Inv/Em


Call Me Awesome

 

Posted

Hi all. Just logged in to a server I haven't been on in about two years. You now how it is, my main server is filling up, so I decided to look around at some others to see which toons I have.

Well, I found Scarlet Prime, the only tank I was able to get past level 22 back in the day.

Since the last time I've played him though, there has been a world of changes. Like, the introduction of IO's, powerset changes to both Inv and Em, and of course inherent stamina.

He is sitting at lvl 35 right now, with about 4 bars till 36.

1. Is Inv still good for tanking? I honestly haven't played much in the last few months, and I don't really remember how it was before I left.

2. How is the damage output of Em now since the changes?

3. Didn't they alter the tanker inherent? Something like bruising? Whats that do, hows it work?

4.Is there anything in particular I should be focusing on?

Anyone have a build they'd be willing to share. I want him durable, able to deal enough damage to solo at a comfortable pace for when it's slim pickings for teams, since I work such odd hours. The only must have is fly. Part of his concept.

Thanks for any and all help.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
Hi all. Just logged in to a server I haven't been on in about two years. You now how it is, my main server is filling up, so I decided to look around at some others to see which toons I have.

Well, I found Scarlet Prime, the only tank I was able to get past level 22 back in the day.

Since the last time I've played him though, there has been a world of changes. Like, the introduction of IO's, powerset changes to both Inv and Em, and of course inherent stamina.

He is sitting at lvl 35 right now, with about 4 bars till 36.

1. Is Inv still good for tanking? I honestly haven't played much in the last few months, and I don't really remember how it was before I left.
With some IO investment Invuln is extremely capable; just short of Granite Armor durability without the negatives. As a pure tanker set it's definitely on the short list of the best choices. IMO as an all around tank it probably is the best.

Quote:
2. How is the damage output of Em now since the changes?
Um, er. Well, this is a negative. Given the extremely long animation time (over 3 seconds) of both of your heavy hitter attacks you'll find yourself doing a lot of corpse blasting on a team as someone kills your target while you're standing there staring at your navel. I have a 50 Stone/EM tanker I leveled up prior to the EM nerf; I found it borderline acceptable before... since the nerf I've taken it on several TF's and found it lacking. Basically you'll ignore ET & TF on teams unless you're facing a Boss, EB or AV; you won't get the attack animated in time on a good fast moving team on anything less.

I've read that the lower tier attacks got changed a bit to compensate awhile back but I haven't played that tanker since issue 12 so I can't comment from personal experience.

Quote:
3. Didn't they alter the tanker inherent? Something like bruising? Whats that do, hows it work?
Bruising is a new effect added to all tanker tier 1 attacks that applies a 20% resistance debuff on your target. It does not stack, even from multiple tanks but it's a nice boost to the team damage on the enemy you just hit. It lasts (I think... I don't have it in front of me right now) 10 seconds and you can of course reapply it by smacking the enemy again with your tier 1 attack (Barrage in the case of EM).

Quote:
4.Is there anything in particular I should be focusing on?
In my opinion the thing you most want to focus on from an IO standpoint is getting your defenses up to the 45% soft cap... see my guide in my signature for some ideas on how to accomplish that. You don't mention what your budget for IO's may be but I'd concentrate on building your S/L defense first using inexpensive sets like Smashing Haymaker and tossing Mocking Beratement into Taunt. Also get the Steadfast 3% defense unique IO.

Quote:
Anyone have a build they'd be willing to share. I want him durable, able to deal enough damage to solo at a comfortable pace for when it's slim pickings for teams, since I work such odd hours. The only must have is fly. Part of his concept.

Thanks for any and all help.
I don't have a build per se, but something along the framework I gave in my guide should serve you well. The new inherent Fitness will help dramatically in opening up your build.


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

 

Posted

Here's the I19 build for my Invul/EM tank, Watcher's Wrath. He has Fly, is soft-capped to S/L/E/NE and a bit over 40% F/C defense. There are some expensive IOs here, particularly the LotG and the Kinetic Combat, but you could do something similar with less expensive sets if you wish.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Watcher's Wrath: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(3), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(5)
Level 1: Barrage -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Dmg/EndRdx/Rchg:50(33)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-EndRdx/Rchg:35(11), Dct'dW-Heal/Rchg:35(13), Dct'dW-Heal:35(13), Dct'dW-Rchg:35(34)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(7), C'ngImp-Dmg/Rchg:50(9), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx/Rchg:50(15)
Level 6: Energy Punch -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(11), KntkC'bat-Dmg/Rchg:30(39), KntkC'bat-Dmg/EndRdx/Rchg:35(43), F'dSmite-Acc/Dmg:40(48)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(15), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(17)
Level 10: Taunt -- Mocking-Taunt/Rchg:40(A), Mocking-Taunt:40(23), Mocking-Taunt/Rchg/Rng:40(34), Mocking-Acc/Rchg:50(34), Mocking-Taunt/Rng:50(39), Mocking-Rchg:50(46)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(29)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/Rchg:40(19), GftotA-Def/EndRdx/Rchg:40(19), GftotA-Def:40(21)
Level 20: Boxing -- Acc-I:50(A)
Level 22: Whirling Hands -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(25), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:40(27), Sciroc-Acc/Dmg/EndRdx:40(27)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(31), LkGmblr-Def:50(37), Ksmt-ToHit+:30(37)
Level 28: Build Up -- Rec'dRet-Pcptn:20(A), RechRdx-I:50(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(50)
Level 32: Weave -- GftotA-Def/EndRdx:35(A), GftotA-Def/Rchg:35(33), GftotA-Def/EndRdx/Rchg:35(33), GftotA-Def:35(43)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:35(42), C'ngImp-Acc/Dmg/Rchg:50(45)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(42)
Level 41: Char -- BasGaze-Acc/Rchg:21(A), BasGaze-Acc/EndRdx/Rchg/Hold:27(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg:43(A), Thundr-Dmg/EndRdx:46(46), Thundr-Acc/Dmg/Rchg:50(46)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(48), Aegis-ResDam:35(48)
Level 49: Resist Energies -- Aegis-ResDam/EndRdx:35(A), Aegis-ResDam/Rchg:35(50), Aegis-ResDam:35(50)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I:40(A)
Level 2: Hurdle -- Jump-I:40(A)
Level 2: Health -- Numna-Heal/EndRdx:32(A), Numna-Heal:42(36)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-End%:50(31)
------------
Set Bonus Totals:

  • 16.75% Defense(Smashing)
  • 16.75% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 17.38% Defense(Energy)
  • 17.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.875% Defense(Melee)
  • 10.19% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 7.2% Max End
  • 27.5% Enhancement(RechargeTime)
  • 21% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 140.56 HP (7.5%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 15.4%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 8% (0.134 End/sec) Recovery
  • 42% (3.286 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 10% RunSpeed

Code:
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My Characters

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

 

Posted

Thanks guys.
I have city traveler as well. I was actually messing around in mids and saw something interesting.
Is it an error, or can you actually self cap s/l with the incarnate slot?


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
Thanks guys.
I have city traveler as well. I was actually messing around in mids and saw something interesting.
Is it an error, or can you actually self cap s/l with the incarnate slot?
Cap s/l resistance? If so, yes, but you can do it without the Alpha slot too. My build is just a whisker under the hard cap for S/L resistance, another slot in RPD or the Cardiac alpha would get you there, but it seems kind of wasteful since anything above 90% isn't used anyway. I guess it would work to drop a slot or two from Tough and use the Radial Boost to get to the resistance cap, but I'd only do that if you were planning to take Cardiac anyway,


My Characters

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

 

Posted

Quote:
Originally Posted by Gobbledygook View Post
Thanks guys.
I have city traveler as well. I was actually messing around in mids and saw something interesting.
Is it an error, or can you actually self cap s/l with the incarnate slot?
Easily. You can do it with SO's also, you just need TI, Unyielding, RPD and Tough to reach 90% S/L resistance. No incarnate needed; you just need to enhance those powers. You've been able to do this ever since stacking armors came in what, issue 2? Anyway, this is the one thing Invuln has retained from the glory days. It takes more slots and powers than it used to but it's always been possible.

Of course in issue 3-4 Invuln could hard cap all resistances but Psi at 90% without Unstoppable. Maybe a bit overpowered but it was nice while it lasted.

It's relatively easy to soft cap S/L defense, you just need to find ~14% in set bonuses. With a bit more work you can also soft cap E/N although F/C will require some considerable sacrifices in the build that aren't, in my opinion, worthwhile.

Invuln is highly effective now; I just about 5 minutes ago got off of an ITF with CMA... I used Dull Pain once during the first beat down of Romy when the autohit nictus was alive and I also used one medium green. Other than that one portion my HP never moved below 95% the entire TF.


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

 

Posted

Thats what I was thinking of, when invul had capped res to everything. I just took what little inf I had and slotted my shields. At 35 I am capped to s/l res. Gonna go try to earn some inf now. Tanking is starting to sound fun.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?