old powers and ability questions
1. Inherent abilities are granted to your character without having to do anything - like sprint or rest (as you're familiar with.) Recently, the Fitness pool was set to be an inherent power pool - you get it automatically, it doesn't count against one of your four pools. You can add slots to it if you wish.
As far as "not getting super jump and super speed," well, that's your choice - since you have swift and hurdle already. Get them if you want.
2. Power pools - depends completely up to you. Super jump doesn't give the defense buff, Combat Jumping does. Super Jump is still a decent travel power, though. Typically, the other pool suggested for tanks (and I'll let a regular INV player answer specifics) is Fighting, for Tough (more resistance) or Weave (defense.)
3/4 - Diminishing returns kicks in with 3 SO's worth of enhancements, as a general rule. (So you'll see it with higher level IOs, as well.) Generic "attack" slotting is usually 1-2 accuracy, 3 damage, and sometimes another slot for either Recharge or Endurance Reduction, depending on your needs.
For the DP/Energy - I'd say wander into the blaster forums. You may have some options. Having Fitness inherent opens up a good bit - if you're going for IOs, you can look into knockback reduction IOs (great reason to have Combat Jumping or Hover, for instance - they fit in defense sets, there's also another in the Universal Travel category,) or grab stealth - there are a lot of ways you can build.
1. I don't know what you're talking about. Perhaps people are referring to Ninja Run (Martial Arts pack for $9.99) and Beast Run (Animal pack for $9.99), both of which combine increased run speed and increased jump speed, and serve as a decent travel power. But they're not as fast as Super Speed or Super Jump, and they require spending extra money, so not everybody has them.
2. Super Jump does not have a defense buff, but Combat Jumping does. How many power pools you use is entirely up to you. If you'd like to plan out your build before using a respec and purchasing a bunch of enhancements, you can download Mids' Hero Planner from the Titan Network.
3. See Enhancement Diversification. As a rule of thumb, more than 3 of the same enhancement is not useful. 3 Damage, 2 Accuracy, 1 Recharge is a decent combination for attacks, but depending on your build you may only need 1 Accuracy (Invincibility gives you +ToHit, for example). For your Resistance powers, I would certainly recommend 3 Damage Resistance enhancements.
4. Many people like the Speed power pool, if not for Super Speed, then for Hasten, to give them extra recharge. Ever since Stamina became inherent, people have been finding what powers to take in its place. There's another thread on that very subject.
http://www.fimfiction.net/story/36641/My-Little-Exalt
For any tanker but WP, I would definitely slot end reduction in attacks as well as Accuracy and Damage; IMO it's far more important than recharge.
Defense boosts are super helpful for a Invul tanker, so CJ from the Jumping pool and Weave from Fighting would both be good choices. In addition, taking Tough (one of the prereqs for Weave) will allow an Invul tanker to hard cap S/L resistance, which is very much worth doing.
I recommend that you mosey on down to the Tank forum, we're friendly and very happy to giving build advice to new tankers.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

Hello again,
Being that so many people helped me in my last post, I would like to address 1 other issue im having.
I needed help getting used to the game and i did thanks to everyone. Now my questions lie in power pools and what not.
I have an Invuln Axe Tank that im trying to understand, but these are generic questions about characters.
1. im super confused about inherit abilities. people say with them u do not need to get the pools super jump and super speed. i heard people say get teleport and meditation or leadership.
2. how many power pools should i dip into. as a lvl 50 invuln axe tanker, do i still need super jump to get that defense buff, or is that pointless now?
3. Someone helped me with enhancements and said to stick with 3 dmg 2 acc 1 recharge, cause of daminishing values. If im dealing with a tank should i do 3 dmg reductions, more or less?
4. same questions effect my dual pistols energy blaster. Just curious as to what power pools people dip into and why?
I appreciate all the help and i will soon be alright on my own.
Thanks again,
Axetion
Server - Victory