Inv/SS build help
If you are leveling this up from level 1 you will want to take Taunt at level 10. It is too good of a tanking tool to leave for later levels. At lower levels before you get your Taunt Aura it is good for getting aggro. Later it is good for pulling bad guys away from team mates.
You also can not take Unstoppable if you want. There is much debate, but if you are in a fight lasting more than 2 minutes and Unstoppable crashes, you will most likely die.
Other than that it is a good build. You may want to pull slots out of Health and put it into Resist Physical damage.
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!
You also can not take Unstoppable if you want. There is much debate, but if you are in a fight lasting more than 2 minutes and Unstoppable crashes, you will most likely die.
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I've been using Unstoppable quite a bit recently. I do find it useful on trials. When pulling Siege, or one of those occasions when you want to be entirely self-sufficient, its really useful. And when you are doing something like a BAF you can step back just before the crash and be back in the fight in no time at all due to the general buffage
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
Okay first off, is this a leveling build or is this a build that's already at a certain level (or 50)?
It CAN make a difference. Because leveling some builds and trying to play with partially complete sets can be the very essence of pain.
BUT, take a look-see at Call Me Awesome's guides:
Invulnerability and the First 20 Levels
Invulnerability and the Soft Cap
These two guides are absolutely invaluable.
As to my recommendations. A well built Inv tanker can easily handle the endurance burp from a crashing Hasten. Don't be afraid to take it. It speeds up the butt-kickery enormously.
Unstoppable is HIGHLY optional in a soft-capped build. If you're rarely (if ever) getting hit, having a "crash and burn" God Mode that you never use is somewhat pointless and a waste of a power choice (and slots).
Thanks for the input so far, I'll answer the questions as they came up.
UberRod: I actually pulled slots OUT of RPD since I was already capped on S/L resistance. Being level 28, I already have my taunt aura, so I'm ok with my aggro management (I love punchvoke)
Hyperstrike: It is a little bit of both build, I'm leveling it up now, and hae generic IO's, so I guess it would be an end game build, but as a rule I make a whole powers worth of IO's before I swap them in so I don't suddenly have 180% damage enh and only 10% acc. I did read those guides as part of my research. Lack of Hasten is really laziness on my part, I dislike having too many powers I want up all the time, so in my current build I can toss up Rage on autofiring, and focus on aggro managment and playing. I have found with other characters, that I generally lose track of keeping my buffs up and get lost in the carnage, lol.
I like having that OhS#!t button of unstoppable to fall back on, not always needed, but nice to have when you do.
if it was me i would knock my single target attacks down to 4 slots each and slot them with smashing haymakers for the defense bonuses that set gives or kinetic combats if you can afford or want to grind up the alignment merits. invuln/ss is my main and I took hasten because ko blow and foot stomp have longish recharge times even with hasten. your build is alot like my first build and ill try to remember to get on and post my current build im using. I didnt like the power mastery pool because i just couldnt get enough damage going so i switched to pyro mastery for more damage. if your not concerned about damage then power mastery is a decent choice. without hasten dull pain can not be made perma to my knowledge and having nearly 3600 hit points with soft capped defenses or real close to it plus the resistances you have is nearly god like. i would keep unstoppable while leveling but when you hit 50 and start getting your io sets done i would respec out of it, i currently have it in my build and am gonna respec out of it as soon as I figure out what i want to replace it with simply because now i never use it. all up to you but hasten is something i would put in the build, yeah its more micro management but ss and invuln needs that power imo, you can live without it but it makes things alot better on the recharge.
read call me awesomes guides, they are very good sources of information to get the most out of a invuln tank.
I've had an off/on/off relationship with Unstoppable; back in issue 3-4 when I was leveling CMA it was pretty much a complete waste of a power since Invuln in those days could easily hit 90% resist to all but psi with perma hasten and perma Dull Pain. Well, nerf-a-geddon hit with issue 5 & 6 and left in it's wake a powerset that was a bare shadow of it's former glory... most players dumped the passive resists for Aid Self and Unstoppable was a very useful thing to have.
Then we got issue 9 and IO's; at that point things started to shift back. With issue 13 when Invuln and IO's were buffed it became practical to soft cap your defenses Unstoppable once again became an optional power. When I first worked out and respecced into my soft capped S/L/E/N build I kept Unstoppable in the build as an insurance policy. Well, after 6 months of time and innumerable high level TF's tanked having never once used the power it was dumped on my next respec.
As a leveling build there's a decent reason to have Unstoppable, prior to reaching high defense levels (up to the 45% soft cap) Unstoppable is a useful power to have. Once you get your defenses into the high 30% range it looses it's luster and by the time you reach the soft cap it's going to be pointless in 99.99% of the game. An inspiration or two will do the same job without the drawbacks by that time.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
well i got enough accuracy enhancement ios that accuracy is not really a problem for me, i miss occasionally and dont seem to notice it all that much but i am much more durable. i found i just didnt have the slots overall for everything i wanted to do, if i had 6 more slots i could make my character exactly how i want him. i solo alot so i wanted more damage, guess just depends on what you want to do, but for me accuracy isnt a problem and now with soft capped defenses or close enough to it anyway I can take on anything and survive and now with more damage i dont even worry about elite bosses or anything else that i couldnt do enough damage to before now. havent tried to solo a av yet but shouldnt be a problem.
i just kept respeccing until i had the build where i wanted it and im still not done now that im going for perma hasten and perma dull pain.
OK, given that I don't have extra slots floating around, what would I replace Unstoppable with? I don't really want to pull from Health since I like having over 300% regen, but I could be convinced if the benefit is superior.
Thanks again
In looking over your build it looks pretty good, albeit expensive. I would reorganize things a bit though, I don't really like the power order. Not a problem at 50 but it'll cause you some issues if you exemp.
First, and I realize that this doesn't really change anything to any level you're likely to exemp to, I'd certainly move Unyielding up to 8. I would also swap Taunt and Resist Elements... Res Elements is your least valuable passive power. In my builds if I take Res Elements at all I get it late, in my current build it's my 49 power.
You also need to be aware that the proc in Foot Stomp isn't going to be running all the time... the rules for it are complicated but there's a period after it fires where it will not fire again. Because of that you'll have occasional 10 second bursts of increased recharge, not anything you could count on being continuous.
I'd be tempted to move Combat Jumping earlier in the build and I'd definitely get Weave before Res Energies.
Some of your slotting is unusual but it does look effective. Oh, I just checked the set bonuses; you're 3 over the "rule of 5" cap on the 1.125% HP bonus with your last 3 sets of Luck of the Gambler. Cut out the Defense IO in those sets and substitute a common Defense IO... it'll save you a lot of inf and you aren't getting the 3 slot bonus anyway. Alternately toss in a Def/End from another set for more endred at the cost of a little less def. On Combat Jumping pull that extra slot entirely; it's really not worth it for the def the power grants and it uses virtually no endurance.
On your quandary of what to take in place of Unstoppable if you're sticking with the Energy Mastery pool I'd get Laser Beam Eyes and toss a couple of Nucleous HO's into it. A ranged attack is highly useful as another attention getter.
I hope you've a pretty good bankroll because this build isn't going to come cheap. The 5 LotG +recharge IO's alone will be close to a billion inf and there's several other 100 million plus items. Also, and this is just a suggestion, but I'd slot lower level IO's so everything doesn't go poof below level 47. I always design my builds around level 30-35 IO's so I keep my bonuses down to those levels. The small loss of enhancement value is really negligible. Take the Reactive Armor for example. Dropping from level 40 to level 30 costs you a bit over 1% in resistance yet it will cut the cost by 2/3 at a minimum and you'll keep the bonuses to level 27.
In any case enjoy your tanker!
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Also, and this is just a suggestion, but I'd slot lower level IO's so everything doesn't go poof below level 47. I always design my builds around level 30-35 IO's so I keep my bonuses down to those levels. The small loss of enhancement value is really negligible. Take the Reactive Armor for example. Dropping from level 40 to level 30 costs you a bit over 1% in resistance yet it will cut the cost by 2/3 at a minimum and you'll keep the bonuses to level 27.
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Really? So going with a level 30 IO build is really not much different than getting a level 47+ IO build? Because if that's the case, doing it this way is going to save me a HELL of a lot of influence.
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Max level IO's (level 40 Reactive)
S/L res - 90% (capped)
E/N/F/C res - 31.2%
Level 30 IO's
S/L res - 90% (still capped)
E/N/F/C res - 30.8%
Loss of 0.4% E/N/F/C resistance
Level 25 IO's
S/L res - 90% (still capped)
E/N/F/C res - 30.2%
Loss of 1% E/N/F/C resistance
Level 20 IO's
S/L res - 85.3%
E/N/F/C res - 28.4%
Loss of 2.8% E/N/F/C, 4.7% S/L resistance
As you can see there's not a lot of change until you drop all the way to level 20 IO's... level 25 isn't much different than level 40 (cap for Reactive) From those numbers I can't really see any point in the premium for level 40's.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
OK did some tweaking on the order and replaced those duplicate set bonuses, Thanks CMA.
Where in MIDS do you see where you overlapped on set bonus, or is that just something the player needs to track?
Regarding the IO levels, would it be better for me to sell off my top level IO's and try for the lower ones? I have a slew of level 40 Reactive Armors from AE tickets I got on my first 50. I'm also using AMerits to fund some of the more expensive IO's, playing 2-3 characters getting tips and such gets me 3-5 AMerits a week, which isn't bad for acquiring the LotG and such.
Here is my updated build. Thoughts?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Assuran: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx(15), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(17)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 10: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(21), S'ngH'mkr-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(23)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(27), Mocking-Taunt/Rng(27), Mocking-Rchg(29)
Level 14: Fly -- Flight-I(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(29)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx/Rchg(33)
Level 20: Knockout Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(33), P'ngFist-Acc/Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(34), P'ngS'Fest-Dmg/EndRdx(34), P'ngS'Fest-Dmg/Rchg(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36)
Level 26: Tough Hide -- DefBuff-I(A), LkGmblr-Rchg+(37), LkGmblr-Def(37)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37), RechRdx-I(39)
Level 30: Weave -- DefBuff-I(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 35: Hurl -- HO:Nucle(A), HO:Nucle(36)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg/Rchg(42), FrcFbk-Rechg%(42), M'Strk-Acc/Dmg/EndRdx(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod/Acc(45), P'Shift-EndMod(45)
Level 47: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(48), Aegis-ResDam/Rchg(48)
Level 49: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Radial Boost
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(43), Numna-Heal/EndRdx(43), Mrcl-Rcvry+(43), Mrcl-Heal(45), RgnTis-Regen+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46)
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Not bad, though I'd recommend some changes.
RPD doesn't need to be taken so early. I'd take Temp Invul first, work CJ in earlier and take RPD in the teens or twenties.
Weave and Maneuvers are underslotted for end reduction. I'd find another slot for Weave to add the LotG Def/End/Rchg and change Maneuvers' slotting to LotG +Recharge, Def/End and Def/End/Rchg. (I'm not a big fan of Maneuvers for Invul in any case, but if you take it you do need to slot it for end reduction.)
The Hami-O's in Hurl are doing very little for you--there's no recharge or end reduction and no set bonuses. I'd find another slot for Hurl and 3-slot Thunderstrike for the E/NE bonus, which will take you comfortably over the soft-cap.
Heal is overslotted. I'd take at least one slot and use it in Weave or Hurl. It wouldn't hurt to pull a slot from Physical Perfection either.
EDIT: If you want to check for bonuses that are over the "Rule of 5", go to Window-> Sets and Bonuses in Mids. Bonuses over the cap will be highlighted in red. Also, if you have the level 40 RAs already, I'd keep them. But in the future keep in mind that lower level set IOs are often nearly as good as the top level ones and in some cases, much, much cheaper.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Here's a cheapo build you could start with:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
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/Recharge
- (3) Reactive Armor - Resistance
- (5) Reactive Armor - Resistance/Endurance/Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (9) Smashing Haymaker - Damage/Endurance
- (11) Smashing Haymaker - Damage/Recharge
- (11) Smashing Haymaker - Damage/Endurance/Recharge
- (37) Focused Smite - Accuracy/Damage/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (5) Doctored Wounds - Heal
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (50) Doctored Wounds - Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (13) Smashing Haymaker - Damage/Endurance
- (13) Smashing Haymaker - Damage/Recharge
- (15) Smashing Haymaker - Damage/Endurance/Recharge
- (27) Focused Smite - Accuracy/Damage/Recharge
- (A) Smashing Haymaker - Accuracy/Damage
- (15) Smashing Haymaker - Damage/Endurance
- (17) Smashing Haymaker - Damage/Recharge
- (17) Smashing Haymaker - Damage/Endurance/Recharge
- (40) Focused Smite - Accuracy/Damage/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (19) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance
- (21) Reactive Armor - Resistance/Endurance/Recharge
- (A) Mocking Beratement - Taunt
- (43) Mocking Beratement - Taunt/Recharge
- (43) Mocking Beratement - Taunt/Recharge/Range
- (43) Mocking Beratement - Accuracy/Recharge
- (45) Mocking Beratement - Taunt/Range
- (45) Mocking Beratement - Recharge
- (A) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance
- (42) Red Fortune - Endurance
- (45) Flight Speed IO
- (46) Flight Speed IO
- (A) Flight Speed IO
- (A) Defense Buff IO
- (A) HamiO:Cytoskeleton Exposure
- (21) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (A) Crushing Impact - Accuracy/Damage
- (23) Crushing Impact - Damage/Endurance
- (25) Crushing Impact - Damage/Recharge
- (25) Crushing Impact - Accuracy/Damage/Recharge
- (27) Crushing Impact - Accuracy/Damage/Endurance
- (42) Crushing Impact - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (48) Steadfast Protection - Resistance/Endurance
- (A) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance/Recharge
- (A) Defense Buff IO
- (34) Defense Buff IO
- (A) Adjusted Targeting - Recharge
- (31) Adjusted Targeting - To Hit Buff/Recharge
- (31) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (33) Red Fortune - Defense
- (33) Red Fortune - Defense/Recharge
- (33) Red Fortune - Defense/Endurance/Recharge
- (46) Red Fortune - Endurance
- (A) Aegis - Resistance/Recharge
- (46) Aegis - Resistance/Endurance
- (48) Aegis - Resistance
- (A) Thunderstrike - Accuracy/Damage
- (36) Thunderstrike - Damage/Endurance
- (36) Thunderstrike - Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
- (A) Eradication - Accuracy/Recharge
- (39) Eradication - Accuracy/Damage/Endurance/Recharge
- (39) Eradication - Damage/Recharge
- (39) Cleaving Blow - Accuracy/Damage
- (40) Cleaving Blow - Damage/Endurance
- (40) Cleaving Blow - Damage/Recharge
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Healing IO
- (48) Endurance Modification IO
- (A) Aegis - Resistance
- (50) Aegis - Resistance/Endurance
- (50) Aegis - Resistance/Recharge
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Flight Speed IO
- (A) Healing IO
- (34) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (34) Endurance Modification IO
You could switch out all the Smashing Haymakers with Kinetic Combats if you have the money, or split them half+half with Crushing Impacts to get more recharge since you'll still be at soft cap.
You can add LotG +Recharge instead of DEF IOs, and add some of those +Rec, and +Reg uniques into Health, and Physical Perfection.
I do have a question for the flying tanks. Can you Foot Stomp while hovering? I can't remember, but that could be a problem where you'd have to use a macro to turn off hover, and foot stomp. If so, I might rework it to add maneuvers back instead of Assault.
I've been using the CJ+Hover on my Invul/Mace, and I like it, but none of it's attacks require you be on the ground.
I do have a question for the flying tanks. Can you Foot Stomp while hovering? I can't remember, but that could be a problem where you'd have to use a macro to turn off hover, and foot stomp. If so, I might rework it to add maneuvers back instead of Assault.
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FWIW, all my tanks have Fly but not Hover. IMO it'd be more trouble than it's worth to have to toggle off Hover every time you wanted to use Foot Stomp.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Yeah, I thought so. Well, then I'd go with this:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/Dmg/Rchg(37)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(50)
Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(13), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Dmg/Rchg(27)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17), F'dSmite-Acc/Dmg/Rchg(40)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam(19), RctvArm-ResDam/EndRdx/Rchg(21)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(45), Mocking-Rchg(45)
Level 12: Boxing -- Empty(A)
Level 14: Fly -- Flight-I(A)
Level 16: Combat Jumping -- DefBuff-I(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(21), HO:Cyto(23)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 22: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(48)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(31)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(34)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(33), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-EndRdx(46)
Level 32: Resist Energies -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam(48)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Foot Stomp -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(42), RedFtn-EndRdx(42), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(48)
Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34)
I would 4 slot Invincibility and Weave each with 4 LotG, and drop 2 LotG into Tough Hide, with a +Recharge in each. You still end up soft-capped, and your accuracy, recharge, hit points, and regen are all greater. Taking 15 seconds off your recharge time for DP is always a good thing.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
----------------------
If you are leveling this up from level 1 you will want to take Taunt at level 10. It is too good of a tanking tool to leave for later levels. At lower levels before you get your Taunt Aura it is good for getting aggro. Later it is good for pulling bad guys away from team mates.
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When you exemplar down to that level you won't be the unstoppable tanking machine you once were. You might not have all the powers you'll want/need to handle damage and you SHOULD have your Taunt Aura to hold Aggro. That power slot will be better served with something more useful to the level, such as another attack or power like Combat Jumping.
Taunt shouldn't, IMHO, be taken until about level 24 or so, and can be held off until level 30+. You don't really need to worry about aggro management until then (TF wise, anyway, nothing at the point is really hard to handle) and you should be worrying about survivability and damage.
Here is my shot at it, tell me what you think?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Tanker2: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Temp Invulnerability RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(11), S'fstPrt-ResDam/Def+(33)
Level 1: Jab KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(27), F'dSmite-Acc/Dmg/Rchg(46)
Level 2: Dull Pain Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-EndRdx/Rchg(15)
Level 4: Haymaker KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(21), F'dSmite-Acc/Dmg/Rchg(21)
Level 6: Combat Jumping LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 8: Unyielding RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(17)
Level 10: Taunt Zinger-Dam%(A), Zinger-Taunt/Rng(34), Zinger-Taunt(34), Zinger-Taunt/Rchg(34), Zinger-Taunt/Rchg/Rng(37), Zinger-Acc/Rchg(37)
Level 12: Resist Physical Damage RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37)
Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 18: Invincibility HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), Taunt-I(33)
Level 20: Tough RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 22: Knockout Blow KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(33), F'dSmite-Acc/Dmg/Rchg(50)
Level 24: Resist Energies RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(36)
Level 26: Weave LkGmblr-Rchg+(A), HO:Cyto(27)
Level 28: Rage RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Tough Hide LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 32: Unstoppable RechRdx-I(A)
Level 35: Resist Elements ResDam-I(A)
Level 38: Foot Stomp Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Dmg(40), Sciroc-Dmg/EndRdx(40)
Level 41: Char Decim-Build%(A)
Level 44: Fire Blast Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46), Thundr-Acc/Dmg(46)
Level 47: Fire Ball Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), RechRdx-I(50)
Level 49: Hasten RechRdx-I(A)
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Level 1: Brawl Empty(A)
Level 1: Gauntlet
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 2: Swift Empty(A)
Level 2: Health Empty(A)
Level 2: Hurdle Empty(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(13)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Hello Tankers!
I've recently returned to the game and decided to give tanking a try. I figured since this was my first tank to go with one of the most tried and true combo's, Inv/SS. I'm slowly creaping up on the point where I can start adding IO's to my build and figured I should set up a build. I did a bit of reasearch on the forums and think I came up with one I like.
Rules: No purples or PvP stuff. I'm not super rich, but I can get most nice/QoL things for a few Alignment merits.
Flight has to stay for concept reasons.
Not a fan of Hasten, so if can be avoided, I'll be appreciated.
Thanks!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(13)
Level 4: Haymaker -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21)
Level 6: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(21), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(42)
Level 8: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 10: Resist Elements -- Aegis-ResDam/Rchg(A), Aegis-ResDam(25), Aegis-ResDam/EndRdx(25)
Level 12: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 14: Fly -- Flight-I(A)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(40)
Level 20: Knockout Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(31), P'ngFist-Acc/Dmg/EndRdx/Rchg(33), P'ngS'Fest-Acc/Dmg(33), P'ngS'Fest-Dmg/EndRdx(33), P'ngS'Fest-Dmg/Rchg(34)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/Rchg(36)
Level 24: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 28: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(37), RechRdx-I(39)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx(40)
Level 32: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(48)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Rchg(42), Mocking-Taunt/Rng(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(43), Mocking-Taunt/Rchg(45)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45), FrcFbk-Rechg%(46), M'Strk-Acc/Dmg/EndRdx(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(46), P'Shift-End%(50)
Level 47: Unstoppable -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), LkGmblr-Rchg+(50)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/Rchg(A), Numna-Heal(5), Numna-Regen/Rcvry+(15), Mrcl-Heal(31), RgnTis-Regen+(48), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(15), P'Shift-End%(17), P'Shift-EndMod/Acc(40)