Which Destiny to choose for Invuln/EM tank?


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Posted

Been wandering around the forums and I am not quite clear on how the Destiny slot works. It seems like Rebirth would be a good choice for a tank as +regen would allow fast recovery of lost HPs and +HP would give you more to work with. But....does the +HP bonus allow a tank to go over the HP cap (say, after you hit Dull Pain)? Would the +regen be the better option?

To what extent do these buffs affect yourself vs your teammates? Is there a more desirable destiny to take on a tank?

Thanks.


 

Posted

Quote:
Originally Posted by Justice4Ever View Post
Been wandering around the forums and I am not quite clear on how the Destiny slot works. It seems like Rebirth would be a good choice for a tank as +regen would allow fast recovery of lost HPs and +HP would give you more to work with. But....does the +HP bonus allow a tank to go over the HP cap (say, after you hit Dull Pain)? Would the +regen be the better option?

To what extent do these buffs affect yourself vs your teammates? Is there a more desirable destiny to take on a tank?

Thanks.
First off the Rebirth Core (the +HP version) gives a very SMALL amount of HP and doesn't scale with AT mods... on the order of 120 HP

On the other hand the Rebirth Radial gives you Instant Healing level regeneration for a few seconds slowly dropping off to a minimum of 200% bonus regeneration. Because of this there's absolutely no valid reason to choose the Core (+HP) over the Radial (+Regen).

On CMA I went with the Tier 4 Radial (perma +200% regen and far more than that 50% of the time). At Tier 3 I'd go with the Radial that gives a 90 second duration over the 60 second Radial.


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Posted

For Invuln. wouldn't it make more sense to get Barrier and extra resist dam and defense?

I would see rebirth better suited to WP and Regen toons.


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

It's a matter of stacking what you have to work with. What does invul have? Well, lets see.

A: High S/L Resistance

B: Moderate typed defense

C: Moderate typed resistance

D: Low/Moderate regen

Depending on how you slotted your invul, there are different options. However, the 'best' option imo is to go for the T4 +regen buff. And here's why...

My Invul sits at 25 hp/sec before DP is popped and has roughly 2330 HP. After I pop DP, my regen sits at roughly 35-40 hp/sec and has 3440 HP. The +regen destiny up's it to cap for a few seconds, then slowly degrades to around 50-60 hp/sec at bottom tier regen. This stacks better than the, what, 5% bonus to resistance/defense even if you're about that close to soft cap defense. It also gives you a better ability to mitigate unstoppable crashes, but even if you opted out of unstoppable it's a second heal which is more likely to save your butt than barrier imho.

EDIT: The +regen destiny basically turns you into a WP or Regen toon, i'd actually argue that barrier is better for WP/Regen since they already have plenty of HP regen. Think of your shields as a three-legged stool. Defense/Resistance/Regen. You want all three, and you want them all to be as high as they can be.


 

Posted

Thanks for the replies here. That clears a few things up.

For what it's worth, my Invuln sounds a bit like SpaceJew's. I am capped at S/L, have decent defenses, especially in a mob. I have a tier-3 cardiac alpha slot, thus I have no Endurance problems and have added to my resists that way. I have hasten and an LotG proc, so no recharge problems, and Dull Pain is near perma....which means I can sit close to max-HP a lot of the time. I went for extra ghetto-"damage" by taking Interface Reactive and by getting that nice Fortitude buff from Lore Seers. My regen is buffed, but it is not what I focused on in the build. So this sounds like it would fill a slight hole. It does not sound like Destiny will get you over the 3,534 HP cap on a tanker, and even if it did, it wouldn't last long...making +regen the better way to go on an invuln tank built as I have.

What I am still not clear on, and is probably a question for another forum is exactly how this buff works. In the game it talks about buffing teammates within the PBAoE....but given all the discussion, I assume "teammates" includes YOU too. Right?


 

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It affects you and everyone around you.


 

Posted

Quote:
Originally Posted by SpaceJew View Post
It's a matter of stacking what you have to work with. What does invul have? Well, lets see.

A: High S/L Resistance

B: Moderate typed defense

C: Moderate typed resistance

D: Low/Moderate regen

Depending on how you slotted your invul, there are different options. However, the 'best' option imo is to go for the T4 +regen buff. And here's why...

My Invul sits at 25 hp/sec before DP is popped and has roughly 2330 HP. After I pop DP, my regen sits at roughly 35-40 hp/sec and has 3440 HP. The +regen destiny up's it to cap for a few seconds, then slowly degrades to around 50-60 hp/sec at bottom tier regen. This stacks better than the, what, 5% bonus to resistance/defense even if you're about that close to soft cap defense. It also gives you a better ability to mitigate unstoppable crashes, but even if you opted out of unstoppable it's a second heal which is more likely to save your butt than barrier imho.

EDIT: The +regen destiny basically turns you into a WP or Regen toon, i'd actually argue that barrier is better for WP/Regen since they already have plenty of HP regen. Think of your shields as a three-legged stool. Defense/Resistance/Regen. You want all three, and you want them all to be as high as they can be.
I think it is a difference between boosting what you are good at, or shoring up where you are weak. I tend to go with the boosting what you are good at, but I can see the validity of the other way. Granted Invuln is great at S/L, but the other types could use some boost.

Once you someone decides which direction they want to go, then it is easier to choose which boost to get.


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
Granted Invuln is great at S/L, but the other types could use some boost.
Right, which is part of why I went Cardiac in my Alpha. End redux plus some boosts to the resists. Though there is part of me wondering that if damage ouput is a tank's weakness, then should I have gone Musculature, and then made up for my toggle-heavy end issues by going Ageless in my Destiny slot. This of course would not add to my other resists, my regen, or my defenses. But say I wanted to solo an AV. Even before Incarnates, I could stand toe to toe with most AVs all day long (at least in door mishes--not talking about Recluse, here), but barely put a dent in them because my damage and DPS was too low (I am energy secondary with some ponderous animation times).

So, what do people think about that?
Is there a guide somewhere that shows you the numbers the various slot powers are capable of? I have no idea how much a tier 4 Musculature would really improve my dmg. But think it could be pretty good paired with Reactive's dmgres debuff.


 

Posted

Quote:
Originally Posted by Justice4Ever View Post
Right, which is part of why I went Cardiac in my Alpha. End redux plus some boosts to the resists. Though there is part of me wondering that if damage ouput is a tank's weakness, then should I have gone Musculature, and then made up for my toggle-heavy end issues by going Ageless in my Destiny slot. This of course would not add to my other resists, my regen, or my defenses. But say I wanted to solo an AV. Even before Incarnates, I could stand toe to toe with most AVs all day long (at least in door mishes--not talking about Recluse, here), but barely put a dent in them because my damage and DPS was too low (I am energy secondary with some ponderous animation times).

So, what do people think about that?
Is there a guide somewhere that shows you the numbers the various slot powers are capable of? I have no idea how much a tier 4 Musculature would really improve my dmg. But think it could be pretty good paired with Reactive's dmgres debuff.
Use titan sentinel to capture your build and then import that build into mids it has all available incarnate powers available for you to compare and contrast


 

Posted

Well, the way the ncarnate system works, you can get MULTIPLE kinds of Incarnate Enhancements and swap out when needed.

For instance, against Hamidon, i'd want more Regen, as that's the only mitigation a tank has. However, if I'm fighting LR in the STF, i'm going to want capped defense and resistance. If i'm on a team with a bunch of squishies and going up against mez-heavy foes, I might take Clarion just to ensure my team is even safer (i guess that's kinda stretching it).

Also, since other people have Incarnate buffs, it'd be nice to be able to pick and switch which ability you have slotted.

Just my 2 inf.


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