Invuln/SS Endurance Usage
Anectodal evidence is quite sufficient when I'm the one providing the anectdote, at least to me it is. This is also called "personal experience".
This is indeed a good time for you to end the discussion. There exist those that shrug off the cost of a 2+B IO. If you're not one of them, so be it. Anyway, without the IO and Maneuvers, I would have a good sized gap to soft-capping psi. Of course soft-capping the other damage types is easy. I added Psi to the list. |
Anectodal evidence is quite sufficient when I'm the one providing the anectdote, at least to me it is. This is also called "personal experience".
|
This is indeed a good time for you to end the discussion. |
There exist those that shrug off the cost of a 2+B IO. |
It's possible to soft-cap a tank to S/L/E/N without the need to resort to the PVP IO. I've already said as much. Was someone not listening?
If you're not one of them, so be it. Anyway, without the IO and Maneuvers, I would have a good sized gap to soft-capping psi. |
Anectodal evidence is quite sufficient when I'm the one providing the anectdote, at least to me it is. This is also called "personal experience".
This is indeed a good time for you to end the discussion. There exist those that shrug off the cost of a 2+B IO. If you're not one of them, so be it. Anyway, without the IO and Maneuvers, I would have a good sized gap to soft-capping psi. Of course soft-capping the other damage types is easy. I added Psi to the list. |
Deacon, for you you've got a build you like and that works for you. I'm not going to argue that point.
But, I would like to point out that the general populous of the game doesn't have 2+Billion to spend on the IO like you did, so it's hard to recommend that as a solution to everyone. IF the OP wants to spend that kind of influence on his build that's fine. It is his build and he can choose to craft it however he likes. It's not a choice I'd suggest for everyone.
In general, the endurance cost of maneuvers is fairly high for the defensive return on tanks. Considering it doesn't even give you as much defense as Combat Jumping for 5 times the endurance cost. You've worked around the endurance cost, which is great, but Maneuvers is generally not needed to soft cap an Invulnerable tank. There are other ways that don't use that much endurance. You can still get an Inv/SS tank to the s/l/e/n softcap without Maneuvers.
In the end there is no "one way" to build a tank. So yes, your way works, and it works great for you. (You have to admit though, it is an expensive way to go about getting there that isn't for everyone.) That also doesn't mean the advice that others are giving here is any less valid then yours.
Can we get back to helping the OP?
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
I'd like to add a few quick comments.
Deacon, for you you've got a build you like and that works for you. I'm not going to argue that point. But, I would like to point out that the general populous of the game doesn't have 2+Billion to spend on the IO like you did, so it's hard to recommend that as a solution to everyone. IF the OP wants to spend that kind of influence on his build that's fine. It is his build and he can choose to craft it however he likes. It's not a choice I'd suggest for everyone. In general, the endurance cost of maneuvers is fairly high for the defensive return on tanks. Considering it doesn't even give you as much defense as Combat Jumping for 5 times the endurance cost. You've worked around the endurance cost, which is great, but Maneuvers is generally not needed to soft cap an Invulnerable tank. There are other ways that don't use that much endurance. You can still get an Inv/SS tank to the s/l/e/n softcap without Maneuvers. In the end there is no "one way" to build a tank. So yes, your way works, and it works great for you. (You have to admit though, it is an expensive way to go about getting there that isn't for everyone.) That also doesn't mean the advice that others are giving here is any less valid then yours. Can we get back to helping the OP? |
Sorry, but anecdotal evidence is NEVER sufficient. It's simply a way of saying "this is what I feel". Nothing more. |
Please try the rhetorical bully-boy tactics elsewhere. They're impressing nobody. |
Evidently we have a lapse in somebody's reading comprehension. |
Yay for you. Going out of your way to soft-cap against pure psi is relatively pointless for an invuln. You aren't going to see enough of an appreciable gain in psi defense without SEVERELY jacking around your build. And besides, depending on how crazy you get with the build, it's quite doable to get ranged defenses up into the 30's, covering you from a goodly chunk of psi damage due to the fact that pure psi is about as rare as hens' teeth in the game. |
Now as Rangle suggested, back to aiding the OP...
Global = Hedgefund (or some derivation thereof)
Thanks for the help so far everyone. As you could see in my second build I posted, Maneuvers was already gone, so let's put that matter to bed. It may work for some builds, but not for what I want.
Does anyone else have opinions on the destiny power? Ageless is undeniably attractive for almost anyone.
Barrier is also nice, but I think not as nice on Inv as some others since it is already fairly solid (I may be wrong about this, and it definitely would have more application in itrials, but I find I am usually buffed through the roof there).
I'm curious about Rebirth Radial. I find that if I am going to go down as Inv, rebirth is probably not going to stop it. I think its best use would be soloing difficult things. Usually on my brute when I go down in an itrial it is fast and hard, and I'm not sure that kind of damage is appropriate to respond to with added regen (even as large as it is).
That being said, this is the current version of the build.
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I made some minor tweaks to your build. I got your s/l resistances closer to the cap without the use of Cardiac. This is for times when you might exemp down.
I've started to really like the Hami-O's in Invincibility. They'll give you a touch more defense then the LotGs, and definitely even more +to-hit. (not that you need it with Rage up). They're not an cheap option, but one to consider.
Anyway, take a look at the build and see what you think.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Autotank: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(33)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx(34)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(13), Mocking-Rchg(33), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(19), HO:Cyto(19), HO:Membr(21)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39), Mako-Acc/EndRdx/Rchg(39)
Level 22: Tough -- EndRdx-I(A), ResDam-I(36), ResDam-I(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(29)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit(37), AdjTgt-ToHit/EndRdx(39)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(46)
Level 35: Resist Elements -- ResDam-I(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), FrcFbk-Rechg%(42)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Cardiac Core Paragon
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(40)
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Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
I made some minor tweaks to your build. I got your s/l resistances closer to the cap without the use of Cardiac. This is for times when you might exemp down.
I've started to really like the Hami-O's in Invincibility. They'll give you a touch more defense then the LotGs, and definitely even more +to-hit. (not that you need it with Rage up). They're not an cheap option, but one to consider. Anyway, take a look at the build and see what you think. Code:
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Okay the problem is you went after the recharge bonus in Rage (5%) and ignored the 7.5% one in Taunt. BAD! BAD!
And RPD is essentially unslotted!
Here's a small tweak that:
- Gets you to S/L cap for Resist
- Bumps your recharge slightly
- Bumps your F/C defense
- Reduces resting Endurance consumption even further.
Here's a small tweak that:
|
Hyper, if TI, UY and Tough are all fully slotted RPD really doesn't need anything more than minimal slotting to reach the S/L hard cap.
I can't see any good reason to use a Reactive Armor set in one of the passives and common IOs in Tough, since Tough has a higher base value and needs end reduction.
Move the RA set from ResEn to Tough and three-slot ResEn with Aegis for the F/C defense bonus.
I'm not a big fan of Mako's Bite for E/NE def, a good combo for KoB that gives slightly more E/NE def is 4 Crushing Impact plus two Basilisk's gaze.
I'd also pull one of the slots from Haymaker to put a fifth slot in Jab; with Bruising you'll want to use Jab frequently so you might as well make the most of it.
Slotting single Scirocco's Dervish and Obliteration IOs doesn't do much for you in Foot Stomp; I'd either add one Erad and one Multi Strike for the Erad +HP bonus, or two Scirocco's Dervish for the regen bonus.
You could also pull the Def/Rchg slot from Tough Hide and move it to Taunt. You'll lose just a tiny bit of defense but gain the 7.5% defense bonus from the Mocking Beratement set. Here's what it would look like:
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Autotank: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(13), Dct'dW-Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(33)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx(34)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(13), Mocking-Acc/Rchg(29), Mocking-Rchg(33), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(19), HO:Cyto(19), HO:Membr(21)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(37), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit(37), AdjTgt-ToHit/EndRdx(39)
Level 30: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(43)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(46)
Level 35: Resist Elements -- ResDam-I(A)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(40), Erad-Dmg/Rchg(40), Erad-Dmg(42), M'Strk-Acc/Dmg/EndRdx(42), FrcFbk-Rechg%(42)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Cardiac Core Paragon
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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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 -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(40)
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Set Bonus Totals:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
Both Rage and Taunt were 5-slotted.
I converted Taunt to a 6 slot and reduced Rage to a 3 slot (common recharge IOs).
You lost 5% recharge from a set bonus in Rage, but gained 7.5% recharge from a set bonus in Taunt.
Also, he had Tough slotted for 1 common End Reduction and 2x Common Resist Damage and only the Res/Def unique in Resist Physical Damage.
I replaced the commons in Tough with 3 Aegis (Resist, Resist/EndRed and Resist/EndRed/Rech).
I also took remaining slot I'd "stolen" from Rage and plonked it into Resist Physical Damage and tossed a common Resist on it (since it's Auto, there's no endurance consumption). This bumped your S/L resistance above the 90% hard cap when it was at approximately 86 before.
You lost a little +ToHit in the bargain, but when you're double-stacking Rage, it's not a huge deal. If it BECOMES a huge deal, replace the 3x Common Recharge IOs with Membrane Hami-Os. They buff Recharge and ToHit.
Hyper, if TI, UY and Tough are all fully slotted RPD really doesn't need anything more than minimal slotting to reach the S/L hard cap.
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The build I posted was just a minor modification of the one you put up in the post I responded to.
I can't see any good reason to use a Reactive Armor set in one of the passives and common IOs in Tough, since Tough has a higher base value and needs end reduction. |
Okay, essentially here's what was going on in the build I critiqued.
Both Rage and Taunt were 5-slotted. I converted Taunt to a 6 slot and reduced Rage to a 3 slot (common recharge IOs). You lost 5% recharge from a set bonus in Rage, but gained 7.5% recharge from a set bonus in Taunt. Also, he had Tough slotted for 1 common End Reduction and 2x Common Resist Damage and only the Res/Def unique in Resist Physical Damage. I replaced the commons in Tough with 3 Aegis (Resist, Resist/EndRed and Resist/EndRed/Rech). I also took remaining slot I'd "stolen" from Rage and plonked it into Resist Physical Damage and tossed a common Resist on it (since it's Auto, there's no endurance consumption). This bumped your S/L resistance above the 90% hard cap when it was at approximately 86 before. You lost a little +ToHit in the bargain, but when you're double-stacking Rage, it's not a huge deal. If it BECOMES a huge deal, replace the 3x Common Recharge IOs with Membrane Hami-Os. They buff Recharge and ToHit. |
My Characters
Knight Court--A CoH Story Complete 2/3/2012
Me either. He quoted Rangle's build, but I don't see one of his own.
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Eh. Well, that's what I get for trying to do it quickly.
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Considering that he can cap S/L/E/N without it or the PVP IO? I don't think the advice is quite THAT bad. Then again, I'm notoriously stingy on Endurance expenditure on most of my builds. For some people they'd classify the builds as "underperforming", but I look at them as "self sufficient".
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Maybe so, but I do not want folks to take to heart the thought that maneuvers is a bad pick. Maneuvers buffs you and your team, and any invuln is a team creature.
Taking a look at the op's build, I see them trying to make a tank damage machine.
The advice is simple: Reroll as a Brute.
All issues addressed.
Maybe so, but I do not want folks to take to heart the thought that maneuvers is a bad pick. Maneuvers buffs you and your team, and any invuln is a team creature.
Taking a look at the op's build, I see them trying to make a tank damage machine. The advice is simple: Reroll as a Brute. All issues addressed. |
Besides, that's not the argument. The argument against Maneuvers is because it's a needless expense:
- In endurance use
- In a power pick
- In a use of slots
All because:- There are better ways to cap an Invuln tank (that don't even remotely include burning over 2 billion inf on a PVP IO).
End of discussion.This is indeed a good time for you to end the discussion. There exist those that shrug off the cost of a 2+B IO. If you're not one of them, so be it. Anyway, without the IO and Maneuvers, I would have a good sized gap to soft-capping psi. Of course soft-capping the other damage types is easy. I added Psi to the list.
Global = Hedgefund (or some derivation thereof)