typed defense, since it will stack on the defense available in Invinc and Tough Hide. To see what a tank built for defense bonuses looks like, check out the Invul/EM thread here:

http://boards.cityofheroes.com/showthread.php?t=247596

Of course, that's with a different secondary, but it's similar in terms of the ratio of ST and AoE attacks, so it should point you in the right direction. But note that although the OP in that thread has some purple IOs slotted, they are NOT necessary to build a good tank by any means.


My Characters

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

 

Posted

Awesome info. Thanx so much

Anyone else care to chime in before I do a major revamp for him?


 

Posted

Well, I pretty much concur with Finduilas on the specifics and on his unstated overall criticism: the posted build doesn't seem to have any designed goal in mind.

Take a look at CallMeAwesome's guide here as well. My suggestion is that you work up a build based on what you see in CMA's guide and the thread Finduilas linked to, taking care to have the good attacks well-slotted, and post it here for further review.

Taking Hurl will work out fine. My own Inv/SS Tanker takes Footstomp, Knockout Blow, Hurl, and a few more (be sure to take and slot Haymaker, as it's a fast-activating mainstay of your attack chain) and he's plenty strong.

Another suggestion I have -- if you're going to go for a defense build, consider Mocking Beratement in Taunt. Perfect Zinger is good too, but I rally liked MB in my own build.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

The others covered the basics. The things I would add is to try to add a damage PROC to foot stomp. It is your only AOE (without epic powers that is) and really benefits from the 20% chance to toss in 70 more damage. In groups I use it along with taunt for arggo control since it has a good radius. Solo I concentrate on the boss and foot stomp to take out the minions and bring Lieutenants close to death.

I am with Sailboat on using Mocking Beratement in Taunt. Slightly less S/L Defense but you pick up Fire and Cold defense and 2.5% more recharge.

You may also have over slotted heal. Invulnerability works with its high defense and S/L resistance. I use Dull Pain for healing and just use health as a mule for the +recovery and +regen/+recovery PROCS. Use more slots in Stamina, Invulnerability uses a lot of endurance so that is where you need the buff (try to get your net recovery above 2.0). Try to get the Performance Shifter +End PROC into Stamina or Physical Perfection (or both) to help and use your Conserve Power as needed.

Final suggestion is to drop Unstoppable. It is only a resistance booster which will do nothing for the main damage S/L since you are capped there. It doesn't cover the hole in Psionic damage so at most it helps a little for Fire/Cold/Energy/Negative/Toxic but your defenses to those should be pretty close to cap and they are less common. You will survive no problem with those in the 30's carry and pop orange inspirations to help when needed and avoid that nasty crash and pick up another power and free slots to use elsewhere.


 

Posted

Hmm... Anyone else recommend dropping Unstoppable? Sounds like an interesting idea.


 

Posted

Once you have enough defense to soft-cap (my own guy soft-caps smashing, lethal, energy, and negative with one enemy in range of Invincibility...and fire/cold with 5 or so guys in range) you can drop Unstop as it is of limited utility. I did. Now that I can add one-slotted wonders back in due to inherent fitness, I might re-take it with one slot just-in-case, but haven't respecced yet.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Once you have enough defense to soft-cap (my own guy soft-caps smashing, lethal, energy, and negative with one enemy in range of Invincibility...and fire/cold with 5 or so guys in range) you can drop Unstop as it is of limited utility. I did. Now that I can add one-slotted wonders back in due to inherent fitness, I might re-take it with one slot just-in-case, but haven't respecced yet.
I did snag it at the base slot in my last respec for want of anything better to take. So far I haven't used it yet on a LGTF, STF, ITF, Apex and Tin Mage but I couldn't think of anything else I wanted to add that wouldn't need more slots.

Take it for what it's worth, I've yet to use the power but I did grab it since I didn't need any slots for it. In my respec I used the three freed power selections for Aid Other, Aid Self and Unstoppable. I've gotten a fair amount of use out of Aid Self (3 slotted with Heal/Recharge IO's), Aid Other was a throwaway prerequisite and Unstoppable was a filler I had no slots for. It's there if things should suddenly go pear shaped and drop into the pot but a soft capped Invuln is tough enough so that doesn't happen very often.


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

 

Posted

Quote:
Originally Posted by Morik_NA View Post
Hmm... Anyone else recommend dropping Unstoppable? Sounds like an interesting idea.
Honestly, I see very VERY (VERYVERY) little use for Unstoppable on a softcapped Inv/* tank. If things break so bad that you're thinking about "popping Unstop" on a defense-capped Inv/* tank, things are VERY bad indeed and the chances of unstop making a real difference before crashing are quite slim.

Now this is just my unvarnished opinon but...


***ADDENDUM***

Well, thinking about it, there's one REAL useful place for it. The Apex TF. The tentacles surrounding the towers are chucking out MONDO toxic damage. Since there's no real toxic DEFENSE, Unstoppable might help there.



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

 

Posted

OK, I think we are much closer now. Here's what we have so far. Any suggestions on where to go from here?



Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Hulk Child i19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (15) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Steadfast Protection - Resistance/+Def 3%
Level 1: Jab
  • (A) Smashing Haymaker - Accuracy/Damage
  • (34) Smashing Haymaker - Damage/Endurance
  • (36) Smashing Haymaker - Damage/Recharge
  • (36) Smashing Haymaker - Damage/Endurance/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
Level 4: Haymaker
  • (A) Smashing Haymaker - Accuracy/Damage
  • (11) Smashing Haymaker - Damage/Endurance
  • (11) Smashing Haymaker - Damage/Recharge
  • (29) Smashing Haymaker - Damage/Endurance/Recharge
  • (37) Pounding Slugfest - Accuracy/Damage
  • (42) Pounding Slugfest - Damage/Recharge
Level 6: Boxing
  • (A) Smashing Haymaker - Accuracy/Damage
  • (33) Smashing Haymaker - Damage/Endurance
  • (42) Smashing Haymaker - Damage/Recharge
  • (43) Smashing Haymaker - Damage/Endurance/Recharge
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (15) Reactive Armor - Resistance
Level 10: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 12: Taunt
  • (A) Mocking Beratement - Taunt
  • (13) Mocking Beratement - Taunt/Recharge
  • (13) Mocking Beratement - Taunt/Recharge/Range
  • (43) Mocking Beratement - Recharge
  • (46) Mocking Beratement - Accuracy/Recharge
  • (48) Mocking Beratement - Taunt/Range
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Resistance
Level 18: Invincibility
  • (A) Red Fortune - Defense/Endurance
  • (19) Red Fortune - Defense
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Endurance
  • (36) Taunt Duration IO
Level 20: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (21) Reactive Armor - Resistance/Recharge
  • (21) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Resistance
Level 22: Knockout Blow
  • (A) Smashing Haymaker - Accuracy/Damage
  • (34) Smashing Haymaker - Damage/Endurance
  • (40) Smashing Haymaker - Damage/Recharge
  • (42) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Pounding Slugfest - Accuracy/Damage
  • (45) Pounding Slugfest - Damage/Recharge
Level 24: Resist Elements
  • (A) Aegis - Resistance
  • (25) Aegis - Resistance/Endurance
  • (25) Aegis - Psionic/Status Resistance
Level 26: Tough Hide
  • (A) Serendipity - Defense/Endurance
  • (27) Serendipity - Defense
  • (27) Defense Buff IO
Level 28: Rage
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 30: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Resistance
Level 32: Unstoppable
  • (A) Resist Damage IO
Level 35: Hurl
  • (A) Taunt Duration IO
Level 38: Foot Stomp
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (39) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Damage/Recharge
  • (39) Scirocco's Dervish - Accuracy/Recharge
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Scirocco's Dervish - Chance of Damage(Lethal)
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Range IO
Level 47: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (48) Performance Shifter - EndMod
  • (48) Healing IO
Level 49: Weave
  • (A) Defense Buff IO
  • (50) Defense Buff IO
  • (50) Endurance Reduction IO
  • (50) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (23) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
  • (31) Performance Shifter - Chance for +End
  • (45) Endurance Modification IO
------------
Set Bonus Totals:
  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 19.25% Defense(Smashing)
  • 19.25% Defense(Lethal)
  • 10.81% Defense(Fire)
  • 10.81% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 6.125% Defense(Psionic)
  • 11.13% Defense(Melee)
  • 8.625% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 1.8% Max End
  • 12.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 9% Enhancement(Accuracy)
  • 10% FlySpeed
  • 119.47 HP (6.375%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 16.5%
  • MezResist(Terrorized) 2.2%
  • 2.5% (0.042 End/sec) Recovery
  • 42% (3.286 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.125% Resistance(Negative)
  • 3% Resistance(Psionic)
  • 15% RunSpeed


 

Posted

Wow! Forgot how expensive the Steadfasts were

20 mil a pop...ouch


 

Posted

Quote:
Originally Posted by Morik_NA View Post
Wow! Forgot how expensive the Steadfasts were

20 mil a pop...ouch
Yeah, but worth it!

Your build is much better, but I have a few additional suggestions:

If it all possible, you should try to add a fifth slot to Jab. Now that Tanks have Bruising, the T1 attack is definitely worth using and slotting.

I understand that you want the regen bonuses from the Pounding Slugfests, but I'd replace them with a single, high level IO like a CI Acc/Dam/Rchg. IMO, the 16% regen isn't nearly as valuable as some of the other things you could do with those slots.

The E/NE bonus for the second BotZ slight is *tiny* since the change, and not worth slotting for, IMO. Ditch the second slot in CJ and SJ, you can use them elsewhere.

Invinc doesn't need a taunt duration; it's plenty "taunty" without one. That slot can be used elsewhere, too.

Serendipity is a cheap set, and has good, though small bonuses. I go with 3 Serendipity in TH and 4 in Weave.

Ditch the Aegis Psi/Stat resistance in ResEl, it's a waste of influence for a tank. Use the Res/Rchg instead.

Rage is underslotted for recharge; at this point, it's not quite "perma". If you find a third slot for it, you can save some influence by slotting level 35s or 40s and still have it overlap.

Hurl and LBE are so underslotted to be almost useless. Even three slots would help considerably, and if slotted with Thunderstrike, would yield 2.5% E/NE def each.

Eradication is a better set for Footstomp than Scirocco's Dervish, since it'll give you 3.13% E/NE defense. If you avoid the Erad Acc/Dam/End/Rchg they're not super expensive, and last time I looked a full set of Scirocco's wasn't cheap, either.

Five slots is really too much to spend on Stamina, I wouldn't go more than four. If you plan to use Perf Shifters, try to get high level ones so you'll be close to the ED cut-off. Using common IOs plus the PF +end works fine, too.

Here's what I would do with your build. It's now soft-capped to E/NE and the two ranged attacks are 3-slotted.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Hulk Child i19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(15), S'fstPrt-ResDam/Def+:30(31)
Level 1: Jab -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 2: Dull Pain -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx:50(7), Dct'dW-EndRdx/Rchg:50(7)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(29), C'ngImp-Acc/Dmg/Rchg:50(37)
Level 6: Boxing -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(33), S'ngH'mkr-Dmg/Rchg:35(42), S'ngH'mkr-Dmg/EndRdx/Rchg:35(43)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(15)
Level 10: Combat Jumping -- DefBuff-I:50(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(13), Mocking-Taunt/Rchg/Rng:50(13), Mocking-Rchg:50(43), Mocking-Acc/Rchg:50(46), Mocking-Taunt/Rng:50(48)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(45)
Level 18: Invincibility -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(19), RedFtn-Def/EndRdx/Rchg:50(19), RedFtn-EndRdx:50(34)
Level 20: Resist Energies -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(46)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(34), S'ngH'mkr-Dmg/Rchg:35(40), S'ngH'mkr-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 24: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(25), Aegis-Psi/Status:50(25)
Level 26: Tough Hide -- S'dpty-Def/EndRdx:40(A), S'dpty-Def:40(27), S'dpty-Def/Rchg:40(27)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam:40(42)
Level 32: Unstoppable -- ResDam-I:50(A)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(37)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), FrcFbk-Rechg%:50(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(48), Heal-I:50(48)
Level 49: Weave -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(50), S'dpty-Def/EndRdx/Rchg:40(50), S'dpty-Def:40(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(23)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(31), P'Shift-End%:50(31)

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1604;767;1534;HEX;|
|78DA9D53CB52135110BD938721EFC400E119C24B480843225025BA7001585026921|
|264A55201C764641CA864A2E2CA8D3B575AA52BA4DCFA07967FE15BFFC0F2F905C6|
|BE7D8620959D53C939777ACE749FEE3BB7706F2120C483F34209CC1BA55A6D63AD6|
|46E6BD5B642DD2A59FA8E195AAA1BDBC9F98A6EDC48EAB9398F102201C9C6827653|
|336B9ABA6CDEA91BA6562D6DEA866EEDF5DA8F0B9AA169EA6A7D97D6AB565533CB5|
|625BA6C56345A5AEAE12258DCD931D40B7AB962E96639C07779ADB44B377E3C32E4|
|B328AFA9925ED35126B6B8AB6FA98B54B7BCB75128D52CADBAD745EE66E9FFD64BA|
|0D05F345C62881663C291000D308506991271A27E91F109FB22799E68480C169886|
|2F81569846B68872E29DD74E4E7265459121571154603A711194675229BBD3963B9|
|1DD87EC3E64EF3B965DA111BB2177BA214F429E823C0DF90772E1418F4E0F9A6B43|
|736D682E84C63B299F173AE14D70892972E44709B7BFE290A1800EBAC594BECD34B|
|9CD346530C52951106F89E038277A431EC2B687303C44E021020F1978F844BAA8A2|
|B02EEAE3A99C0C81824C8361A68FA48BD9F962C8D78E7CEDC837897C396AA0C31E6|
|9C7B10D1BC38C5298511A237D4F69E348EB88CF70A5AE2C6896E93309BA6D41F71F|
|214BF438B8524F83EF4E53C15EDEF486A3778293F6813220270DA7DF76DE0FE7493|
|84FC2790ACEBF50A5017B8803197E75DA27ADA2F8D03E87869F338D1C30CD906014|
|B9DDA35F1DF28B3DF50DF41D74977563F7410F79BB0EE89B1BB72B8DC3E40B0A4DD|
|895265029834A93A8F492F657B5E7A03EC3E63F068DB0C0456D66ED36B318540E13|
|CA29D8198CADCFD53C51F4A34BE45B224557F3180985232957F3D836BC91E6A9F9D|
|FEB55E0B0A4F7B23CE16B128A12D6255C95704DC2750925099B12B624345E37DF0E|
|9F91BEE6249C95704E4207F9138FA4D2238F925F42404250424842584244424C428|
|F847D7FB3A31FF4B2A2FCDBFFCF96C8AFA388A2ACF3B7DA7985E9F7D113A7823DEA|
|7CC294780AC2FE655BE69E6E89E45A22332D91E996C8D1A0FF02A24D34DB|
|-------------------------------------------------------------------|


My Characters

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

 

Posted

I have also found unstoppable useful when fighting stuff that does a lot of end drain. If you lose your toggles, hitting unstoppable about caps your resist on its own and offers mez protection!
So if you're barely able to hold your chin up, you'll still be able to carry on tanking without being held/slept etc and you'll still be pretty dang sturdy.


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

OK, it's been a while now. HC has picked up Cardiac Boost (I think...the End Red one). His current build is (almost) this:

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Hulk Child i19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance
  • (3) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (15) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Steadfast Protection - Resistance/+Def 3%
Level 1: Jab
  • (A) Smashing Haymaker - Accuracy/Damage
  • (34) Smashing Haymaker - Damage/Endurance
  • (36) Smashing Haymaker - Damage/Recharge
  • (36) Smashing Haymaker - Damage/Endurance/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
Level 4: Haymaker
  • (A) Smashing Haymaker - Accuracy/Damage
  • (11) Smashing Haymaker - Damage/Endurance
  • (11) Smashing Haymaker - Damage/Recharge
  • (29) Smashing Haymaker - Damage/Endurance/Recharge
  • (37) Crushing Impact - Accuracy/Damage/Recharge
Level 6: Boxing
  • (A) Smashing Haymaker - Accuracy/Damage
  • (33) Smashing Haymaker - Damage/Endurance
  • (42) Smashing Haymaker - Damage/Recharge
  • (43) Smashing Haymaker - Damage/Endurance/Recharge
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (15) Reactive Armor - Resistance
Level 10: Combat Jumping
  • (A) Defense Buff IO
Level 12: Taunt
  • (A) Mocking Beratement - Taunt
  • (13) Mocking Beratement - Taunt/Recharge
  • (13) Mocking Beratement - Taunt/Recharge/Range
  • (42) Mocking Beratement - Accuracy/Recharge
  • (43) Mocking Beratement - Recharge
  • (48) Mocking Beratement - Taunt/Range
Level 14: Super Jump
  • (A) Unbounded Leap - +Stealth
Level 16: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (45) Reactive Armor - Resistance
Level 18: Invincibility
  • (A) Red Fortune - Defense/Endurance
  • (19) Red Fortune - Defense
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (34) Red Fortune - Endurance
Level 20: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (21) Reactive Armor - Resistance/Recharge
  • (21) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Resistance
Level 22: Knockout Blow
  • (A) Smashing Haymaker - Accuracy/Damage
  • (34) Smashing Haymaker - Damage/Endurance
  • (40) Smashing Haymaker - Damage/Recharge
  • (42) Smashing Haymaker - Damage/Endurance/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
Level 24: Resist Elements
  • (A) Aegis - Resistance
  • (25) Aegis - Resistance/Endurance
  • (25) Aegis - Resistance/Recharge
Level 26: Tough Hide
  • (A) Serendipity - Defense/Endurance
  • (27) Serendipity - Defense
  • (27) Serendipity - Defense/Recharge
Level 28: Rage
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 30: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Reactive Armor - Resistance
Level 32: Unstoppable
  • (A) Resist Damage IO
Level 35: Hurl
  • (A) Thunderstrike - Accuracy/Damage
  • (37) Thunderstrike - Damage/Endurance
  • (37) Thunderstrike - Accuracy/Damage/Recharge
Level 38: Foot Stomp
  • (A) Eradication - Damage
  • (39) Eradication - Accuracy/Recharge
  • (39) Eradication - Damage/Recharge
  • (39) Eradication - Accuracy/Damage/Recharge
  • (40) Eradication - Accuracy/Damage/Endurance/Recharge
  • (40) Eradication - Chance for Energy Damage
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
Level 47: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (48) Performance Shifter - EndMod
  • (48) Healing IO
Level 49: Weave
  • (A) Serendipity - Defense/Endurance
  • (50) Serendipity - Defense/Recharge
  • (50) Serendipity - Defense
  • (50) Serendipity - Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (23) Numina's Convalescence - Heal
Level 2: Stamina
  • (A) Endurance Modification IO
  • (23) Endurance Modification IO
  • (31) Endurance Modification IO
  • (31) Performance Shifter - Chance for +End
------------
Set Bonus Totals:
  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 19.25% Defense(Smashing)
  • 19.25% Defense(Lethal)
  • 10.81% Defense(Fire)
  • 10.81% Defense(Cold)
  • 17.38% Defense(Energy)
  • 17.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 11.13% Defense(Melee)
  • 10.19% Defense(Ranged)
  • 9.25% Defense(AoE)
  • 3.6% Max End
  • 12.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Accuracy)
  • 5% FlySpeed
  • 154.61 HP (8.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 16.5%
  • MezResist(Terrorized) 2.2%
  • 4% (0.067 End/sec) Recovery
  • 20% (1.565 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 10% RunSpeed
  • 2% XPDebtProtection



Anything he should change?


 

Posted

Also, any Purples he should be saving for?