Help with a Inv/Energy Tank


EmperorSteele

 

Posted

I have tried to start up several tanks that never really got off the ground. I recently decided to try again with a Inv/Energy and I am liking him so far. The problem is that all I have no experience with either of these power sets and therefore have no idea on what I should focus as far as the build goes. Once I know of a direction I am pretty good at putting together a build, so I don't particularly need sample builds (but I certainly won't shun you if you post one :P ). I am mostly going to be duoing with my wife's DP/MM blaster. Thanks in advance for any advice.


 

Posted

Well, you can start here: http://boards.cityofheroes.com/showthread.php?t=133483

And work your way towards: http://boards.cityofheroes.com/showthread.php?t=126983

Invulnerability/Energy Melee is an 'AoE Defense/Single-target Offense' set. You have one of the best defensive suites available, with very few handicaps (except a largely irrelevant weakness to Psi-damage), coupled with arguably the most potent single-target offensive sets. Solo and on small teams, you will feel a lot like a Scrapper - select a target and DESTROY it. Next target.

As for 'how to build it'... well even with CMA's awesome guides, there are lots of options. Here is the basic ladder of powers, as I took them on my main:

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Perfect Perry - tweaked: Level 48 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Barrage -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Bone Smasher -- Empty(A)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Whirling Hands -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Resist Physical Damage -- Empty(A)
Level 22: Resist Energies -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Tactics -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Build Up -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Weave -- Empty(A)
Level 49: Resist Elements -- Empty(A)
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)



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Your own mileage may vary.

Be Well!
Fireheart


 

Posted

Thanks for the info. I looked over CMA's guides before I created this thread and found them helpful, but like you said there are still a lot of options. I was hoping to get various opinions about how to handle this particular combo so that I can pick a direction. I definitely like the sound of being scrapper-like. 3 out of my 6 level 50s are scrappers.

Again, thanks for the info. It has helped.


 

Posted

I have one of these at 50. It's fun, but it's not the absolute most efficient combo.

See, EM attacks can sometimes stun your foes, and the AoE is very good about this. But if your foes are stunned, they'll wander away from you. If they do that, your defense bonus from invincibility begins to drop. I actually had a Cascading Defense Failure occur once in an ITF because I'd stunned half the guys around me >_>

Other than that, you have defense AND resist powers, melee powers, a PBAoE, and whatever pools or APP's you pick, giving you a wide range of sets you can slot for various bonuses, as well as a good starting point for many types of builds. Want to soft-cap your S/L defense? Go for it. Want a high-regen build? You can do that. Want to grab some Psi defense and resistance? Expensive, but doable. Want Perma DP/hasten and super fast attacks? Definitely an option.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

So after some thought, I decided to go for defense with some regen thrown in for good measure. If I understand Mids correctly, I should be well over the defense soft cap for typed damage with 2 enemies in range of invincible. I threw this together in less than 10 minutes, so I might have missed a few things. Any suggestions?

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Gausst: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (29) Reactive Armor - Endurance
Level 1: Barrage
  • (A) Crushing Impact - Accuracy/Damage
  • (11) Crushing Impact - Damage/Endurance
  • (13) Crushing Impact - Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Recharge
  • (36) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Dull Pain
  • (A) Numina's Convalescence - Heal/Endurance
  • (3) Numina's Convalescence - Endurance/Recharge
  • (7) Numina's Convalescence - Heal/Recharge
  • (21) Numina's Convalescence - Heal/Endurance/Recharge
  • (21) Numina's Convalescence - Heal
Level 4: Bone Smasher
  • (A) Hecatomb - Chance of Damage(Negative)
  • (5) Hecatomb - Damage/Recharge
  • (5) Hecatomb - Accuracy/Damage/Recharge
  • (36) Hecatomb - Accuracy/Recharge
  • (37) Hecatomb - Damage/Endurance
Level 6: Boxing
  • (A) Rope A Dope - Accuracy/Endurance
  • (29) Rope A Dope - Stun/Range
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance
  • (9) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance
  • (27) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Endurance
Level 10: Energy Punch
  • (A) Pounding Slugfest - Accuracy/Damage
  • (11) Pounding Slugfest - Damage/Recharge
  • (13) Mako's Bite - Accuracy/Endurance/Recharge
  • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (37) Mako's Bite - Damage/Recharge
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Defense/Endurance
  • (34) Kismet - Accuracy +6%
  • (46) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Recharge Speed
Level 14: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance
  • (33) Reactive Armor - Resistance/Endurance/Recharge
Level 16: Whirling Hands
  • (A) Scirocco's Dervish - Damage/Endurance
  • (17) Scirocco's Dervish - Damage/Recharge
  • (17) Scirocco's Dervish - Accuracy/Recharge
  • (40) Scirocco's Dervish - Accuracy/Damage
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Recharge Speed
Level 20: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (43) Perfect Zinger - Taunt
  • (43) Perfect Zinger - Taunt/Recharge
  • (43) Perfect Zinger - Taunt/Recharge/Range
  • (50) Perfect Zinger - Accuracy/Recharge
Level 22: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance
  • (23) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 24: Resist Elements
  • (A) Aegis - Psionic/Status Resistance
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense/Endurance
  • (33) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Recharge Speed
Level 28: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Recharge
  • (31) Reactive Armor - Endurance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
Level 30: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Recharge Speed
Level 32: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense
  • (42) Luck of the Gambler - Recharge Speed
Level 35: Super Jump
  • (A) Jumping IO
Level 38: Total Focus
  • (A) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
  • (39) Mako's Bite - Accuracy/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (40) Mako's Bite - Damage/Recharge
Level 41: Conserve Power
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 44: Physical Perfection
  • (A) Performance Shifter - Chance for +End
  • (45) Regenerative Tissue - +Regeneration
Level 47: Laser Beam Eyes
  • (A) Apocalypse - Damage/Endurance
  • (48) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Accuracy/Damage/Recharge
  • (48) Apocalypse - Accuracy/Recharge
  • (50) Apocalypse - Chance of Damage(Negative)
Level 49: Assault
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (45) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (45) Performance Shifter - Chance for +End
Level 4: Ninja Run



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Posted

Why no Energy Transfer? Sure, it's slower than it was, but if you're going to skip one of the slow EM attacks, I'd keep the more damaging one.

If you want defense, it's quite possible to cap S/L/E/NE defense with 1 enemy in range of Invinc without bothering with Maneuvers. As it is, both Weave and Maneuvers are underslotted for end reduction. Also, the fifth RA slot in TI, UY and especially in ResEn are just wasting slots. You should also look to slotting sets like Smashing Haymaker, Kinetic Combat, and Eradication for more S/L/E/NE defense.

Here's my Invul/EM, which is capped to S/L/E/NE and at 40% F/C defense. Recharge is lower than yours, but that's easily fixable by using LotG sets with the +Recharge rather than GotA. You can also replace the Pyre attacks with Energy Mastery, though you'll lose some potential for E/NE def that way.

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 -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(5), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(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-Acc/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), Mako-Acc/Dmg/EndRdx/Rchg:50(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 -- DefBuff-I:50(A)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A), ResDam-I:50(29)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-Def/Rchg:47(19), LkGmblr-Def/EndRdx/Rchg:33(19), LkGmblr-Def:26(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 -- GftotA-Def/EndRdx:38(A), GftotA-Def/Rchg:38(31), GftotA-Def:40(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:30(A), GftotA-Def/Rchg:36(33), GftotA-Def/EndRdx/Rchg:40(33), GftotA-Def:36(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), Mako-Acc/Dmg/EndRdx/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:

  • 18.63% Defense(Smashing)
  • 18.63% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 17.38% Defense(Energy)
  • 17.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.81% Defense(Melee)
  • 10.19% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 5.4% Max End
  • 4% Enhancement(Heal)
  • 22.5% Enhancement(RechargeTime)
  • 23% Enhancement(Accuracy)
  • 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
  • 32% (2.504 HP/sec) Regeneration
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 10% RunSpeed

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My Characters

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

 

Posted

Thanks for the tips! *Dashes back to Mids*