Does Invul get better?


BeornAgain

 

Posted

I have a level 22 inv/dual blades scrapper. She waaaaay underperforms my level 18 willpower/claws scrapper. I thought it might be better for a tank, so I made an Invul/MA tank for I21; he's only level 10, but he's not feeling so invulnerable either... and he's eating end like a t-rex gorging on an apatosaurus. I took a Fire/EM to level 48, and I don't ever remember feeling so much like a punching bag.

Does Invul just take time to develop? Does it not come into its own until after Invincibility? Is it mainly a defense set? Please help me gain perspective on this. Thanks.


 

Posted

Invincibility is the power you're looking for.

Also, take Tough.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Invul DOES take time to develop.

Invul enjoys a fair amount of awesome once Invincibility shows up, yes.

It certainly is not an offensive set like, say, Fiery Aura or Electric Armor.

If you want an offensive tank that can survive, get electric armor.
If you want an offensive tank that can survive with LOTS of inf, get fiery aura.

If you want to waltz through material with ne'er a thought to your survival, get stone and get a killer set of granite.

However, if you want to cap S/L resists, have decent resists to everything else beside, and soft-capped defense to S/L and E/NE with only 1 foe in range, then I reccomend Invul.

This is my Main character, Beorn. He is the first toon I ever got to 50, and I have been playing him on and off since issue 1. He's not flashy, and energy melee means on occasion he'll kill things already very dead, but against static targets, he hits hard.

There are NO purples or PvP IOs in this build. Yet, he manages every trial in the game and survives just fine. Every so often an orange insp must be consumed, but he'll do just fine.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Beorn: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance: Level 40
  • (5) Reactive Armor - Resistance/Endurance: Level 40
  • (13) Reactive Armor - Resistance/Recharge: Level 40
  • (17) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 1: Barrage
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (5) Kinetic Combat - Damage/Endurance: Level 35
  • (15) Kinetic Combat - Damage/Recharge: Level 35
  • (19) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 2: Dull Pain
  • (A) Doctored Wounds - Heal: Level 50
  • (9) Doctored Wounds - Heal/Endurance: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (19) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (21) Doctored Wounds - Recharge: Level 50
Level 4: Bone Smasher
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (11) Kinetic Combat - Damage/Endurance: Level 35
  • (15) Kinetic Combat - Damage/Recharge: Level 35
  • (17) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 6: Fly
  • (A) Winter's Gift - Slow Resistance (20%): Level 50
Level 8: Boxing
  • (A) Empty
Level 10: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (11) Luck of the Gambler - Defense: Level 50
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (13) Luck of the Gambler - Defense: Level 50
Level 14: Unyielding
  • (A) Reactive Armor - Resistance: Level 40
  • (21) Reactive Armor - Resistance/Endurance: Level 40
  • (31) Reactive Armor - Resistance/Recharge: Level 40
  • (37) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 16: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (23) Perfect Zinger - Taunt/Recharge: Level 50
  • (29) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (31) Perfect Zinger - Accuracy/Recharge: Level 50
  • (36) Perfect Zinger - Taunt/Range: Level 50
  • (36) Perfect Zinger - Chance for Psi Damage: Level 50
Level 18: Whirling Hands
  • (A) Eradication - Damage: Level 30
  • (23) Eradication - Damage/Recharge: Level 30
  • (31) Eradication - Accuracy/Damage/Recharge: Level 30
  • (33) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (40) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (46) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 20: Invincibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (25) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
Level 22: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (25) Reactive Armor - Resistance/Endurance: Level 40
  • (33) Reactive Armor - Resistance/Recharge: Level 40
  • (36) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 24: Weave
  • (A) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Recharge Speed: Level 50
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Recharge Speed: Level 50
  • (34) Luck of the Gambler - Defense/Endurance: Level 50
Level 28: Resist Energies
  • (A) Reactive Armor - Resistance: Level 40
  • (29) Reactive Armor - Resistance/Endurance: Level 40
  • (34) Reactive Armor - Resistance/Recharge: Level 40
  • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 30: Resist Elements
  • (A) Reactive Armor - Resistance: Level 40
  • (37) Reactive Armor - Resistance/Endurance: Level 40
  • (37) Reactive Armor - Resistance/Recharge: Level 40
  • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 32: Resist Physical Damage
  • (A) Aegis - Psionic/Status Resistance: Level 50
Level 35: Energy Transfer
  • (A) Mako's Bite - Accuracy/Damage: Level 50
  • (39) Mako's Bite - Damage/Endurance: Level 50
  • (40) Mako's Bite - Damage/Recharge: Level 50
  • (43) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
  • (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
  • (50) Mako's Bite - Chance of Damage(Lethal): Level 50
Level 38: Total Focus
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (40) Crushing Impact - Damage/Endurance: Level 50
  • (42) Crushing Impact - Damage/Recharge: Level 50
  • (43) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (46) Crushing Impact - Accuracy/Damage/Endurance: Level 50
Level 41: Char
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (42) Basilisk's Gaze - Recharge/Hold: Level 30
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 44: Fire Blast
  • (A) Decimation - Accuracy/Damage: Level 40
  • (45) Decimation - Damage/Endurance: Level 40
  • (45) Decimation - Damage/Recharge: Level 40
  • (45) Decimation - Accuracy/Damage/Recharge: Level 40
  • (46) Decimation - Chance of Build Up: Level 40
Level 47: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (48) Positron's Blast - Damage/Endurance: Level 50
  • (48) Positron's Blast - Damage/Recharge: Level 50
  • (48) Positron's Blast - Damage/Range: Level 50
  • (50) Positron's Blast - Chance of Damage(Energy): Level 50
Level 49: Unstoppable
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 0: Freedom Phalanx Reserve
Level 0: Eye of the Magus
Level 0: Geas of the Kind Ones
Level 0: Portal Jockey
Level 0: Elusive Mind
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Vanguard Medal
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (3) Miracle - +Recovery: Level 40
  • (7) Regenerative Tissue - +Regeneration: Level 30
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 50
  • (3) Performance Shifter - EndMod: Level 50
  • (7) Performance Shifter - EndMod/Recharge: Level 50

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Posted

The OP will be able to do it a lot cheaper, as long as they keep Storm Kick in their attack chain - 10% buff to all defense types is a nice bonus.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Id say once you pick up invincibility, and then tough hide, and weave from fighting. You've got masses of defence there to play with alongside HUGE resistance to smashing and lethal damage and reasonable resistance to exotic damages. Then you really do feel invulnerable. And if anything does hit you, you just go... "tickles!"

Invul doesn't really shine IMHO till the mid 20's and after that you get chance to bung in some invention sets of your choice, but even on just SO's you can still stand in battle for an insane amount of time. Then you see just what it can do.

A level 50 invulnerable tanker from my experiences, is almost completely unstoppable (Without the actual Unstoppable power) in normal game content. The Incarnate trials, you can't be so "go on, hit me!" with them, but, even then, with the right incarnate buffs and a good team with you, you can tank the hell out of em regardless...


 

Posted

Thank you all for your advice and encouragement. And thanks, BeornAgain, for the model build. I'll stick with Invulnerability and see where it takes me.


 

Posted

Quote:
Originally Posted by BigBoss Eyepatch View Post
Id say once you pick up invincibility, and then tough hide, and weave from fighting. You've got masses of defence there to play with alongside HUGE resistance to smashing and lethal damage and reasonable resistance to exotic damages. Then you really do feel invulnerable. And if anything does hit you, you just go... "tickles!"

Invul doesn't really shine IMHO till the mid 20's and after that you get chance to bung in some invention sets of your choice, but even on just SO's you can still stand in battle for an insane amount of time. Then you see just what it can do.

A level 50 invulnerable tanker from my experiences, is almost completely unstoppable (Without the actual Unstoppable power) in normal game content. The Incarnate trials, you can't be so "go on, hit me!" with them, but, even then, with the right incarnate buffs and a good team with you, you can tank the hell out of em regardless...
I don't have the Fighting pool and only Aid Others from the Medicine pool. I can only cap my resistance by hitting Unstoppable and my defense popping purples. So I am forced to do missions at only 2x4 rather than x8 and I die occasionally on trials. (Mostly Keyes ) Obviously not nearly as tough as I could be, but still feel powerful powering through missions.

Yeah, Inv gets better.


Justice Blues, Tech/Tank, Inv/SS
----------------------
Fighting The Future Trilogy
----------------------

 

Posted

Sorry if I'm a bit late to the party. I have a lvl 33 Invulnerable/DB tank over on Union that's very sturdy against most mobs. (I drag him out for any of the "Tanker Tuesday" Saturday Euro Tour events on Union that I can make. )

Up until I started getting into the Cones and PBAoEs it never felt like he was doing all that much dmg. (I am an AoE junkie, I'll admit) But I've waded into mobs of council that have ripped apart other tanks teaming with me and come out smelling like a rose. (Well, maybe not a rose, but you get the idea.) You'll never do the dmg an equivalent brute/scrapper will do, so don't expect that. You will, however, survive things they can't without having spent a lot of influence to get there.

I don't recall seeing any mention of Call Me Awesome's Invulnerable tank guides, but take a look at them in the tank guide section if you haven't already. They're a must read for Invulnerable tanks.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

@OP:
Melee in general takes a while to mature. All those great defensive powers have to have enough slots and (at least) SOs before they begin to shine. And yes, Invul is awesome.


 

Posted

I've found that Invuln is decent in the really low levels (below 15) and starts coming into it's own at 18 with Invincibility. By the time you're around 25 you should start feeling pretty dang durable and with some IO's in the mix you can become godlike in the later game.

In my opinion a well built Invuln with a soft capped S/L defensive build is probably the second most durable tanker in the game, just behind a Stone Armor tanker in Granite. No, you aren't going to surpass a decently built Granite tank but you can get pretty close, and you don't have to deal with Granite's penalties. I've taken Invuln, Stone and Shield to 50 and Ice to 40... of those tankers the Invuln is the best all around. It has mobility, good aggro abilities and it doesn't have the penalties of Granite while being considerably tougher than Shield, Ice or Fire. (Be aware that some posters have managed to make absolute monsters with Fire tankers and over 10 billion influence)

Hard cap (90%) your S/L resistance with Tough and soft cap (45%) your S/L defenses and boost your E/N defense as much as you can (ideally to 45% as well) and you'll have something capable of handling anything the game can throw at it.

The key, of course, is building it right and playing it well. My first 20 levels guide will give you a solid framework to start on and my soft cap guide will give you a reasonably inexpensive method to get great durability as your tanker matures. In the playing it well category I believe Dechs Kaison wrote a good primer on general tanking.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Justice Blues View Post
I don't have the Fighting pool and only Aid Others from the Medicine pool.
It's nice to see some invuln out there without fight pool. I used to not have it for ages and argue over the fact that one didn't "need" it, tough and weave were neither part of Invulns balance or something that all Invulns should be assumed to have.

But since, inherent fitness, leading to extra power picks and now the iTrials I think its something I'd recommend, usually for those cack teams that didn't allow mobs in melee buffing your invincible.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
It's nice to see some invuln out there without fight pool. I used to not have it for ages and argue over the fact that one didn't "need" it, tough and weave were neither part of Invulns balance or something that all Invulns should be assumed to have.

But since, inherent fitness, leading to extra power picks and now the iTrials I think its something I'd recommend, usually for those cack teams that didn't allow mobs in melee buffing your invincible.
I am slowly putting together a Trial build that will have Tough and Weave in it and capping my defenses. What I don't like about it is the way it hurts my attacks. But on Trials I am lucky to get in 2 or 3 hits on spawns before everything is melted anyway, so I am willing to lower my damage a bit for that.

I don't believe it is necessary to have everything maxed to contribute to anything in the game, and I enjoy my supposedly underpar regular build, so I am not in any hurry to finish the Trial build. And if I put it off long enough, maybe Synapse can get the other 3 slots in the game. That would make things a lot easier.


Justice Blues, Tech/Tank, Inv/SS
----------------------
Fighting The Future Trilogy
----------------------

 

Posted

Quote:
Originally Posted by Justice Blues View Post
I am slowly putting together a Trial build that will have Tough and Weave in it and capping my defenses. What I don't like about it is the way it hurts my attacks. But on Trials I am lucky to get in 2 or 3 hits on spawns before everything is melted anyway, so I am willing to lower my damage a bit for that.

I don't believe it is necessary to have everything maxed to contribute to anything in the game, and I enjoy my supposedly underpar regular build, so I am not in any hurry to finish the Trial build. And if I put it off long enough, maybe Synapse can get the other 3 slots in the game. That would make things a lot easier.
I'm not sure how it could be hurting your attack chain; my Inv/Stone, CMA, has no problems with a full chain and Stone Melee isn't a set known for rapidly recharging attacks. What are you working with now, maybe we can come up with an improvement without sacrificing your damage output.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I'm not sure how it could be hurting your attack chain; my Inv/Stone, CMA, has no problems with a full chain and Stone Melee isn't a set known for rapidly recharging attacks. What are you working with now, maybe we can come up with an improvement without sacrificing your damage output.
My attacks are going to be 5 slotted, not 6. Going from 6 slotting Crushing Impact to 4 slotting Kinetic Combat +1 Mako makes a difference in everything. Only 5% - 10% in damage & recharge, with a big bite out of Accuracy (Which Rage will handle, so no big deal), but I hate giving up DPS. Which is why I will have a separate Trial build. It isn't like my damage output is needed on those.

Solo, it is sub-optimal defenses, 6 slotted attacks and a T3 Musculature Alpha. Until I finish the second T3 anyway.


Justice Blues, Tech/Tank, Inv/SS
----------------------
Fighting The Future Trilogy
----------------------

 

Posted

Quote:
Originally Posted by Justice Blues View Post
My attacks are going to be 5 slotted, not 6. Going from 6 slotting Crushing Impact to 4 slotting Kinetic Combat +1 Mako makes a difference in everything. Only 5% - 10% in damage & recharge, with a big bite out of Accuracy (Which Rage will handle, so no big deal), but I hate giving up DPS. Which is why I will have a separate Trial build. It isn't like my damage output is needed on those.

Solo, it is sub-optimal defenses, 6 slotted attacks and a T3 Musculature Alpha. Until I finish the second T3 anyway.
Hmm, slotting 4 Kin Combat and 1 level 35 Crushing Impact Acc/Dam I end up with 45% acc/96% dam/41% end/41% recharge. Change the 35 CI Acc/Dam to a level 50 Acc/Dam/Rech and you keep the same Acc/Dam/End and boost your recharge to 62%. Slotting 4 Smashing Haymaker in place of the Kin Combat yields for all practical purposes the same numbers.

You're looking at good accuracy, particularly since you'll undoubtedly pick up some acc bonuses not to mention Invincibility and Rage, ED capped damage, decent endurance and recharge. It appears to me that you're getting the enhancement values you need quite handily.

Assuming all level 50 Crushing Impact you're considerably over the ED cap on damage with yes a bit more acc and endurance. On the other hand your set bonuses will not exemp and the 7% acc and 5% recharge are less valuable than the 3.75% S/L defense. I really doubt you'll notice the very slight loss of damage and your durability will go up pretty drastically.

Still it's your character and you're the one playing it. If that miniscule extra damage from going over the ED cap is worth loosing more valuable set bonuses and loosing all bonuses if you exemp below 47 then it's your call to make.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Quantumizer View Post
and he's eating end like a t-rex gorging on an apatosaurus.
Love the image! Slight nitpick: T-Rex and Apatosaurus were not contemporaneous. Substitute Allosaurus vs Apatosaurus.

Quote:
Originally Posted by Call Me Awesome View Post
I'm not sure how it could be hurting your attack chain
Yeah.

Quote:
Originally Posted by Justice Blues View Post
My attacks are going to be 5 slotted, not 6. Going from 6 slotting Crushing Impact to 4 slotting Kinetic Combat +1 Mako makes a difference in everything. Only 5% - 10% in damage & recharge, with a big bite out of Accuracy (Which Rage will handle, so no big deal), but I hate giving up DPS. Which is why I will have a separate Trial build. It isn't like my damage output is needed on those.
Well, I haven't lost any damage on my own Inv/SS (with one important caveat I'll get to in a moment). Attacks are six-slotted and defenses are still plenty sturdy -- 5% above the soft cap vs s/l/e/n with one foe in range, 90% s/l resistance, tolerable end usage. And that's without any Alpha Incarnate slotting yet.

The one concession I had to make was not being able to slot an ancillary/epic attack. I do have 5 six-slotted attacks and a 4-slotted one, however, so you might be able to take an ancillary instead of one of the earlier attacks if you wanted to. You also might not desire to go 5% over the soft cap for a buffer against debuffs.

So it seems doable to me to make a very durable Inv Tanker without suffering damage penalties.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

as far as im concerned invul is the safest and easiest tank to play in the game..for me its a big snooze fest and the reason i dont play my invul/ss anymore..so does it get better?. well no...does it get easier of course.


 

Posted

OP you missed out on the early days of Invul tanking where you could literally go get a cup make a cup of coffee while you auto taunted away and lost close to zero health to red and purple mobs. You can still do that of course, but only with IO's and at level 50. Also there was perma unstoppable...Used to be the most enjoyable experience, next to Golem tanking.


Does it getter better? sure, in the late 30's...just like when you first get your Golem.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Quote:
Originally Posted by Severe View Post
as far as im concerned invul is the safest and easiest tank to play in the game..for me its a big snooze fest

Make a Rock Tank....Golem is a snooze fest.

Quote:
so does it get better?. well no...does it get easier of course.

I would imagine the mitigation and defense gets better at least for me it did. Tanking in this game is the easiest I've seen. It ain't Warrior tanking.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

Quote:
Originally Posted by Lacrymosa View Post
Make a Rock Tank....Golem is a snooze fest.




I would imagine the mitigation and defense gets better at least for me it did. Tanking in this game is the easiest I've seen. It ain't Warrior tanking.
i have EVERY primary at 50 for tanks ...he doesnt get played either.lol


 

Posted

Quote:
Originally Posted by New Dawn View Post
It's nice to see some invuln out there without fight pool. I used to not have it for ages and argue over the fact that one didn't "need" it, tough and weave were neither part of Invulns balance or something that all Invulns should be assumed to have.

But since, inherent fitness, leading to extra power picks and now the iTrials I think its something I'd recommend, usually for those cack teams that didn't allow mobs in melee buffing your invincible.
I actually have neither the Fighting pool or the Medicine pool. Alpha Cardiac (with its Resist secondary boost) and Destiny Rebirth (with its Regen buff) make excellent substitutes, especially when combined with Dull Pain's +Max HP.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!

 

Posted

Quote:
Originally Posted by Sylph_Knight View Post
I actually have neither the Fighting pool or the Medicine pool. Alpha Cardiac (with its Resist secondary boost) and Destiny Rebirth (with its Regen buff) make excellent substitutes
Not on a Manticore TF. :P


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Originally Posted by Sailboat View Post
Not on a Manticore TF. :P
I don't mean to be judgmental, but if you're doing a Manticore TF then chances are you should have adequate buffs and support to make up for the loss. There are many situations in the game where you don't have to capitalize entirely on your own internal performance.


Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!