Looking for input on fine tuning Invuln/EM set bonuses


Airhammer

 

Posted

I'm having a hard time coming up with a unified goal for this build, so it's kind of spread across all manner of defense and resist bonuses. I still think it's pretty solid, but maybe people can point out areas of redundancy or suggest tweaks.

Thanks for any input!


Hero Plan by Mids' Hero Designer 1.942
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Duneytron 2000: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/Rchg(3), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(43), ImpArm-ResPsi(43)
Level 1: Barrage -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
Level 2: Dull Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(45), Numna-Regen/Rcvry+(45)
Level 4: Bone Smasher -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg(11)
Level 6: Super Jump -- Jump-I(A)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(9), ImpArm-EndRdx/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(50), ImpArm-ResPsi(50)
Level 10: Taunt -- Zinger-Taunt/Rng(A), Zinger-Taunt(13), Zinger-Acc/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Taunt/Rchg(25), Zinger-Dam%(29)
Level 12: Resist Elements -- ResDam-I(A), ResDam-I(46)
Level 14: Resist Energies -- ResDam-I(A), ResDam-I(46)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(25)
Level 18: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx(37)
Level 20: Stimulant -- IntRdx-I(A)
Level 22: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23), IntRdx-I(48)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(27), Aegis-Psi/Status(27), Aegis-ResDam/EndRdx/Rchg(48), Aegis-ResDam(50)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 30: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A)
Level 35: Resist Physical Damage -- GA-3defTpProc(A)
Level 38: Total Focus -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(40), Mako-Acc/Dmg(40)
Level 41: Tough Hide -- SW-ResDam/Re TP(A), DefBuff-I(43), DefBuff-I(46)
Level 44: Salt Crystals -- FtnHyp-Acc/Rchg(A)
Level 47: Quick Sand -- RechRdx-I(A)
Level 49: Stalagmites -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(48)


 

Posted

Definitely needs work. First of all, don't bother to slot for resistance bonuses; you won't be able to accrue enough to make a difference for non-S/L resistance, and you can easily hard cap S/L resists on a Invul tank with just TI, UY, RPD and Tough. Your goal should be to soft-cap S/L defense with one in range in Invinc, and if possible, N/NE defense as well.

Regarding your power picks, is there a specific reason why you're skipping Energy Transfer? Sure, it's slow now, but it's still the most damaging attack in the set and worth taking, IMO. If you really don't want the two big, slow attacks, I'd get ET over TF since it does more damage.

Also, take Tough Hide earlier, it's a must-have power. ResEn and ResEl can easily be delayed until the 30s or 40s. Also, if you're able to soft-cap defense you probably don't need Aid Self or Unstoppable. They're not bad choices, but Combat Jumping is a good power and give you some additional defense as well.

Why the Earth Mastery pool? If you're going to take (and presumably use) epic attacks IMO they should be more than single slotted. Besides, I think there are a lot of better choices for epic attacks, and the pools that have Ranged attacks will also help you reach the soft-cap for E/NE defense.

Okay, slotting. First of all, ditch the PvP IOs. They are hideously expensive and you don't need them, the 3% resist IO in particular is a complete waste of influence, IMO.

Your armor toggles are all waaay overslotted. You don't need more than 4 slots to fully slot for def/res and end reduction, and the sets you've chosen don't have the most useful set bonuses. Go with 4 Reactive Armor in the resistance toggles and 4 LotG or GotA in the defense toggles. (3 slots is enough for Tough Hide.)

Mako's Bite and Scirocco's Dervish are poor choices for a typed defense build because they give primarily positional defense bonuses. Go with Kinetic Combat or Smashing Haymaker (4 slots plus a 5th slot from another set) in the ST attacks and 3-4 Eradication plus another couple of set IOs in Whirling Hands.

Numina's is not a good choice for Dull Pain; its defense bonus is primarily positional and the +Regen/Recovery unique will only be active when DP is. Put the unique in Health. I prefer 5 Doctored Wounds instead, since they will nearly fully slot DP for both Heal and Recharge.

For comparison purposes, here's my Invul/EM tank, which is soft-capped to S/L/E/NE and has 40% F/C def. I'll probably eventually replace the GotA sets in Weave and Tough Hide with LotG for the recharge bonus now that I have the Cardiac alpha.

Hero Plan by Mids' Hero Designer 1.94
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 excellent and thorough response. Your defense numbers are definitely impressive. Do you have any problems with the Psionic hole? I notice this build has 0 psionic resist and few defenses to help.

As for Energy Transfer, I found that the self damaging aspect of it was too inconvenient. I usually play this character in a duo with a blaster, so I have no one to heal me besides myself. Total Focus is more sustainable for continuous use, and it's more important for me to get a lot of agro than to do a lot of damage.

I didn't choose earth pool for any particular reason, and was considering switching to Energy Mastery. I liked the AoE powers to grab agro and reduce enemy defenses, but I'm still playing around with Tank AP powers. Didn't really have a lot of slots to spare.


 

Posted

you arent going to kill yourself using ET,, take it...


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Duneytron2000 View Post
Thanks for the excellent and thorough response. Your defense numbers are definitely impressive. Do you have any problems with the Psionic hole? I notice this build has 0 psionic resist and few defenses to help.
Pure Psi attacks are a very small proportion of the damage we face in the game, and although I wouldn't try to solo the Psi Clockwork King with an Invul tanker, I have never found the lack of Psi defense/resist to be much of a problem. The problem with taking that route is that starting from zero as you do with Invul, it takes a lot of slots to get an appreciable about of Psi def or resistance. It's been estimated that around 86% of the damage from PvE foes is S/L/E/NE, so you're much better off protecting yourself from that rather than the 2% Psi damage.

Quote:
As for Energy Transfer, I found that the self damaging aspect of it was too inconvenient. I usually play this character in a duo with a blaster, so I have no one to heal me besides myself. Total Focus is more sustainable for continuous use, and it's more important for me to get a lot of agro than to do a lot of damage.
ET costs 167 HPs at level 50, which is less than 9% of a level 50 tanker's *base* hit points. Considering how easy it is to get a few HP bonuses and that you can easily add another 1000 HP with Dull Pain, IME ET's HP cost is really a non-issue unless you're close to death for other reasons.

Quote:
I didn't choose earth pool for any particular reason, and was considering switching to Energy Mastery. I liked the AoE powers to grab agro and reduce enemy defenses, but I'm still playing around with Tank AP powers. Didn't really have a lot of slots to spare.
Yeah, that's the reason why you don't want to 6-slot your toggles; it sucks up slots that can be better used elsewhere.


My Characters

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