SS/Invuln and Fear Effects


Call Me Awesome

 

Posted

One thing I keep running into on the BAF trial is the fear effect the minions put out - to where I've resigned myself to just chasing down runners vs. killing at the door. Is there anything an Invuln can do to mitigate the fear effects (other than load up on breakfrees) or just chalk it up to poor Psi protection for the set and forget about it?
I've also been hesitant to bring him on Hami raids for the same reason - the last one I joined with my tanker was back in issue 4.

My current build - open to suggestions for changes:

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

Click this DataLink to open the build!

Hercules: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(3), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(5)
Level 1: Jab -- Empty(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(7), RctvArm-EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), S'fstPrt-ResDam/Def+:30(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(15)
Level 6: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(17)
Level 8: Dull Pain -- Mrcl-EndRdx/Rchg:40(A), Mrcl-Heal/Rchg:40(17), Mrcl-Heal:40(19), Mrcl-Rcvry+:40(19)
Level 10: Hover -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:37(21)
Level 12: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23), RctvArm-ResDam/Rchg:40(23), RctvArm-EndRdx/Rchg:40(25)
Level 14: Unyielding -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-EndRdx:40(27), RctvArm-ResDam/EndRdx:40(29)
Level 16: Resist Energies -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/EndRdx/Rchg:40(31), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(31), Aegis-Psi/Status:50(33)
Level 18: Hasten -- RechRdx-I:50(A)
Level 20: Super Speed -- EndRdx-I:50(A)
Level 22: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(33)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(34), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(34), P'ngS'Fest-Dmg/EndRdx:30(36), P'ngS'Fest-Dmg/Rchg:30(36)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(36), DefBuff-I:50(37)
Level 28: Kick -- Empty(A)
Level 30: Rage -- RechRdx-I:50(A)
Level 32: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39), RctvArm-EndRdx:40(39)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 38: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rng:50(40), Zinger-Taunt/Rchg/Rng:50(42), Zinger-Acc/Rchg:50(42), Zinger-Dam%:50(42), Zinger-Taunt/Rchg:50(43)
Level 41: Foot Stomp -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Acc/Rchg:50(43), Oblit-%Dam:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-Dmg:50(45)
Level 44: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(46), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(46), P'ngS'Fest-Dmg/EndRdx:30(48), P'ngS'Fest-Dmg/Rchg:30(48)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Heal-I:50(A), Numna-Heal:50(48), Numna-Regen/Rcvry+:50(50)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
Level 1: Gauntlet
Level 4: Ninja Run



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131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

I stop off at the bartender upstairs in pocket D, and buy some breakfrees. Don't see a need to rework my build for a 5 minute part in one trial.


 

Posted

Running Tactics from the Leadership Pool will reduce the duration of fear effects. Mez protection inspirations also work. The Clarion Destiny can be used, too.


 

Posted

I'd recommend a number of changes to your current build.

First of all, why Hover? I think it's a sub-optimal pick for SS, since you have to be on the ground to use Foot Stomp. You have a power pool open, so get CJ instead.

Power order:

Why take Air Sup so late? It's especially useful in the early levels, so take it, or Punch early on if you don't need Air Sup as a prereq to Fly. You'll appreciate having it if you ever exemp down for Posi or Synapse.

Invinc, Rage, KoB, and Foot Stomp should be taken as soon as they're available for the same reason--you'll want them if you ever exemp for TFs or Ouro missions. RPD can be delayed until the 20s or 30s and ResEl and ResEn until the thirties or even forties.

Slotting:

Slot Jab! Now that all tanker T1s have unresistable -Resistance, they are definitely worth using and slotting.

Your resistance toggles powers are overslotted. Drop the RA End slot, the F/C def bonus you get for it is not worth slotting for and the toggles don't need that much end red. If you want F/C def, you'd be better off 3-slotting Aegis in one of the passives. In addition, you need at most 2 slots in RPD to hit the S/L resist cap.

Dull Pain is underslotted. You want to get as close as possible to 95% Heal and Recharge enhancement. I recommend 5 slots of Doctored Wounds--I like to use everything but the Heal/End/Rchg. In addition, the Miracle +Recovery is doing you very little good in DP since it'll only be active when DP is. If you have a slot for it, put it in Health instead.

Drop the BotZ sets in Fly/Hover/CJ, if you decide to take it. The E/NE def bonus is pitiful and Invul does not need additional KB protection!

Likewise, drop the Aegis Psi/Stat resist in ResEn. You don't need additional status protection and just 3% psi resist is next to useless.

If you have enough S/L def from other sources (and there's not much point in going over 45% with one in range of Invinc) consider using Mocking Beratement in Taunt instead of Perfect Zinger. MB has a smaller S/L def bonus, but a nice F/C def bonus and a higher recharge bonus than PZ.

Why no sets in Invinc and Tough Hide? If possible, I'd 3-4 slot LotG in both, though GotA is also a good option.

If you need a little additional S/L def, 2 Rectified Reticle and 2 recharge commons is a good choice for Rage.

Obliteration is not the best choice for Foot Stomp, IMO. I'd go with Eradication for some E/NE def, a slot or two or end reduction, and a Force Feedback +Recharge.

Here's what I'd recommend for your build. I replaced Hover with CJ, changed the power order a bit, and the slotting extensively. S/L def is lower, though still soft-capped, and E/NE/F/C def are much closer to the soft-cap. Regen and Recovery are a little higher, and Recharge much higher. (Though if you can't afford all the LotGs at once, they can certainly be added as you can.)

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Hercules: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam:40(7), RctvArm-ResDam/EndRdx/Rchg:40(9)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(17), P'ngS'Fest-Acc/Dmg:30(27), P'ngS'Fest-Dmg/EndRdx:30(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(3), Dct'dW-Heal:50(5), Dct'dW-Rchg:50(5)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(11), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), P'ngS'Fest-Dmg/EndRdx:30(15), P'ngS'Fest-Dmg/Rchg:30(15)
Level 6: Fly -- Flight-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-ResDam:40(19), RctvArm-ResDam/EndRdx:40(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21)
Level 12: Air Superiority -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(21), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(23), P'ngS'Fest-Acc/Dmg:30(23), P'ngS'Fest-Dmg/EndRdx:30(25), P'ngS'Fest-Dmg/Rchg:30(48)
Level 14: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(25)
Level 16: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(29), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(31), Mocking-Rchg:50(33)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(27), LkGmblr-Def:50(33), LkGmblr-Rchg+:50(33)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(34), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), BasGaze-Acc/Rchg:30(36), BasGaze-EndRdx/Rchg/Hold:30(36)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 24: Super Speed -- EndRdx-I:50(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(36), LkGmblr-Def:50(37)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 30: Kick -- Empty(A)
Level 32: Tough -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(39)
Level 35: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(40), LkGmblr-Rchg+:50(40)
Level 38: Foot Stomp -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-Dmg/Rchg:30(45), M'Strk-Dmg/EndRdx:50(45), FrcFbk-Rechg%:50(45)
Level 41: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(43), Aegis-ResDam:50(42)
Level 44: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(46), Aegis-ResDam:50(46)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- EndMod-I:50(A), P'Shift-End%:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Run-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(39), Numna-Regen/Rcvry+:50(46), Numna-Heal:50(48)
Level 2: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod:50(50), P'Shift-End%:50(50)
Level 1: Gauntlet
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 16.75% Defense(Smashing)
  • 16.75% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 14.88% Defense(Energy)
  • 14.88% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.875% Defense(Melee)
  • 8.938% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 3.6% Max End
  • 25% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 42.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 217.86 HP (11.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 11%
  • MezResist(Sleep) 2.2%
  • MezResist(Terrorized) 2.2%
  • 5% (0.084 End/sec) Recovery
  • 76% (5.946 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 15% RunSpeed

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My Characters

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

 

Posted

Isn't the answer just putting a status protection proc enhancement somewhere instead of changing your build?

My invuln has a status protection proc and never has a problem during the BAF, while my WP tank and fire/kin have problems (which sucks when your fire imps start attacking you).

Edit: Not to say your build doesn't need tweaking...


Uber Talgrim - level 50 emp/dark defender
Uber Rod - level 50 dark melee/regen scrapper
Rod Valdr - level 50 invuln/SS tanker
Talgrim - level 50 ninja/dark mastermind

OMG!! Please add these costume designs now!

 

Posted

Quote:
Originally Posted by UberRod View Post
Isn't the answer just putting a status protection proc enhancement somewhere instead of changing your build?

My invuln has a status protection proc and never has a problem during the BAF, while my WP tank and fire/kin have problems (which sucks when your fire imps start attacking you).

Edit: Not to say your build doesn't need tweaking...
What "status protection proc" are you referring to? AFAIK, all the IOs that can potentially help against status effects are status *resistance*, not status protection. (This excludes KB, of course.) I doubt that a status resistance IO (and the OP has one slotted, BTW) will help that much, since their resistance level is pretty small.


My Characters

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

 

Posted

Quote:
I'd recommend a number of changes to your current build.
Thanks for all the suggestions.
I would like to keep the additional KB protection, since my understanding is that you need at least 12 in Hami raids - guess I could forgo a little flight speed.....

I wasnt aware that the Miracle +recovery required the power to be active, so thanks for that suggestion.

I have always hated Jab with a passion, without a doubt the worst power in the game, but you do make a good point for the bruising effect.

Definitely some things to consider.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

Quote:
Originally Posted by Hercules View Post
Thanks for all the suggestions.
I would like to keep the additional KB protection, since my understanding is that you need at least 12 in Hami raids - guess I could forgo a little flight speed.....

I wasnt aware that the Miracle +recovery required the power to be active, so thanks for that suggestion.

I have always hated Jab with a passion, without a doubt the worst power in the game, but you do make a good point for the bruising effect.

Definitely some things to consider.
You DO NOT need more KB protection on an Invuln. Trust me on that, you won't find anything in the game that can knock you back while Unyielding is active.

More KB protection on Invuln is a total waste of an IO and a slot.


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
You DO NOT need more KB protection on an Invuln. Trust me on that, you won't find anything in the game that can knock you back while Unyielding is active.

More KB protection on Invuln is a total waste of an IO and a slot.
Thanks, CMA, I thought that was the case, but I've never done a Hami Raid and wasn't certain about that, so I'm glad you posted.

My guess is that the OP was told that 12 points was needed from someone using KB IOs, which will give you KB protection only, and no KB resistance. As I'm sure you know, UY has 10 pts of KB protection and 10,000% resistance, and the resistance makes a huge difference.

Personally, I've never been KB'd on one of my Invul tanks with UY running, except in cases of unresistable KB, like the Ritki raid bombs.


My Characters

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

 

Posted

Yeah, Unyielding is basically reducing the KB effect by 10,000%, then giving you 10 pts of KB protection for whatever's left. Which is likely nothing.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

There's no Fear effects in the BAF, there's a confuse aura on the minions and Lieutenants, but Tactics can offset that, either running it yourself or from someone else on your team. The only reason I can think that you're seeing fear effects in the BAF is that someone else using fear powers (Mind controller/Dom, Illusion controller, whatever) is getting tagged by the confuse and hitting you with their fears.

Fear/Terrorise is thrown around in Lambda by Augurs, I think.

If it's really such a big deal, then think about picking up Clarion for your Destiny slot, as it covers everything and can be made perma at higher tiers. Again, Tactics provides some help, but it's only resistance, not protection, IIRC.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Quote:
Originally Posted by Finduilas View Post
Thanks, CMA, I thought that was the case, but I've never done a Hami Raid and wasn't certain about that, so I'm glad you posted.

My guess is that the OP was told that 12 points was needed from someone using KB IOs, which will give you KB protection only, and no KB resistance. As I'm sure you know, UY has 10 pts of KB protection and 10,000% resistance, and the resistance makes a huge difference.

Personally, I've never been KB'd on one of my Invul tanks with UY running, except in cases of unresistable KB, like the Ritki raid bombs.
Yep, I tanked Hami more times than I can recall back in issue 4-8; his KB isn't that severe. I've seen fire tankers manage him with just Acro (10 points).

The only things that have ever KB'd my Inv (baring a bug stripping a toggle... happened last week in a Lambda and no, the Augers didn't drain me dry) are unresistable repel effects like the Rikti bombs.

Unless the KB is flagged unresistable an Invuln running Unyielding will not get KB'd. Period.


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

 

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Quote:
Originally Posted by Call Me Awesome View Post
Yep, I tanked Hami more times than I can recall back in issue 4-8; his KB isn't that severe. I've seen fire tankers manage him with just Acro (10 points).

The only things that have ever KB'd my Inv (baring a bug stripping a toggle... happened last week in a Lambda and no, the Augers didn't drain me dry) are unresistable repel effects like the Rikti bombs.

Unless the KB is flagged unresistable an Invuln running Unyielding will not get KB'd. Period.
The only things that have knocked me back on my Inv/SS are Hamidon and Statesman using the Hammer of Justice. I believe the power has unresistable knockback.


 

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Quote:
Originally Posted by Call Me Awesome View Post
Yep, I tanked Hami more times than I can recall back in issue 4-8; his KB isn't that severe. I've seen fire tankers manage him with just Acro (10 points).

The only things that have ever KB'd my Inv (baring a bug stripping a toggle... happened last week in a Lambda and no, the Augers didn't drain me dry) are unresistable repel effects like the Rikti bombs.

Unless the KB is flagged unresistable an Invuln running Unyielding will not get KB'd. Period.
Acro only gives like 2 KB points now, as for HAMI it is possible to get KBed if u get attacked by 2 or more of the yellow mitos, which is rare. But 10 pts is good for it. I have 12 pts on my fire/fire tank and do just fine on most but in stutter TF u can still get KBed, States didn't KB me when I did the MoRSF, nor did BaB like they did on my WP/SS brute with KB prot 10. On the other hand sister put me on my butt though.


 

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If you PvP then I would consider more Kb protection.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.