INV/SS - The Unstoppable Force


Auroxis

 

Posted

So, I'm working out a tank build.. I've heard these stories, of a time when Invulnerability was a tough nut to crack. And I'm thinking, 'Shizzy, I want in on some of that!' (yeah, my inner voice is gangsta).

So here I am, working out this build, enjoying what little play I've gotten. But I'm asking myself, do I take Unstoppable? Can I make a solid, reliable tank for TF's, Trials and all-around awesomeness without it?

So, for your perusal, here is my Mids block. Could one of you give me an idea of what I'm looking at? Is this doable? Or am I just going to have to pick it up and actually use it?

Thanks!

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Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov

 

Posted

Okay, first off, hit up Call Me Awesome's guide to Softcapping an Invuln tanker.

GREAT resource.

Also, here's a copy of my actual build as it stands at this moment. Feels like playing a Stone tanker, without the slowness and damage reduction.

Note: YES, my build is STUPID expensive now. Most of my purples were acquired back in i12 (when they were an order of magnitude cheaper) and much of the rest acquired over a 4-5 month period after i13 hit. Even so, with a bit of frugality and some long-term bids you can acquire 90% of the stuff I have loaded.

Heck, I've had my SS/Inv brute built similarly (with slightly cheaper substitutes) since around level 30 and he's a freaking monster now.

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

Click this DataLink to open the build!

Hyperstrike: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (3) Reactive Armor - Resistance/Recharge: Level 33
  • (3) Reactive Armor - Resistance/Endurance/Recharge: Level 35
  • (5) Reactive Armor - Resistance: Level 33
  • (5) Steadfast Protection - Resistance/+Def 3%: Level 10
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 33
  • (7) Kinetic Combat - Damage/Endurance: Level 33
  • (7) Kinetic Combat - Damage/Recharge: Level 33
  • (9) Kinetic Combat - Damage/Endurance/Recharge: Level 33
  • (9) Pounding Slugfest - Accuracy/Damage: Level 30
  • (11) Pounding Slugfest - Damage/Endurance: Level 30
Level 2: Dull Pain
  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
Level 4: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (13) Reactive Armor - Resistance/Recharge: Level 33
  • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (15) Reactive Armor - Resistance: Level 33
Level 6: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage: Level 33
  • (17) Kinetic Combat - Damage/Endurance: Level 33
  • (17) Kinetic Combat - Damage/Recharge: Level 33
  • (19) Kinetic Combat - Damage/Endurance/Recharge: Level 33
  • (19) Pounding Slugfest - Accuracy/Damage: Level 30
  • (21) Pounding Slugfest - Damage/Endurance: Level 30
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (21) Reactive Armor - Resistance/Recharge: Level 33
  • (23) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (23) Reactive Armor - Resistance: Level 33
Level 10: Boxing
  • (A) Accuracy IO: Level 50
Level 12: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
Level 14: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 35
  • (25) Reactive Armor - Resistance/Recharge: Level 33
  • (27) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (27) Reactive Armor - Resistance: Level 35
Level 16: Taunt
  • (A) Perfect Zinger - Taunt: Level 33
  • (29) Perfect Zinger - Taunt/Recharge: Level 33
  • (29) Perfect Zinger - Taunt/Recharge/Range: Level 33
  • (31) Perfect Zinger - Accuracy/Recharge: Level 33
  • (31) Perfect Zinger - Taunt/Range: Level 33
  • (31) Perfect Zinger - Chance for Psi Damage: Level 25
Level 18: Invincibility
  • (A) Defense Buff IO: Level 50
  • (33) Defense Buff IO: Level 50
  • (33) Defense Buff IO: Level 50
Level 20: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage: Level 33
  • (33) Kinetic Combat - Damage/Endurance: Level 33
  • (34) Kinetic Combat - Damage/Recharge: Level 33
  • (34) Kinetic Combat - Damage/Endurance/Recharge: Level 33
  • (34) Pounding Slugfest - Accuracy/Damage: Level 30
  • (36) Pounding Slugfest - Damage/Endurance: Level 30
Level 22: Weave
  • (A) Defense Buff IO: Level 50
  • (36) Defense Buff IO: Level 50
  • (36) Defense Buff IO: Level 50
Level 24: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (37) Defense Buff IO: Level 50
  • (37) Defense Buff IO: Level 50
Level 28: Rage
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 30: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (39) Reactive Armor - Resistance/Recharge: Level 35
  • (40) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (40) Reactive Armor - Resistance: Level 33
Level 32: Resist Elements
  • (A) Aegis - Resistance/Endurance: Level 35
  • (40) Aegis - Resistance: Level 35
  • (42) Aegis - Psionic/Status Resistance: Level 35
Level 35: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
Level 38: Foot Stomp
  • (A) Armageddon - Damage: Level 50
  • (43) Armageddon - Damage/Recharge: Level 50
  • (43) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (43) Armageddon - Accuracy/Recharge: Level 50
  • (45) Armageddon - Damage/Endurance: Level 50
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
Level 44: Laser Beam Eyes
  • (A) Apocalypse - Damage: Level 50
  • (46) Apocalypse - Damage/Recharge: Level 50
  • (46) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (46) Apocalypse - Accuracy/Recharge: Level 50
  • (48) Apocalypse - Damage/Endurance: Level 50
Level 47: Physical Perfection
  • (A) Healing IO: Level 50
  • (48) Performance Shifter - Chance for +End: Level 50
Level 49: Hover
  • (A) Defense Buff IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 20
  • (48) Numina's Convalescence - +Regeneration/+Recovery: Level 33
  • (50) Regenerative Tissue - +Regeneration: Level 30
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (50) Endurance Modification IO: Level 50
  • (50) Performance Shifter - Chance for +End: Level 33
------------
Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 23.63% Defense(Smashing)
  • 23.63% Defense(Lethal)
  • 6.125% Defense(Fire)
  • 6.125% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.31% Defense(Melee)
  • 8.625% Defense(Ranged)
  • 4.563% Defense(AoE)
  • 15% Enhancement(Accuracy)
  • 25% Enhancement(RechargeTime)
  • 140.56 HP (7.5%) HitPoints
  • MezResist(Immobilize) 13.75%
  • MezResist(Terrorized) 2.75%
  • 4% (0.067 End/sec) Recovery
  • 50% (3.912 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 5% RunSpeed

------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Pounding Slugfest
(Jab)
  • 8% (0.626 HP/sec) Regeneration
Reactive Armor
(Resist Physical Damage)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Kinetic Combat
(Haymaker)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Pounding Slugfest
(Haymaker)
  • 8% (0.626 HP/sec) Regeneration
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Blessing of the Zephyr
(Combat Jumping)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Kinetic Combat
(Knockout Blow)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Pounding Slugfest
(Knockout Blow)
  • 8% (0.626 HP/sec) Regeneration
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Reactive Armor
(Resist Energies)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Aegis
(Resist Elements)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 3% Resistance(Psionic)
Armageddon
(Foot Stomp)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Apocalypse
(Laser Beam Eyes)
  • 16% (1.252 HP/sec) Regeneration
  • 56.22 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)




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Posted

Okay now a quick run-down on your current build.

Too many attacks.

I know, right now, you're stocking extra attacks because your build evolved naturally and the slower reload times pushed you to fill in the spaces.

On rebuild you should NOT need them all.

On your secondary.

Jab you have to keep.
Drop Punch.
Keep Haymaker. Better damage than Punch and some nifty knock-up.
Drop Hand-Clap. You WANT your enemies gathered around you. It keeps your armors boosted. Knocking them back makes you squishier.
Make a choice between Hurl and LBE. I have a preference for LBE. It's lower damage than Hurl, but you can still use it when hovering.
On Foot Stomp, unless you're mounting a set in there for particular bonuses (like recharge), franken-slot the crap out of it. You can easily shave off a spot and still have a power with high accuracy, max damage, and good end-red and recharge. FS is your gravy-train power. KO-blow is more spectacular, but FS is what gets the ladies...
While we're on the subject, YOU DID NOT TAKE KO BLOW! FAIL! Turn in your tanking license! KOB is your best single-target damage-doer. PERIOD. UNSLOTTED it's doing more damage than your fully-slotted Haymaker is!
Take Rage AS SOON AS YOU POSSIBLY CAN. Delaying it only dooms you to mediocre damage output.

On your primary.

You've got your armors WAY (WAY WAY) overslotted for End-Red.
Your toggle powers while endurance hungry are NOT the best way to manage endurance. Your attacks consume FAR more endurance on a per-second basis. Shift your endurance management strategy to your attacks. Also, if you're that hurting for endurance, make use of brawl as a filler to allow your blue bar to refill a bit. It'll lower your damage output, but you're a tanker, you're built to survive, not throw out ungodly damage.
You've taken Resist Elements and Resist Energies WAY too early. They're not going to factor in with your enemies until MUCH later in the game. As such, they're wastes of power choices that early on. Those choices could be better served by pool powers.
Dull-pain is overslotted. If you're looking for maximum effect, slot two Heal/Recharge and two Heal/End/Rech. In 4 slots you'll be at 91% heal and recharge and the endurance kick will be slightly lessened. Once you're durable enough, I'd just three-slot it for recharge. That way it's more or less always up when you need it.
SLOT INVINCIBILITY FOR DEFENSE (unless you're slotting Hami-Os in there for Def/End/ToHit.). Don't worry about adding extra taunt in there. Had this been prior to the changes in i13, I'd say slot a Zinger proc in there too and turn it into a damage aura. But that doesn't work anymore (was GREAT while it did though).
As you're apparently looking to build for superior toughness, the omission of Unstoppable is actually a good choice. While Unstop is an okay "oh crap!" button, unless you can kill your opponents inside the timer window, you're essentially boned either way.
Additionally there's the problematic duality of:

  • If you're already tough enough, Unstop is completely superfluous because you'll almost never use it.
  • If you're already tough enough and it's killing you anyhow, Unstop isn't going to make a huge difference. Plus, by the time you think to actually hit it, it's already too late.


On your pool powers.
Hasten is taken a bit early.
Consider taking Leaping for Combat Jumping (extra defense) and Super Jump (for superior vertical movement capabilities).
Take Boxing instead of Kick. If you're going to use it, Boxing has a stun component. Kick has a Knockback component. As I said before, reducing the number of enemies around you (except by killing them) = BAD!
You got Tough but no Weave? Use one of those freed up power choices and take Weave. In fact, I'd start by taking the rudiments of the fighting pool BEFORE you take the Leaping Pool (see my build above for reference).


On your Epic.

I approve of Energy Mastery.
I wouldn't waste my time with Energy Torrent. You don't have enough slots to make it matter. You may want to think about taking Hover as I did to eliminate the need for buying jet packs (or, if you're actually as long-term (and uninterrupted) a veteran as your forum date suggests, just take Fly, though Hover can be used to give you a small defense boost too).

Now, I'm assuming that you've two-slotted Rage, Hasten and Conserve Power because you're going to be putting a Spiritual Incarnate boost in right?

That could work (in lieu of my brute-force three-slotting). You just have to watch out for slows. And you're going to notice a greater performance falloff when exemping. But it'll allow you to do nifty things, like using those extra slots to six-slot FS and LBE with procs to boost your damage (albeit infrequently).



Well, hope my little dissection of your build helps.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
You've got your armors WAY (WAY WAY) overslotted for End-Red
As far as that goes, I have a suggestion for YOUR build (Hyperstrike):

Level 22: Weave

* (A) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50

trade one of those def buff IOs for a set piece with def/end. You'll still hit the ED cap for defense enhancement, but you'll get some end reduction on a power that costs a fair amount of end to run.


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
As far as that goes, I have a suggestion for YOUR build (Hyperstrike):

Level 22: Weave

* (A) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50
* (36) Defense Buff IO: Level 50

trade one of those def buff IOs for a set piece with def/end. You'll still hit the ED cap for defense enhancement, but you'll get some end reduction on a power that costs a fair amount of end to run.
Actually the next stage of the build would likely be 2 enzymes and one LOTG Global Recharge in all of the areas that are now 3xDefBuff.

Currently, between Stamina, PP and the two PF procs, I rarely have issues with endurance management unless I scrapper-lock.



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Posted

Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.

What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.

If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.


 

Posted

Unfortunately, I'm at work and can't see your build. So I'll just address your question.

As to Unstoppable, I've found my Inv/SS Tank to have gone through 3 phases.

1) Leveling up. I took Unstoppable then and it served me well. This was pre IOs. Without my own mature defenses and on a team light on buffs, I would simply find myself overwhelmed at times. Granted, this was my first toon so it's hard to say how many deaths were my own noobery and how many were due to Inv's weaknesses. Still, this power saved my bacon many times during this phase. Today though, many of the sets an Invul uses (such as Kinetic Combat) are available to slot pretty early. If you're willing to buy these while leveling up, you may not need it as much.

2) The second phase was the IO set build. I omitted Unstoppable at this point, high Def to all, capped s/l resists was quite sufficient and popping an orange or 2 kept me alive if I was getting exposed to massive amounts of more exotic damage.

3) The 3rd phase post inherent fitness. I decided to treat myself to the Glad Armor +3 Def IO and needed one slot for it in a Resistance power. Oh, hey, Unstoppable can be a home to it. So, now I have it purely as a mule for that IO, but it's on my tray, just in case.

To summarize, if you're leveling up using SOs, I do recommend it. If you're making your IO build, then not so much, except using it for a mule.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Syntax42 View Post
Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.
Actually it's more durable. You can soft-cap ALL defense types save psi, and your resistances are higher EXCEPT when you're using your Tier-9 godmode.

Quote:
What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.
Wrong. Resistances hover in roughly the 30-33% range. Shield hovers in the low 20's.

Quote:
If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.
Not QUITE sure what you're talking about. Inv, done right, doesn't REQUIRE massive healing capabilities (fast-charging DP is more than sufficient).

And yeah, DA or EA are real nice for resistances. So what? Resistance without enough defense to cover you and keep the enemy at their base 5% to-hit means you wind up taking more damage over time.

I don't mean to demean EA or DA. But you're comparing sets that survive for VERY different reasons than Inv does.

Here's a modified version of Hyper capped for all types save psi.
Yes, it's less durable numbers-wise than a Stoner.
In regular play the difference should be NEGLIGIBLE.
In specialized play (like Tower-buffed LR), he's going to take the same exact steps a stoner would to survive (inspies and team buffs).

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

Click this DataLink to open the build!

Hyperstrike: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (3) Reactive Armor - Resistance/Recharge: Level 33
  • (3) Reactive Armor - Resistance/Endurance/Recharge: Level 35
  • (5) Reactive Armor - Resistance: Level 33
  • (5) Steadfast Protection - Resistance/+Def 3%: Level 10
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 33
  • (7) Kinetic Combat - Damage/Endurance: Level 33
  • (7) Kinetic Combat - Damage/Recharge: Level 33
  • (9) Kinetic Combat - Damage/Endurance/Recharge: Level 33
  • (9) Pounding Slugfest - Accuracy/Damage: Level 30
  • (11) Pounding Slugfest - Damage/Endurance: Level 30
Level 2: Dull Pain
  • (A) Recharge Reduction IO: Level 50
  • (11) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
Level 4: Resist Physical Damage
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (13) Reactive Armor - Resistance/Recharge: Level 33
  • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (15) Reactive Armor - Resistance: Level 33
Level 6: Haymaker
  • (A) Mako's Bite - Accuracy/Damage: Level 33
  • (17) Mako's Bite - Damage/Endurance: Level 33
  • (17) Mako's Bite - Damage/Recharge: Level 33
  • (19) Mako's Bite - Accuracy/Endurance/Recharge: Level 33
  • (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 30
  • (21) Mako's Bite - Chance of Damage(Lethal): Level 30
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 33
  • (21) Reactive Armor - Resistance/Recharge: Level 33
  • (23) Reactive Armor - Resistance/Endurance/Recharge: Level 33
  • (23) Reactive Armor - Resistance: Level 33
Level 10: Boxing
  • (A) Accuracy IO: Level 50
Level 12: Combat Jumping
  • (A) HamiO:Enzyme Exposure
  • (25) HamiO:Enzyme Exposure
Level 14: Tough
  • (A) Aegis - Resistance: Level 35
  • (25) Aegis - Resistance/Endurance: Level 33
  • (27) Aegis - Resistance/Recharge: Level 33
  • (27) Aegis - Resistance/Endurance/Recharge: Level 35
Level 16: Taunt
  • (A) Perfect Zinger - Taunt: Level 33
  • (29) Perfect Zinger - Taunt/Recharge: Level 33
  • (29) Perfect Zinger - Taunt/Recharge/Range: Level 33
  • (31) Perfect Zinger - Accuracy/Recharge: Level 33
  • (31) Perfect Zinger - Taunt/Range: Level 33
  • (31) Perfect Zinger - Chance for Psi Damage: Level 25
Level 18: Invincibility
  • (A) HamiO:Enzyme Exposure
  • (33) HamiO:Enzyme Exposure
Level 20: Knockout Blow
  • (A) Mako's Bite - Accuracy/Damage: Level 33
  • (33) Mako's Bite - Damage/Endurance: Level 33
  • (34) Mako's Bite - Damage/Recharge: Level 33
  • (34) Mako's Bite - Accuracy/Endurance/Recharge: Level 33
  • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 30
  • (36) Mako's Bite - Chance of Damage(Lethal): Level 30
Level 22: Weave
  • (A) HamiO:Enzyme Exposure
  • (36) HamiO:Enzyme Exposure
Level 24: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 33
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 33
Level 26: Tough Hide
  • (A) Defense Buff IO: Level 50
  • (37) Defense Buff IO: Level 50
  • (37) Defense Buff IO: Level 50
Level 28: Rage
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 30: Resist Energies
  • (A) Aegis - Resistance: Level 33
  • (39) Aegis - Resistance/Endurance: Level 35
  • (40) Aegis - Resistance/Recharge: Level 33
  • (40) Gladiator's Armor - TP Protection +3% Def (All): Level 33
Level 32: Resist Elements
  • (A) Aegis - Resistance/Endurance: Level 35
  • (33) Aegis - Resistance/Recharge: Level 50
  • (40) Aegis - Resistance: Level 35
Level 35: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
Level 38: Foot Stomp
  • (A) Eradication - Damage: Level 30
  • (42) Eradication - Accuracy/Recharge: Level 30
  • (43) Eradication - Damage/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Recharge: Level 30
  • (43) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (45) Eradication - Chance for Energy Damage: Level 30
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
Level 44: Laser Beam Eyes
  • (A) Apocalypse - Damage: Level 50
  • (46) Apocalypse - Damage/Recharge: Level 50
  • (46) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (46) Apocalypse - Accuracy/Recharge: Level 50
  • (48) Apocalypse - Damage/Endurance: Level 50
Level 47: Physical Perfection
  • (A) Healing IO: Level 50
  • (48) Performance Shifter - Chance for +End: Level 50
Level 49: Hover
  • (A) HamiO:Enzyme Exposure
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Health
  • (A) Miracle - +Recovery: Level 20
  • (48) Numina's Convalescence - +Regeneration/+Recovery: Level 33
  • (50) Regenerative Tissue - +Regeneration: Level 30
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (50) Endurance Modification IO: Level 50
  • (50) Performance Shifter - Chance for +End: Level 33
------------
Set Bonus Totals:
  • 12.5% DamageBuff(Smashing)
  • 12.5% DamageBuff(Lethal)
  • 12.5% DamageBuff(Fire)
  • 12.5% DamageBuff(Cold)
  • 12.5% DamageBuff(Energy)
  • 12.5% DamageBuff(Negative)
  • 12.5% DamageBuff(Toxic)
  • 12.5% DamageBuff(Psionic)
  • 16.63% Defense(Smashing)
  • 16.63% Defense(Lethal)
  • 16.94% Defense(Fire)
  • 16.94% Defense(Cold)
  • 17.25% Defense(Energy)
  • 17.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 11.31% Defense(Melee)
  • 18.19% Defense(Ranged)
  • 13.81% Defense(AoE)
  • 1.8% Max End
  • 15% Enhancement(RechargeTime)
  • 182.72 HP (9.75%) HitPoints
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 12.65%
  • MezResist(Terrorized) 2.75%
  • 34% (2.66 HP/sec) Regeneration
  • 15% RunSpeed
  • 4.5% XPDebtProtection

------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Pounding Slugfest
(Jab)
  • 8% (0.626 HP/sec) Regeneration
Reactive Armor
(Resist Physical Damage)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Mako's Bite
(Haymaker)
  • MezResist(Immobilize) 3.3%
  • 28.11 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 2.5% XPDebtProtection
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Mako's Bite
(Knockout Blow)
  • MezResist(Immobilize) 3.3%
  • 28.11 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Blessing of the Zephyr
(Super Jump)
  • 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
Aegis
(Resist Energies)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Gladiator's Armor
(Resist Energies)
  • 3% Defense(Smashing,Lethal,Fire,Cold,Energy,Negative, Psionic,Melee,Ranged,AoE)
Aegis
(Resist Elements)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Eradication
(Foot Stomp)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 42.17 HP (2.25%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Apocalypse
(Laser Beam Eyes)
  • 16% (1.252 HP/sec) Regeneration
  • 56.22 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)



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 Deacon_NA View Post
3) The 3rd phase post inherent fitness. I decided to treat myself to the Glad Armor +3 Def IO and needed one slot for it in a Resistance power. Oh, hey, Unstoppable can be a home to it. So, now I have it purely as a mule for that IO, but it's on my tray, just in case.

To summarize, if you're leveling up using SOs, I do recommend it. If you're making your IO build, then not so much, except using it for a mule.

First, I hate you.
Second, if you're looking at a build like mine, you can take one of the Reactive Armor sets and convert it to a three-slotted Aegis. This way you get a 1.75% bump to SLEN (as the reactive Armor was already providing 1.25% bumps there, which you lose in the conversion) and a 6.125% bump to FC (3 from the Unique and 3.125% from 3-slotted Aegis).

Also, what level enhancement did you have in mind? Remember, any non-purple/PVP recipes will lose their set bonuses at their level -3.

Actually, printing out my build here shows that I botched my last respec as I accidentally slotted some 35's in the wrong powers. This is sorta important, because my build was supposed to decay it's defensive values gracefully down to level 30.



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
Actually it's more durable. You can soft-cap ALL defense types save psi, and your resistances are higher EXCEPT when you're using your Tier-9 godmode.
Tier-9's with a crash should be ignored when accounting for general survivability, mostly because they can get you killed if the fight isn't over by the time you crash. That doesn't mean you shouldn't take them or use them. It just means they should be reserved for special situations and not tanking every mob.

Quote:
Wrong. Resistances hover in roughly the 30-33% range. Shield hovers in the low 20's.
That said, the difference between 33% resistance and 20% resistance is almost negligible when comparing for survivability. You could take 66 damage per hit, or 80 damage per hit. That is about a 20% difference, which may be hard to notice. Comparing capped resistance to 33% produces a 560% difference in damage taken.

Shield Tankers can get enough defense debuff resistance to practically ignore defense debuffs, but Invulnerability can not. In addition, postional (melee/ranged/AoE) defenses are generally better than typed (S/L etc.) because they cover almost all attacks. You don't need psionic defense on a Shield Tanker because almost all psionic attacks have a vector (aka positional) flag, and all non-psionics do have a vector except for hamidon's untyped attacks.

When you consider the non-physical resistances being almost equal, the ability to ignore defense debuffs, and positional defense, Shield Tankers are equal with Invulnerability for tanking non-S/L damage and possibly better than Invuln in situations with heavy defense debuffs like ITF.




Quote:
Not QUITE sure what you're talking about. Inv, done right, doesn't REQUIRE massive healing capabilities (fast-charging DP is more than sufficient).
I am referring to Dechs Kaison's method for analyzing survivability as found in this thread. High resistance and defense will work for a while, but your HP will go down without heals or regeneration. The higher you get all three, the more damage you can take. Consider the following scenarios:

Your Invuln build posted above has capped S/L defense and S/L resistance, so you take 1% of the unmitigated DPS, on average. Dull Pain heals you for 750 every 120s, or 6.25 HP/s. You regenerate 25.66 HP/s. So, on average, you can take 3191 pre-mitigated S/L DPS without losing health. Anything beyond that and your health will be depleted as you fight.

My Dark Armor Tanker has 75% resistance to S/L and capped defense, so he takes 2.5% of the original damage. Note that it is much more than your build. The thing that makes him more durable is the healing. I can heal roughly 2000 HPs every 20s using Dark Regeneration. That is 100 HP/s. I can tank 4000 pre-mitigated DPS, and I didn't even account for natural regeneration.

You have to count healing as part of the mitigation of a set, unless you always team with a personal empath just to heal you, thus reducing your team's potential DPS.

Quote:
And yeah, DA or EA are real nice for resistances. So what? Resistance without enough defense to cover you and keep the enemy at their base 5% to-hit means you wind up taking more damage over time.

I don't mean to demean EA or DA. But you're comparing sets that survive for VERY different reasons than Inv does.
I'm comparing overall survivability as described in the thread I linked above. It is quite possible to reach soft-capped defense on Electric and Dark. Practically-speaking, 32.5% positional defense, or going for S/L/E/N only works best. At 32.5% defense, you are one small purple away from the soft cap. It isn't hard to get small purple inspirations.

In addition to the healing, Electric Armor sports capped energy resistance, which is the most common damage type after S/L damage. When tier 4 Alpha boosts come, it will be very easy to cap S/L resistance, too. All of its other resistances are around 50%. Combining soft capped defense with its built-in healing and great resistances make Electric the most durable tank, after Stone Armor.


 

Posted

So i'm almost 50 with my Invuln/SS tanker, and I just have to ask.... I get most of the power choices, but why not Unstoppable over Hover.... I figure it'd be a lot nicer to have an "Oh ****!" button rather than being able to float... and if you don't care about hover, you can get Hurl instead of LBE which does more damage if i'm not mistaken. Is there some situational aspect I'm missing that requires hovering?

Thanks!


 

Posted

Quote:
Originally Posted by Syntax42 View Post
Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.

What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.

If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.
Ah, the art of stating ridiculous opinion as fact. Not everyone has this talent.


 

Posted

Quote:
Originally Posted by Hatred666 View Post
Quote:
Originally Posted by Syntax42 View Post
Invulnerability is no longer as tough as Stone Armor. Against S/L damage, it does fine. Against anything else, it is about as durable as a Shield Defense Tanker.

What makes Stone Armor so durable is the combination of soft-capped defenses, very high resistances (over 75%) to all but psionic, and decent healing through regeneration. Invulnerability only has one heal, which isn't very good for HP/s. Invulnerability also lacks resistance to non S/L damage.

If you want Stone Armor durability without the penalties of Granite, I would suggest going Dark or Electric Armor. Both of those have much better resistances than Invulnerability and have better healing. Set bonuses and pool powers can get their defenses up to the soft cap, or one small inspiration away, depending on how you build it. Electric has better overall resistances and can potentially reach the S/L resistance cap when the tier 4 Alpha boost is released. Dark has the best heal in the game but takes slightly more skill and planning to use.
Ah, the art of stating ridiculous opinion as fact. Not everyone has this talent.
Indeed so. Just for the record I have Stone, Invuln and Shield all at 50... all are heavily IO'd and optimized characters. There's also absolutely no question whatsoever how they rank in durability... Stone comes first of course, then Invuln a little behind and then Shield comes a fair bit behind the Invuln. I almost never use Unstoppable... in fact I'm considering dropping it on my latest tweak. I had it up until issue 13, kept it after respec'ing into a soft capped build for several months and never once needed it so I dumped it on my next respec. I picked it up again with the issue 19 changes as something that may be useful and didn't require any slotting. Since then I've used it exactly once... on the Apex TF against the Hydra heads and their toxic damage.

As an example of late game durability let's take the STF and the tower buffed Lord Recluse, just about the toughest challenge a tanker can face in the game. I've tanked it with all three tankers many times; here's my experience.

Stone armor running Granite/Rooted needs no team assistance at all; only a couple of medium purples until the Red tower dies and maybe a couple of greens if the RNG takes a dislike to you.

Invuln needs 1 medium purple per minute until the blue tower dies and 1 large orange per minute until the red tower dies. It also needs a couple large greens for the times LR gets lucky and Dull Pain isn't up and a couple of large blues in case that end drain attack lands.

Shield on the other hand, baring a good run of luck with the RNG, will probably need the occasional heal from a teammate. One medium purple per minute will soft cap it while the Blue tower's up and One with the Shield helps a bunch against the alpha strike but you'll need oranges once OwtS drops pretty much constantly until LR drops since the hits he gets through your defenses will hurt far more than they hurt an Invuln.

I don't doubt that a soft capped Dark tanker is a monster; it's also going to be significantly more difficult and expensive to accomplish than with an Invuln. I've a 24 Dark/Elec tanker waiting for me to get time to level him and I certainly hope he ends up as tough as Dechs keeps saying.


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

 

Posted

I can second much of what CMA stated (I don't have a stone tank, but I do have softcapped to S/L/E/N/F/C Invuln, Shield Tank, sofcapped to S/L WP and softcapped to S/L Electric)

What I will add (and this is where I believe Syntax's statements to be disingenuous at best) that which tank is 'most survivable' is purely situation based. Against PSI enemies a shield beats both stone and inlvuln (softcapped or otherwise), Malaise not withstanding, but in situations where it is a non exotic damage type shield just will not stand toe to toe with either of those two. Shield has great defense but little in the way of legit resists (outside of OWT) and no self heal to back up the defense.

this is purely anecdotal (but CMA can verify, he was there) but the last time I took my shield tank on the STF, tower buffed recluse was a non factor as I used purples and oranges while the blue and red towers went down, then stopped popping inspirations once he was at "normal" AV levels of damage and to-hit. After those towers went down the RNG took a dislike to me and Recluse floored my tank in no time flat. Repeatedly. 47%+ def to all, and he went down in two shots. My invuln NEVER has that issue. once the Red and Blue are gone LR is a non-threat, just another lvl 54 AV. My WP is that same, and now that I've softcapped my Elec I'd bet good inf its the same there (needed cold buffs when I ran it before softcapping her).

Don't get me wrong, I love my shield tank, but in many situations he's by far the squishiest tank I have, by a noticeable margin. And what was with the

Quote:
Shield Tankers are equal with Invulnerability for tanking non-S/L damage and possibly better than Invuln in situations with heavy defense debuffs like ITF.
line? Have you run and ITF with both? Shield holds up fine (though it's not fond of the autohit nictus) but Inlvun sleep walks through that TF, especially if you softcap it. Heck, I've tanked it with an Inluln scrapper without ever having any issues. I'm sure my shield scrapper could tank it was well, but it wouldn't be the cake walk it was with the invuln.

Again, purely anecdotal, but an accurate example of one person's experiences/observations. And it's entirely possible I just notice the lack of resist more as the RNG hasn't stopped hating me since that day.


 

Posted

Quote:
Originally Posted by Ribic View Post
I can second much of what CMA stated (I don't have a stone tank, but I do have softcapped to S/L/E/N/F/C Invuln, Shield Tank, sofcapped to S/L WP and softcapped to S/L Electric)

What I will add (and this is where I believe Syntax's statements to be disingenuous at best) that which tank is 'most survivable' is purely situation based. Against PSI enemies a shield beats both stone and inlvuln (softcapped or otherwise), Malaise not withstanding, but in situations where it is a non exotic damage type shield just will not stand toe to toe with either of those two. Shield has great defense but little in the way of legit resists (outside of OWT) and no self heal to back up the defense.

this is purely anecdotal (but CMA can verify, he was there) but the last time I took my shield tank on the STF, tower buffed recluse was a non factor as I used purples and oranges while the blue and red towers went down, then stopped popping inspirations once he was at "normal" AV levels of damage and to-hit. After those towers went down the RNG took a dislike to me and Recluse floored my tank in no time flat. Repeatedly. 47%+ def to all, and he went down in two shots. My invuln NEVER has that issue. once the Red and Blue are gone LR is a non-threat, just another lvl 54 AV. My WP is that same, and now that I've softcapped my Elec I'd bet good inf its the same there (needed cold buffs when I ran it before softcapping her).
I remember that well and it was a surprise for all of us. I've tanked LR three times with my Shield/Fire; all three times with support. My first two runs Local Man had his Ill/Cold 'troller so I didn't need to worry about any purples for the blue tower but I still needed oranges and there were several occasions where I needed some quick action from a stormy with O2 boost. It's doable with Shield of course but it's considerably riskier than with an Invuln. Still, the last run I did get the MoSTF with the shield tank; we had a really good team and I had some support. I'd stocked my tray so I could theoretically have done it unassisted but since I was on a somewhat squishier tank than normal and it was a Mo I figured it was safer to have support.

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Don't get me wrong, I love my shield tank, but in many situations he's by far the squishiest tank I have, by a noticeable margin. And what was with the line? Have you run and ITF with both? Shield holds up fine (though it's not fond of the autohit nictus) but Inlvun sleep walks through that TF, especially if you softcap it. Heck, I've tanked it with an Inluln scrapper without ever having any issues. I'm sure my shield scrapper could tank it was well, but it wouldn't be the cake walk it was with the invuln.

Again, purely anecdotal, but an accurate example of one person's experiences/observations. And it's entirely possible I just notice the lack of resist more as the RNG hasn't stopped hating me since that day.
This matches my own thoughts; both Shield & Invuln are just fine in the ITF, although the Shield will need occasional attention while the Invuln can literally /e newspaper throughout. I've tanked the ITF with my softcapped BS/Shield scrapper also; it's doable but a challenge.


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Originally Posted by Call Me Awesome View Post
I remember that well and it was a surprise for all of us. I've tanked LR three times with my Shield/Fire; all three times with support. My first two runs Local Man had his Ill/Cold 'troller so I didn't need to worry about any purples for the blue tower but I still needed oranges and there were several occasions where I needed some quick action from a stormy with O2 boost. It's doable with Shield of course but it's considerably riskier than with an Invuln. Still, the last run I did get the MoSTF with the shield tank; we had a really good team and I had some support. I'd stocked my tray so I could theoretically have done it unassisted but since I was on a somewhat squishier tank than normal and it was a Mo I figured it was safer to have support.
And the darnedest part was I was fine with the towers up. Oh well, RNG is NOT my friend. I would take any of my tankers on a Mo run, I've no concerns with any of the Invuln/WP/Elec/Shield, I just have to be more careful with the shield, as it has no "plan B". All the others have great defense/resists and either fantastic regen or a heal.

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Originally Posted by Call Me Awesome View Post
This matches my own thoughts; both Shield & Invuln are just fine in the ITF, although the Shield will need occasional attention while the Invuln can literally /e newspaper throughout. I've tanked the ITF with my softcapped BS/Shield scrapper also; it's doable but a challenge.
The only tanks I've seen have issues on that TF these days (poor builds or bad players aside) are Fire and Ice (ice has too little DDR IMHO) and both are fine as long as the tank has support or is paying enough attention to their status to hit heals/hibernate at the proper time.

But that's beside the point, and only 1 example. the basic line people need to understand is this: ALL tankers are tough enough as long as the person between the keyboard and chair knows what they're doing.


 

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I never took Unstoppable with my Invul and never really needed it. As stated, if built well, an Invul cruises through the ITF and Khan. I made him into a soft-capped, stealth/TP/do it all after I 19. The STF is fine, especially if he parks near a tower while taunting. I've never run a Stone, but on paper, it looks EZ mode. Probably not going to make one, but that's because I made an Invul first and, well, he's incredibly durable.

My SD/SS tank is a little different. Made him to do more map-clearing team missions than AVs. I pushed for max Def Debuff Resist and I've come very close. Never took him on the STF. I know folks say the flying taunt would work. Never did it, but it seems like it would work on him. He's Frankenslotted and probably the highest damage dealing tank I have, such as it is.

I just leveled a WP/SS tank during 2bl XP. Got him from 1-50, Task Force Commander, Atlas Medallion and the AV arcs (only need Seige for Portal Jockey). I've got a capped build for him with far more HPs and Regen than my other tanks. Looking forward to finishing his build. "On paper," he may be more durable than the Invul, but he doesn't have the S/L resist capped. I hope to have him taunting Hami in a week or two.


 

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Originally Posted by Erin Go Braugh View Post
I never took Unstoppable with my Invul and never really needed it. As stated, if built well, an Invul cruises through the ITF and Khan. I made him into a soft-capped, stealth/TP/do it all after I 19. The STF is fine, especially if he parks near a tower while taunting. I've never run a Stone, but on paper, it looks EZ mode. Probably not going to make one, but that's because I made an Invul first and, well, he's incredibly durable.

My SD/SS tank is a little different. Made him to do more map-clearing team missions than AVs. I pushed for max Def Debuff Resist and I've come very close. Never took him on the STF. I know folks say the flying taunt would work. Never did it, but it seems like it would work on him. He's Frankenslotted and probably the highest damage dealing tank I have, such as it is.

I just leveled a WP/SS tank during 2bl XP. Got him from 1-50, Task Force Commander, Atlas Medallion and the AV arcs (only need Seige for Portal Jockey). I've got a capped build for him with far more HPs and Regen than my other tanks. Looking forward to finishing his build. "On paper," he may be more durable than the Invul, but he doesn't have the S/L resist capped. I hope to have him taunting Hami in a week or two.
Kahn is another easy run with an Invuln; I typically have the team stay on Reichsman at the end and simply taunt all 4 of the AV's plus Reichsman. Occasionally I need Dull Pain if one of the Psi AV's gets a couple of solid hits in but I've never been in any real danger and I've done it probably close to 10 times on CMA.

It's a little harder but not by any stretch too hard on my Shield/Fire tank; the only real difference is I don't try to tank all 5 AV's at once, as they release I taunt them over and have the team kill the AV, then switch back to Reichsman.

If you want to tank the STF I'd suggest doing it this week; it's the "TF of the week" right now. I can say that all your tankers can do the STF; you'll want some assistance with the Shield and WP where the Invuln can handle it with just his insp loadout.


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Originally Posted by Call Me Awesome View Post
Indeed so. Just for the record I have Stone, Invuln and Shield all at 50... all are heavily IO'd and optimized characters. There's also absolutely no question whatsoever how they rank in durability... Stone comes first of course, then Invuln a little behind and then Shield comes a fair bit behind the Invuln. I almost never use Unstoppable... in fact I'm considering dropping it on my latest tweak. I had it up until issue 13, kept it after respec'ing into a soft capped build for several months and never once needed it so I dumped it on my next respec. I picked it up again with the issue 19 changes as something that may be useful and didn't require any slotting. Since then I've used it exactly once... on the Apex TF against the Hydra heads and their toxic damage.
I dropped unstoppable and have never looked back. While it may come in handy in some cases (very very very few if built right), the drain is more of a hinderance than the power is a help. Best time things right, and hope your damage dealers do their job if you use it, and then, pray there is no ambush coming up your rear end when it does wear off.
With that said, I know there are probably some that can manage it very well, I just happen NOT to be one of them. I love my Invuln tanker, and seem to tank well on anything and everything. Timing your Dull Pain is a key factor.
I have not done the Apex TF, so maybe I will regret everything I just said when I do! LOL


 

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Originally Posted by LukeMinhere View Post
I dropped unstoppable and have never looked back. While it may come in handy in some cases (very very very few if built right), the drain is more of a hinderance than the power is a help. Best time things right, and hope your damage dealers do their job if you use it, and then, pray there is no ambush coming up your rear end when it does wear off.
With that said, I know there are probably some that can manage it very well, I just happen NOT to be one of them. I love my Invuln tanker, and seem to tank well on anything and everything. Timing your Dull Pain is a key factor.
I have not done the Apex TF, so maybe I will regret everything I just said when I do! LOL
You're quite correct in all this; the only place I've found Unstoppable useful is on the first mission of the Apex TF dealing with the MASSIVE toxic damage of the Hydra. I'm giving serious thought to dropping it once again and just using a few large oranges for that one situation.


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Originally Posted by Call Me Awesome View Post
You're quite correct in all this; the only place I've found Unstoppable useful is on the first mission of the Apex TF dealing with the MASSIVE toxic damage of the Hydra. I'm giving serious thought to dropping it once again and just using a few large oranges for that one situation.
Another alternative is to just give up getting into melee on the pylon altogether, and instead focus on keeping your ranged attackers safe by aggroing the nearby mobs. A hit and run with bruise and KOB every once in a while won't hurt too much, either.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

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Originally Posted by Auroxis View Post
Another alternative is to just give up getting into melee on the pylon altogether, and instead focus on keeping your ranged attackers safe by aggroing the nearby mobs. A hit and run with bruise and KOB every once in a while won't hurt too much, either.
If your team is smart the easiest method is for everyone to hang back and pound the pylons down with single target attacks from out of aggro range of the Hydra. Unfortunately as we all know there's going to be someone on the team who insists on closing in, or tossing Fireball onto the pylon and then as a tank you have a problem on your hands.


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Another alternative is to just give up getting into melee on the pylon altogether, and instead focus on keeping your ranged attackers safe by aggroing the nearby mobs. A hit and run with bruise and KOB every once in a while won't hurt too much, either.
Those hydra do toxic damage even at range, and so do the tentacles. Also, the first pylon you come across has 2 sets of tentacles, one by the pylon and one directly on the other side of the door. Without some oranges those hurt too


 

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Originally Posted by Call Me Awesome View Post
If your team is smart the easiest method is for everyone to hang back and pound the pylons down with single target attacks from out of aggro range of the Hydra. Unfortunately as we all know there's going to be someone on the team who insists on closing in, or tossing Fireball onto the pylon and then as a tank you have a problem on your hands.
Exactly, someone is gonna jump in or launch an AoE (and again, for the first pylon you still have a batch of tentacles to deal with) Still though, it's manageable, and with the new TF of the week thing going, how often are you going to run that TF really? (at least for the next month or so). Soon as I find something to drop unstoppable for I'll do it, but until then, meh, its a steadfast mule. Also it makes me moar shiny!!!


 

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Originally Posted by Ribic View Post
Those hydra do toxic damage even at range, and so do the tentacles. Also, the first pylon you come across has 2 sets of tentacles, one by the pylon and one directly on the other side of the door. Without some oranges those hurt too
The range doesn't extend beyond 50 feet or so for the tentacles, so most blasts can keep at range just fine(and mobs are the only worry at that point). All you need to do is just run past the tentacles on the first encounter (being in tentacle range for a second isn't painful at all), and tanking the hydra mobs themselves isn't nearly as hard as tanking the tentacles.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster