Question re: General varieties of Invuln IO Set builds


Aett_Thorn

 

Posted

Hello folks,

So I won't lie, I've let my main Tank's build (he's Inv/SS/Energy) lie fallow for ages. When Inventions came out 4 years ago, I put together a rudimentary effort at a close-the-Psi-gap build, and implemented, well, some of it, but it's fairly far from complete. So now that I'm turning my eye to him, before I get too far along with him, I want to get an idea of what folks are actually doing with their Tanker IO builds. (I mean this in the big-picture sense of design goals, I'm not trying to cadge sample builds here)

First up, we have the "Softcap Special." My impression is that has kind of been the gold standard of design goals for the past few years. I have a Mids file put together for one I think I can live with, should I go that route. Is it still considered as valuable as it once was?

Second, we have what I was working toward, the Psi-buffering build. I still see occasional references to folks using this sort of build, but I get the impression it's not as common.

So I'm wondering, are there other general flavors of IO-buffed Tanker builds that I haven't mentioned? If you've got some feedback, I'd love to hear it.

Thanks.

Later on,
Gate

PS - If you have any general insights on similar build goals for WP tankers, I wouldn't pitch a fit if they showed up in this thread.


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

Posted

Well, the soft-cap special is definitely the most common, because of all the defensive benefits it gives you.

However, I also sometimes see the "Let your offense be your defense" strategy. Where you try to maximize recharge and endurance recovery, then utilize the mitigation aspects of your secondary to help keep you alive. I'd say this is most prevalent on control-heavy secondaries, like /Ice and /Stone.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Well, the soft-cap special is definitely the most common, because of all the defensive benefits it gives you.

However, I also sometimes see the "Let your offense be your defense" strategy. Where you try to maximize recharge and endurance recovery, then utilize the mitigation aspects of your secondary to help keep you alive. I'd say this is most prevalent on control-heavy secondaries, like /Ice and /Stone.
Okay, interesting. The WP I allude to in my PS is WP/Ice, so that's an idea worth tucking away...

-Gate


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

Posted

Having built my invuln to the logical extension of all three concepts, I can emphatically state that building for the softcap improves performance over building for either of the other two. As a point of fact it improved survivability by an order of magnitude over my previous build - 75% recharge, which lead to perma dull pain and an attack chain of my three big hitters, no end issues and over 20% psy def and res.

I had 5 purple sets, 5 impervium armor sets, Aegis unique, scirocco's, etc. Every psy def or res bonus I could reasonably get my hands on.

When I made my second build a softcapped to S/L/E/N/F/C, I almost cried because its was insanely cheap (in comparison) and far more effective.

Of course if you want to go nuts you could build for the "Apex softcap" but that's another story...


 

Posted

The Tank I play has the same pri/sec/app as the OP's.

I went down the soft-cap s/l and (hopefully) psi def path.

I'm in phase 2 of that. The first phase, I got psi def just over 45% def. However, that required build compromises I was not content to live with. Most notably, taking a pet, slotting it with a full purple set (5% psi def) but finding it to be of little to no use in practical gameplay. So I went to Energy Master and 6 slotted Miracle, which lowered psi def to about 42% but I was more pleased with the utility of the powers I took from Energy.

So this is still a s/l capped build with 1 foe in range, capped to all others with 2 (maybe 3 for one pair of dmg types) foes. This has served me very well and I have no intention to change.

What I am planning to do though, is make a "heavy assault" build for when I'm on a buff heavy team, but that's for another day.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Gatecrasher View Post
So I'm wondering, are there other general flavors of IO-buffed Tanker builds that I haven't mentioned? If you've got some feedback, I'd love to hear it.
+regen.
My invuln has over 300% regen. That's approaching a regen scrappers 'always on' level of regen. Put that on a tanks hit points and it does a lot for survivability. The big selling point on this is that it's CHEAP. Regen is the first set bonus in the sets that have it. Also, since you're slotting IO's in pairs, you can semi-frankenslot and have reallly good performance on the powers.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
+regen.
My invuln has over 300% regen. That's approaching a regen scrappers 'always on' level of regen. Put that on a tanks hit points and it does a lot for survivability. The big selling point on this is that it's CHEAP. Regen is the first set bonus in the sets that have it. Also, since you're slotting IO's in pairs, you can semi-frankenslot and have reallly good performance on the powers.
You can get close to 300% regen along with soft capping S/L/E/N defense and have something amazing... my current build on CMA has 45% def to S/L/E/N, 35% F/C along with around 290% regen without any real build compromises. If I grabbed Phys. Perfection that would push me over 300%.

There's very little in the game that can threaten that tank. Regen alone won't give you a lot of extra survivability; soft capping defense will make far more difference in your durability. Once you've soft capped defense then by all means go for regen, one of the big strengths of Invuln is it's layered protections.


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

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Regen alone won't give you a lot of extra survivability; soft capping defense will make far more difference in your durability.
Yes, but my big selling point was "cheap". My 300% regen build cost me 24 million influence and patience at the consignment house.


Paragon City Search And Rescue
The Mentor Project

 

Posted

My inv/fire's final build (Almost there, just have to get a few more a-merits to get that Gladiator IO) is softcapped to S/L/E/N, has 250% regen, and 87.5% recharge (no hasten.) Currently, he's got 10% less recharge and is only softcapped vs. S/L. Dull Pain has a 6 second downtime.

He also has about 16% psi defense as a purely ancillary benefit - I didn't build for it.

I don't feel that higher levels of recharge are worth pursuing on him - he's soloed a couple of AVs, and adding hasten doesn't enable a better attack chain. The only benefit would be a faster-charging Dull Pain.

I use the Cardiac alpha slot to raise my resists slightly and never look at my blue bar again.


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!

 

Posted

Yeah, my first IO builds on my Inv/SS also focused on closing the Psi hole, but I don't think it's worth it. Most Psi damage has something else attached to it that you can use for Psi mitigation instead. And for the times that it doesn't, there's Dull Pain. I used several respecs and now have him chasing the Def Softcap AND "killing them before they kill you is the best mitigation" (ie, lots of recharge) with a little bit of "needz moer regen". Definitely more survivable.


"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy

 

Posted

I've noticed that with the Cardiac slot and PvP IOs, Invulnerability can cap Smash/Lethal resistance without taking Tough. I was thinking of doing it just for the novelty, but I'm pretty happy with my current build.


 

Posted

If cost is no option, you can soft-cap Smashing/Lethal/Energy/Negative Energy/Fire/Cold, have 364% Regeneration, and 2607 Hit Points. If you're worried about cost, drop the Gladiator Armour piece and, while still fairly expensive, the build shouldn't cost more than a billion.

Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/

Click this DataLink to open the build!

Major Decoy: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Dam%(13), Zinger-Taunt(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(42), Zinger-Acc/Rchg(46)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 14: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 16: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(43)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25)
Level 22: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), GA-3defTpProc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
Level 28: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), RedFtn-Def/EndRdx(36)
Level 35: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), EndMod-I(45), EndMod-I(46)
Level 47: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Unstoppable -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(37), Numna-Heal/EndRdx(37), Heal-I(37)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)

Without the Gladiator Armour +3 defense, it still has 45.9% Smashing/Lethal, 44% Fire/Cold, and 42.8% Energy/Negative Energy. Though, you can get it up to 45% Fire/Cold by taking the slot for Gladiator Armour and giving it to Super Jump to get a third Blessing of the Zephyr enhancement.


 

Posted

Quote:
Originally Posted by MajorDecoy View Post
If cost is no option, you can soft-cap Smashing/Lethal/Energy/Negative Energy/Fire/Cold, have 364% Regeneration, and 2607 Hit Points. If you're worried about cost, drop the Gladiator Armour piece and, while still fairly expensive, the build shouldn't cost more than a billion.

Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/

Click this DataLink to open the build!

Major Decoy: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(3)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(5), P'ngS'Fest-Dmg/EndRdx(5)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(36)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Unyielding -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(17)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Dam%(13), Zinger-Taunt(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(42), Zinger-Acc/Rchg(46)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 14: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 16: Resist Energies -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(31), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(43)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(19)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25)
Level 22: Resist Elements -- Aegis-Psi/Status(A), Aegis-ResDam(29), Aegis-ResDam/EndRdx(31), GA-3defTpProc(33)
Level 24: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
Level 28: Kick -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(34), P'ngS'Fest-Dmg/EndRdx(34)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(46)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), RedFtn-Def/EndRdx(36)
Level 35: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), EndMod-I(45), EndMod-I(46)
Level 47: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Unstoppable -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(36), Numna-Heal(37), Numna-Heal/EndRdx(37), Heal-I(37)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)

Without the Gladiator Armour +3 defense, it still has 45.9% Smashing/Lethal, 44% Fire/Cold, and 42.8% Energy/Negative Energy. Though, you can get it up to 45% Fire/Cold by taking the slot for Gladiator Armour and giving it to Super Jump to get a third Blessing of the Zephyr enhancement.
And swapping out those Devastations in Hurl for more Thunderstrikes nets you 44% Energy/Negative without that Gladiator's Armor.


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!

 

Posted

Yes, but it also gets rid of 12% regeneration and 2.25% health for only 1.25% more Energy/Negative Energy defense.

I mean, if I was strictly interested in defense, I could also switch out titanium coatings to get more Energy/Negative Energy defense. Lose 1.5% Health and get 1.25% more Energy/Negative Energy defense, which seems a much better trade, no?


 

Posted

Quote:
Originally Posted by Ironblade View Post
Yes, but my big selling point was "cheap". My 300% regen build cost me 24 million influence and patience at the consignment house.
Softcapping S/L/E/N on an invuln is ridiculously easy, even if you're set on cheap. I'm at work, but tonight I can post a cheap build, as long as you're willing to use AE to get the three sets of reactive armors. After those, there is nothing more expensive than a smashing haymaker. And it is softcapped to S/L/E/N with 1 enemy in invincibility's range.


 

Posted

Quote:
Originally Posted by Ribic View Post
Softcapping S/L/E/N on an invuln is ridiculously easy,
Softcapping Smashing and Lethal defenses is so easy you can do it without any toggles.


 

Posted

I went for a combination of Resists, Regen and Softcapped S/L Defence.

Oh, and enough recharge for Perma Dull Pain. Inv's got a very big strength in that it's the most resilient Tanker set which can can stay at the 3540HP Tanker Hard Cap indefinitely (Stone can hit it, but the recharge debuff of Granite means it's not perma in that form. Ice can hit it, but has low resistances. Willpower can probably technically hit it too - it could certainly hit the old cap - but would likely require considerable slotting sacrifices).

Current build has the following:

90% S/L resistance (nearly goes without saying)
36% F/C, 31% E/N/T

45.5% S/L Defence with one foe in Invincibility range.
40.5% F/C/E/N Defence with one foe in range (softcapped with 4 foes)
14% Psi Defence, 21% melee, 20% Ranged, 19% AoE

3540HP (Capped) with 51 HP/Second Regen.
Dull Pain on a 110 Second Recharge (adding ~1450 HP).
FootStomp every 8 seconds.

There's very little in PVE that can take him out. The build still has Unstoppable, but I can't remember when I last had to use it - it was certainly well over a year ago. Rikti, Carnies and Psionic Clockwork don't bother him in the slightest, mainly due to the high HP and regen. Even Malta Sappers and Rularuu bother him far less than they used to back in the day. Large Longbow spawns are probably the most dangerous enemy for him to face in general PvE (due to loads of -def and -res from the bosses) and they're still handle-able.


 

Posted

Quote:
Originally Posted by Capa_Devans View Post
*prods Ribic*

I LIKE cheap.
Yeah, kinda forgot to post that. I'll get to it tonight (this afternoon for us left coasters) Cappa, promise.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
liar!
Holy crap... I'm just a horribly unreliable person lately...


 

Posted

If I was building an Inv/* purely for survivability, I'd look to defense (S/L/E/N), then Regen, and finally Recharge. You'll hardcap your HP just from Dull Pain, Accolades, and whatever set bonuses come to you through the rest of the build. Regen, coupled with capped HP, gives you a very nice backup plan for what little damage sneaks past your defense and remains after your resists. Recharge will help keep Dull Pain up and your heavy hitting attacks cycling faster.

I made my Inv/SS to handle Psi damage, for some reason or another (I didn't really know what I was doing then). Impervium Armor and Crushing Impact sets were the basis of the build. It works pretty well overall. It works amazing well compared to a non-Psi Inv/* build when you're facing Psi-heavy opponents. It just doesn't work as well as defense-focused builds do when it comes to everything else. And there is a LOT of "everything else" in this game.

As long as he's facing S/L damage and has a few opponents around him, he's still effectively invincible. I can walk away, take a phone call, grab a drink, and come back to a full health bar. Take him out of that comfort zone, though, either with fewer opponents or non-S/L damage and survivability is a lot less assured. It's still really good, but he's faceplanted enough that I know better options are out there.

So I'm working toward an S/L/E/N softcapped build (1 opponent) that will end up MUCH more expensive than the previous build, but also a lot more capable. It trades HP & Regen for Recharge, which does hurt his survivability a little, but Dull Pain and Accolades put him a little over the HP cap anway. The additional recharge should cycle his big hitters more often, too.


 

Posted

Quote:
Originally Posted by streetlight View Post
If I was building an Inv/* purely for survivability, I'd look to defense (S/L/E/N), then Regen, and finally Recharge. You'll hardcap your HP just from Dull Pain, Accolades, and whatever set bonuses come to you through the rest of the build. Regen, coupled with capped HP, gives you a very nice backup plan for what little damage sneaks past your defense and remains after your resists. Recharge will help keep Dull Pain up and your heavy hitting attacks cycling faster.

I made my Inv/SS to handle Psi damage, for some reason or another (I didn't really know what I was doing then). Impervium Armor and Crushing Impact sets were the basis of the build. It works pretty well overall. It works amazing well compared to a non-Psi Inv/* build when you're facing Psi-heavy opponents. It just doesn't work as well as defense-focused builds do when it comes to everything else. And there is a LOT of "everything else" in this game.

As long as he's facing S/L damage and has a few opponents around him, he's still effectively invincible. I can walk away, take a phone call, grab a drink, and come back to a full health bar. Take him out of that comfort zone, though, either with fewer opponents or non-S/L damage and survivability is a lot less assured. It's still really good, but he's faceplanted enough that I know better options are out there.

So I'm working toward an S/L/E/N softcapped build (1 opponent) that will end up MUCH more expensive than the previous build, but also a lot more capable. It trades HP & Regen for Recharge, which does hurt his survivability a little, but Dull Pain and Accolades put him a little over the HP cap anway. The additional recharge should cycle his big hitters more often, too.
Having gone the route of PSI def/res with my tank before soft capping, I can tell you you will notice a huge uptick in survivability vs "everything else".

Anyway, I'm hoping all of the cost of your new build is based on getting recharge, as softcapping S/L/E/N vs 1 foe is crazy easy. Tough Hide, invicibility, Weave and CJ get you pretty darn close. Use the three cheapest Eradications in any PBAoEs you have (using Multistrikes to round out the power so it is slotted properly) for 3.13% E/N def, Smashing Haymakers in your single target powers, using a 5th slot to fill the slotting out - a 6th slot for the heavy hitter(s) - and reactive armors in TI, Unyielding Res El and Res En, plus a steadfast 3% and you should be there.

That concept should cost you almost nothing (if you use AE to get the reactives, which is crazy easy as well) and leave you with a TON of slots left over for whatever else you have planned.


 

Posted

Here's a build skeleton that softcaps S/L/E/N/F/C... There are a couple of the Eradications that are a bit pricey, but they can easily be gotten with alignment merits, and the AE to grab the Reactive Armor. Otherwise, it's relatively inexpensive. Likewise, using an A-merit to buy a Steadfast Res/Def should be almost any tanker's first priority.

It's a skeleton - there are 16 slots I haven't even placed, let alone slotted. It should be fairly easy to adapt to any other secondary. For those concerned with Fire Melee having two AoEs - thunderstrikes in an epic blast will cover the defense from that second Eradication set and cheaper, though you'll need six slots instead of three.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(11)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(5), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Empty(A)
Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(21), Erad-Dmg/Rchg(29), Erad-%Dam(31), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Unyielding -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
Level 10: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(13), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(17)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(42), Mocking-Rchg(42)
Level 14: Tough -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17)
Level 16: Super Jump -- Empty(A)
Level 18: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19)
Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(21)
Level 22: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(23), RedFtn-Def/Rchg(23)
Level 24: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(29)
Level 26: Tough Hide -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(27), RedFtn-Def(27)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(33), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(37)
Level 32: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam(37)
Level 35: Incinerate -- S'ngH'mkr-Dmg/Rchg(A), S'ngH'mkr-Acc/Dmg(36), S'ngH'mkr-Dmg/EndRdx(36), S'ngH'mkr-Dmg/EndRdx/Rchg(36)
Level 38: Greater Fire Sword -- S'ngH'mkr-Dmg/EndRdx/Rchg(A), S'ngH'mkr-Acc/Dmg(39), S'ngH'mkr-Dmg/EndRdx(39), S'ngH'mkr-Dmg/Rchg(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
Level 44: Fire Blast -- Empty(A)
Level 47: Fire Ball -- Empty(A)
Level 49: Unstoppable -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)



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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!