Invuln advise
Well, you are in need of a respec; I question several of your build choices.
First, what kind of budget do you have and what are your intentions for the build?
Second, you're wasting a lot of slots on recall, super speed and taking a generally worthless power, team teleport. Recall Friend can reach from one end of IP to the other with only a single range slotted; the other two are wasted. Likewise Super Speed hits the speed cap with ONE slot; the other two are completely useless.
I noticed you skipped Whirling Hands, that's your sole AOE and highly useful for aggro management; I'd get and slot it fairly early.
On CMA I find that Unstoppable is nearly pointless; I've used it twice since issue 13. One recharge in the base slot is plenty for a power that situational; and before the inherent fitness of issue 19 I'd completely dropped it. You DO want RPD though to cap out your S/L resist.
The STF is completely doable with an Invuln; you just need to build it right and it takes a bit of preparation... I've tanked it with my Inv/Stone, CMA, more times than I can remember. Going in as a 49 does put you at a disadvantage since he's level 54 but with a good build and decent preparation it can be done.
Yes, he hits like a truck while the red tower's up... therefore you need to boost your defense so he's less likely to connect and you need to boost your resistances to survive if he gets lucky. Tier 3 orange inspirations are your friend here, and if you've built to the 45% soft cap defensively (see my guide) you only need one medium purple to cap your defense while the blue tower's up.
On CMA I go into the final mission with 8 medium purples, 4 large orange, 2 large green and one large blue inspiration in my tray. Once we've cleared the courtyard the team moves back behind the red tower, I eat one medium purple (putting me at 75% defense, soft capping against him while the blue tower's up) and two large oranges (getting my non-S/L resistance up for the alpha) and jump into melee and start taunting. I keep one large orange active until the red tower dies and one medium purple until the blue dies. If LR gets a solid hit in I hit Dull Pain. If he gets another I eat a green. If his end drain hits I eat a blue. Your inspiration tray is there for a reason, use it. This is just about the ONLY time I need inspirations in the game.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I noticed that Tough Hide is not in this build. I would also pick up Resist Physical Damage just to cap off S/L resistance and it offers Debuff Defense resistance. Tough Hide adds 5% defense as well as more defense debuff resistance.
Those two powers IMO are very key in a build that relies on a combination of defense and resistance.
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-
Not to mention that Melt Armor is virtually useless... I used to use it on Smersh before I decided that it was largely pointless.
Likewise, if you're needing to use Unstoppable enough that you are needing to slot additional recharge in it, you're doing it wrong. Tough and Weave do wonders for an invuln tank, but they shine best in conjunction with those passive powers. They supplement, they don't replace.
For STF, you will want a good inspiration loadout and as much team buffing as you can get your hands on. And it really does help to be level 50.
Monitor your defenses, you need 75% defense to softcap against Super Recluse. Oranges will help to alleviate the two-shot chacha.
May I also suggest that even a modest IO investment can have huge returns.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
My Invuln advice would be to click those links in 'Call Me Awesome's' sig there.
My invul tank went from being my worst tank to my best tank thanks to the right IO's .
He's got more defense than a stoner without the speed and damage penalties
though i still like playing my stonies! just saying
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
Ok so I've bookmarked the defense softcap link, my next problem is that I only have about 80mil... maybe 100mil if I take the time to go through all my toons and send money my tanks way. I guess until then I can pick up RPD, RE, and TH instead of the TP pool, I'll fool around with it a bit and see what I can come up with.
Find me ingame @Norlon
Winter ST
Ok so I've bookmarked the defense softcap link, my next problem is that I only have about 80mil... maybe 100mil if I take the time to go through all my toons and send money my tanks way. I guess until then I can pick up RPD, RE, and TH instead of the TP pool, I'll fool around with it a bit and see what I can come up with.
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Also, Alignment Merits.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
Ive got a thread for the exact same sets here.
Note that it is an expensive build and I am including 2 Purple sets (only as I actually have some of those IO's already).
As Smersh said Alignment Merits makes MOST builds realitic without needing billions of INF.
5 Tip missions per day. 2nd Day do the Alignment Missions after the 2nd set of 5. 1 AMerit. So thats 2 AMerits in 4 days. Those Healing procs (Numina, Miracle, Regen Tissue) each cost 2 AMerits for the recipe.
For speedy runs set ur missions to -1/x0 and Tank Stealth (run past relying on Def/Res) to get to the end goal.
Ok so I've bookmarked the defense softcap link, my next problem is that I only have about 80mil... maybe 100mil
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For Recluse, he needs to use inspirations. For anything else, he doesn't even use Unstoppable (although he has it, just in case).
Paragon City Search And Rescue
The Mentor Project
I've had an Invul/EM Tanker for a long time, been around the block and back again several times. Through several respec's, concept changes, and of course game modifications, he's remained fun to play. His current build is below. I'm not posting it as the "end all, be all" build to beat all builds, but it serves me - and those who I protect - pretty well. As a bonus, it is not a bank breaking build either - the IOs in Health being possible exceptions. But, none of the IOs or sets of IOs are "must have", they're just handy to have around. So, check it out if you like, hope you find it helpful.
I wanted to clarify a couple things. I've Tanked just about everything in the game, so I know the build is successful, but there are some challenges you are just not likely to survive alone. But those challenges are intended for a team to tackle, Recluse is one, all the the Freedom Phalaynx at the end of LRSF is another. Every AT and power set combo has its strengths and weaknesses, and some tasks are beyond the limits of any character - for now. Don't be disheartened because you need "a little help from your friends" when facing down the biggest, baddest challenges in the game. They need you too.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Vir: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(23), ResDam-I(33)
Level 1: Barrage -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(46)
Level 2: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(27), RechRdx-I(42)
Level 4: Energy Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(29), Taunt-I(46)
Level 6: Fly -- Flight-I(A), Flight-I(25)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(23), ResDam-I(33)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(40), Zinger-Taunt/Rng(42), Zinger-Dam%(45)
Level 12: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 14: Resist Elements -- ResDam-I(A), ResDam-I(37)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(48)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(25), DefBuff-I(33)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Resist Energies -- ResDam-I(A), ResDam-I(37)
Level 24: Kick -- Acc-I(A)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(27), DefBuff-I(34)
Level 28: Build Up -- Rec'dRet-Pcptn(A)
Level 30: Tough -- ResDam-I(A), ResDam-I(31), ResDam-I(34)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(34), LkGmblr-EndRdx/Rchg(37), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(50)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 38: Total Focus -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(40), EndRdx-I(43), RechRdx-I(48)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), Heal-I(45), EndMod-I(50)
Level 47: Hover -- Winter-ResSlow(A)
Level 49: Resist Physical Damage -- ResDam-I(A), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(43), Numna-Regen/Rcvry+(45)
Level 1: Stamina -- EndMod-I(A), EndMod-I(11), P'Shift-End%(11)
Thanks everyone for the great advice. I definitely appreciate it, I forgot that I got a third build when I got my alpha slot so that helped out a lot but until I can get it slotted I'm still hard up for 1) soloing because I have to carry a full tray of blues and 2) I seem to get a lot of Rikti and carnie tips that I just get fed up with a dropping. But I'll keep chugging along on tf's and other's tip mish's.
Find me ingame @Norlon
Winter ST
Ok, so I've got a lvl 49 tank, invuln/em and I seem to be having a bit of trouble. Now it's been a couple of years since I've played and I'm not sure what's been changed as far as invuln goes but below you'll find my build.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Mega-Punk: Level 49 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx-I(A), ResDam-I(7), ResDam-I(9), ResDam-I(9)
Level 1: Barrage -- Acc-I(A), EndRdx-I(25), Dmg-I(25), Dmg-I(27), Dmg-I(27)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(3), RechRdx-I(3), Heal-I(5), Heal-I(5), Heal-I(7)
Level 4: Energy Punch -- Acc-I(A), EndRdx-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31)
Level 6: Kick -- Empty(A)
Level 8: Unyielding -- EndRdx-I(A), ResDam-I(13), ResDam-I(13), ResDam-I(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Recall Friend -- Range-I(A), Range-I(42), Range-I(42)
Level 14: Tough -- EndRdx-I(A), ResDam-I(15), ResDam-I(17), ResDam-I(17)
Level 16: Super Speed -- Run-I(A), Run-I(34), Run-I(40)
Level 18: Invincibility -- EndRdx-I(A), DefBuff-I(19), DefBuff-I(19), DefBuff-I(21)
Level 20: Weave -- EndRdx-I(A), DefBuff-I(21), DefBuff-I(23), DefBuff-I(23)
Level 22: Teleport -- EndRdx-I(A), Range-I(40), Range-I(42)
Level 24: Bone Smasher -- Acc-I(A), EndRdx-I(31), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 26: Taunt -- Taunt-I(A)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 30: Team Teleport -- EndRdx-I(A), EndRdx-I(43)
Level 32: Unstoppable -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 35: Energy Transfer -- Acc-I(A), EndRdx-I(36), Dmg-I(37), Dmg-I(37), Dmg-I(37)
Level 38: Total Focus -- Acc-I(A), EndRdx-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40)
Level 41: Char -- Empty(A)
Level 44: Melt Armor -- Acc-I(A), EndRdx-I(45), DefDeb-I(45), DefDeb-I(45), DefDeb-I(46)
Level 47: Fire Ball -- Acc-I(A), EndRdx-I(48), Dmg-I(48), Dmg-I(48)
Level 49: [Empty]
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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 -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
Now here's my question: Have I done something wrong? I currently don't have any accolades that I can remember. I tried at lvl 49 to take on the STF and tank LR but he can two shot me if he so desires unless I have Unstop running, but then I have to be watching the icon and jump on top of a blue, DP then hope the healer can keep me alive long enough to activate my toggle and hope I don't loose agro and cause a team wipe. I got this build while talking to a friend of mine named @Baddie Beater and he said that tough and weave actually give me better numbers then the auto powers from invuln. So if I'm doing something wrong I would appreciate the constructive criticism and advice.
Find me ingame @Norlon
Winter ST