Invuln/EM rebuild


ClawsandEffect

 

Posted

Any advice on this build would be welcome. I like to do some damage, hence Fire ATT. Plus it's nice to have an AoE w/Reactive. End should be no issue, and I'll be close to the Incarnate soft cap w/Invincibility. Any insight would be welcome. Thanks!

Hero Plan by Mids' Hero Designer 1.93
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TankShock post 50: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- ResDam-I(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3)
Level 1: Barrage -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(13), Hectmb-Acc/Rchg(13), Hectmb-Dam%(33), Hectmb-Acc/Dmg/Rchg(37), Mako-Dam%(37)
Level 2: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal(5), Dct'dW-Heal/Rchg(5), RechRdx-I(7), Numna-Heal/EndRdx/Rchg(45)
Level 4: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(7), ImpArm-ResDam(9), ImpArm-ResPsi(40)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResPsi(11), ImpArm-ResDam(11), ImpArm-ResDam/Rchg(46)
Level 10: Resist Elements -- Aegis-Psi/Status(A)
Level 12: Resist Energies -- S'fstPrt-ResKB(A)
Level 14: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 16: Whirling Hands -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Rchg(42)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(23), LkGmblr-Def(25)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rng(23), Zinger-Dam%(29), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(43)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(27), ImpArm-ResDam(27), ImpArm-ResPsi(31)
Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(31), RechRdx-I(37)
Level 30: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(40)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(34)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Ring of Fire -- GravAnch-Immob/Rchg(A), GravAnch-Immob(42), GravAnch-Hold%(42), GravAnch-Acc/Immob/Rchg(43), GravAnch-Immob/EndRdx(43)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dam%(46), Apoc-Dmg/EndRdx(50)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(9), Mrcl-Rcvry+(29), Mrcl-Heal(34)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(31), P'Shift-End%(34)


 

Posted

Honestly, I wouldn't worry about the Incarnate soft-cap--when you're doing an I-trial you'll probably be buffed by your teammates well past the soft-cap anyway. IMO you'd be better off trying to soft-cap E/NE as well as S/L since Energy is the most common damage type after S/L. Also, Psi defense/resistance should be a very low priority compared to S/L/E/NE defense, and you're using a lot of sets and slots for that purpose.

From the top:

Delay the resistance passives and take Bone Smasher much earlier. RPD can easily be delayed until the 20s and ResEn and ResEl until the 30s or later. Also, unless you're trying for specific bonus, RPD doesn't need more than two slots to hit the S/L hard cap once TI, UY and Tough are fully slotted. Drop the Aegis Psi/Status IO and the KB IOs, they're a waste of money for an Invul tank.

Use Reactive Armor sets in TI, UY, and Tough for the S/L/E/NE bonuses instead of Imperv Armor. (Around 86% of the damage you'll face in game is S/L/E/NE, just 2% is Psi.)

I like using 5 Doctored Wounds in Dull Pain since you get a 5% recharge bonus, but that's more personal preference.

All the attacks slotted with Kinetic Combat are underslotted for accuracy and damage; I'd add another slot to each. I prefer the Mako's Acc/Dam/End/Rchg, but any IO with accuracy and damage will do.

Obliteration is a poor choice for Whirling Hands, the S/L defense bonus for 6 slots is pretty small and it has insufficient end reduction. I'd use 3 or 4 slots of Eradication instead for the E/NE def bonus, plus a couple of slots from another set.

Tough Hide is very underslotted for defense. It has the same base defense as Weave and should be slotted accordingly.

Maneuvers isn't at all necessary to soft-cap an Invul tank, I'd drop it and pick up Hasten instead.

Here's my Invul/EM tank for comparison purposes. There are no purples so my recharge is lower, and some of the power picks are slightly different, but it shows that you can pretty easily soft-cap S/L/E/NE on a tank. Though it looks like I'm slightly below the S/L resistance cap, I have the Cardiac alpha in my current build.

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 -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(29)
Level 14: Fly -- Flight-I:50(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+:10(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:34(A), LkGmblr-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 -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31), LkGmblr-Def:50(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 -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:25(33), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(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 50: Cardiac Total Radial Revamp
------------
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)
  • 3.6% Max End
  • 4% Enhancement(Heal)
  • 52.5% Enhancement(RechargeTime)
  • 32% Enhancement(Accuracy)
  • 161.64 HP (8.625%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 15.4%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 4% (0.067 End/sec) Recovery
  • 62% (4.851 HP/sec) Regeneration
  • 1.26% 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 great feedback, it definitely helped. A few questions/comments:

1) I was under the impression that going from 10 to 14 KB can make a difference with some high level content. Does anyone know if this is true?

2) The majority of e/n attacks have a s/l component, making e/n defense matter less than it might seem, though e/n Res is still important. Most of my troubles seem to come when there's a lot of incoming Psi.

3) Why take Pyre and not take take Fireball? I'm taking Musculature, so those KC sets reach max dam.

4) Is there anything that really benefits from Hasten? DP is just a few seconds short of perma, and the attack chain is pretty solid.


Thanks!


 

Posted

Quote:
Originally Posted by TankShock View Post
Thanks for the great feedback, it definitely helped. A few questions/comments:

1) I was under the impression that going from 10 to 14 KB can make a difference with some high level content. Does anyone know if this is true?
It is true to a certain degree if you're relying purely on the KB protection you'd get from Acro or KB IOs; there are some high-level foes with high-mag KB attacks where having, say, 12 points of KB protection instead of 8 can be of benefit.

However, in addition to KB protection, most tank primary mez toggles like Unyielding have 10,000% KB resistance as well, which makes them pretty much immune to any resistable KB. (KB IOs and Acro have no KB resistance.) A KB IO on top of UY is really superfluous.

Quote:
2) The majority of e/n attacks have a s/l component, making e/n defense matter less than it might seem, though e/n Res is still important. Most of my troubles seem to come when there's a lot of incoming Psi.
IME it's not the case that most Energy attacks have a S/L component. As a matter of fact, almost all of the ranged electrical attacks used by Clockwork, Juicer Freaks, Mu and the like are pure energy, and many do endurance drain as well. Considering that they are far more common than Psi, IMO you'd get far more bang for your buck by soft-capping E/NE.

Quote:
3) Why take Pyre and not take take Fireball? I'm taking Musculature, so those KC sets reach max dam..
My build isn't specifically for farming; I just didn't have room for Fireball and it wasn't a high priority for me. As I said, I mostly posted it to provide an example of getting better E/NE/F/C defense without Maneuvers.

I've never thought of Musculature as a particularly good choice for a tank since it's easy enough to get slot accuracy and damage in attacks without it. I also wouldn't want to wait until level 50 to have my attacks sufficiently slotted for accuracy, but your call.

Quote:
4) Is there anything that really benefits from Hasten? DP is just a few seconds short of perma, and the attack chain is pretty solid.
Yes, but having Hasten makes it a lot easier and less expensive to get high levels of recharge rather than using purple set bonuses. Maybe it's just a difference in philosophy, but getting Hasten seems like a more efficient use of influence and power choices than relying on Maneuvers for defense and set bonuses for recharge.


My Characters

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

 

Posted

Thanks again. I hadn't considered the KB res, so that's a slot saved. I should have mentioned this toon is already 50. Fireball is great for moving teams along and holding aggro - I'm not a big fan of farming either. The only reason for Musculature is that I don't need any of the other Alphas. Purples provide Rec and Acc in addition to the recharge. Impervium Armor is great for it's max End increase, but I am going to move some things around to bump e/n def higher.


 

Posted

Quote:
Originally Posted by TankShock View Post
Impervium Armor is great for it's max End increase, but I am going to move some things around to bump e/n def higher.
E/N defense is, in my opinion, more important for an Invuln than S/L defense is. You resist the hell out of S/L damage, so anything that DOES get through is barely going to scratch you. On the other hand, you don't resist Energy or Negative Energy nearly as well, so any pure Energy or Negative attacks that get through are going to HURT.

4 Reactive Armor in 4 powers, and use 3 Eradication/3 Cleaving Blow in Whirlyhands. That'll help with the E/N defense and shouldn't hurt anything to any great degree.

I agree with Fin on the psi resistance. Since Invuln starts with 0, it isn't worth trying to build it up to a point where you'd even notice it's there. You'd have to sacrifice too much from the rest of your build to do it.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.