Inv/Eng/Eng Build Help
Yeah, you've got some things mixed up, alright. The most important power in any Invulnerability build is Temporary Invulnerability (even though it's no longer 'temporary' as it's now a toggle.) You need to get that First!
So, read these Guides: Invulnerability and the Defense Soft Cap
and: Invulnerability Tanker, the First 20 Levels
These are both very tightly focused on making the most invulnerable Invulnerability Tanker. I'm not really rich enough to go that far and I'm a lot 'looser' by nature, anyway.
Try this starting 'ladder' instead.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Inv/Energy/Energy: Level 49 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Barrage -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Bone Smasher -- Empty(A)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Whirling Hands -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Resist Physical Damage -- Empty(A)
Level 22: Resist Energies -- Empty(A)
Level 24: Assault -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Tactics -- Empty(A)
Level 30: Tough -- Empty(A)
Level 32: Build Up -- Empty(A)
Level 35: Energy Transfer -- Empty(A)
Level 38: Total Focus -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Weave -- Empty(A)
Level 49: Resist Elements -- Empty(A)
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
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Fireheart
The first problem I see is that delaying Temp Invul, Unyielding and Dull Pain to take the resistance passives early is NOT a good idea. RPD and ResEn are certainly worth taking, (ResEl is a lot more marginal) but you're better off delaying them until the 20s or even 30s and taking TI, UY and DP right away. TI and UY provide much higher levels of resistance than the passives, and UY is your mez protection besides.
Also, taking the Fighting Pool will do much more for you than the Leadership pool. Tough will allow you to hard cap S/L resistance, and Weave provides a lot more defense than Maneuvers at a lower endurance cost.
You have a pool open, so you also might want to consider dropping ResEl for Hasten. As I mentioned, ResEl is the most skippable of the passives, since it provides resistance to a relatively rare damage type and its secondary effect, slow resistance, is nice but not essential.
The "how many slots" question depends a lot on what you're going to use to slot it--the recommendations are a little different depending on whether you're going to use SOs, common IOs or set IOs. In general, for SOs you want 4 slots for armor toggles, 3 for def/res and 1 for end reduction, passives should get 1-3 slots. Attacks should be either 5 or 6 slotted, recharge only powers like BU and Hasten 3 slots each. Dull Pain should be 6-slotted with Heal and Recharge.
Here's a quick SO build with the changes I recommended; RPD and ResEn much later, the Fighting Pool instead of the Leadership pool, and Hasten instead of ResEl. Slotting for a common IO build will be similar, though you'll be able to get away with 2-slotting level 50 commons in some cases instead of 3 SOs. Set IOs are a whole 'nother kettle of fish, and for that recommend looking at Call Me Awesome's guide for soft-capping Invul tankers in the guides section.
Hope that helps!
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- EndRdx(A), ResDam(3), ResDam(3), ResDam(5)
Level 1: Barrage -- Acc(A), EndRdx(17), RechRdx(21), Dmg(23), Dmg(23), Dmg(50)
Level 2: Dull Pain -- RechRdx(A), RechRdx(5), RechRdx(7), Heal(7), Heal(9), Heal(9)
Level 4: Energy Punch -- Acc(A), EndRdx(27), RechRdx(33), Dmg(33), Dmg(33), Dmg(34)
Level 6: Bone Smasher -- Acc(A), EndRdx(34), RechRdx(34), Dmg(36), Dmg(36), Dmg(36)
Level 8: Unyielding -- EndRdx(A), ResDam(11), ResDam(11), ResDam(13)
Level 10: Taunt -- Empty(A)
Level 12: Fly -- Empty(A)
Level 14: Combat Jumping -- DefBuff(A), DefBuff(46)
Level 16: Whirling Hands -- Acc(A), EndRdx(37), RechRdx(37), Dmg(37), Dmg(39), Dmg(39)
Level 18: Invincibility -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(21)
Level 20: Resist Physical Damage -- ResDam(A), ResDam(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- EndRdx(A), ResDam(25), ResDam(25), ResDam(27)
Level 26: Tough Hide -- DefBuff(A), DefBuff(39), DefBuff(40)
Level 28: Weave -- EndRdx(A), DefBuff(29), DefBuff(29), DefBuff(31)
Level 30: Build Up -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Unstoppable -- RechRdx(A), RechRdx(48)
Level 35: Energy Transfer -- Acc(A), EndRdx(40), RechRdx(40), Dmg(42), Dmg(43), Dmg(43)
Level 38: Total Focus -- Acc(A), EndRdx(43), RechRdx(45), Dmg(45), Dmg(45), Dmg(46)
Level 41: Hasten -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Conserve Power -- RechRdx(A), RechRdx(48)
Level 47: Physical Perfection -- Heal(A), EndMod(48)
Level 49: Resist Energies -- ResDam(A), ResDam(50), ResDam(50)
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Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(13), Heal(15)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15), EndMod(17)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
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My Characters
Knight Court--A CoH Story Complete 2/3/2012

That looks good, Finduilas. My only argument is that, if you Must take Boxing (and you really should) then you should slot it and Use it.
I swap it in for Energy Punch, even though that means I give up a little damage. Saves a power-pick, which I can use for some 1-slot power.
Finally, I subscribe to CMA's observation that a Defense-built Invulnerability Tanker really has no use for Unstoppable, so they don't have to suffer the crash. Your experience may differ.
Be Well!
Fireheart
That looks good, Finduilas. My only argument is that, if you Must take Boxing (and you really should) then you should slot it and Use it.
I swap it in for Energy Punch, even though that means I give up a little damage. Saves a power-pick, which I can use for some 1-slot power. Finally, I subscribe to CMA's observation that a Defense-built Invulnerability Tanker really has no use for Unstoppable, so they don't have to suffer the crash. Your experience may differ. Be Well! Fireheart |
In general I agree about Unstop not being necessary if you're soft-capping. However, since the OP didn't seem to be to the point of considering IO sets and soft-capping yet, I thought it would be safer to leave it in the build.
My Characters
Knight Court--A CoH Story Complete 2/3/2012

That's a reasonable position.
On the other hand, Barrage is actually a misplaced Tier 2, in EM. The poor thing has been nerfed and massaged and nerfed again, before the Devs arrived at the current state.
Boxing actually doesn't lag far behind, compared to Energy Punch (which also does less damage than Barrage). The issue is that E-Punch has an Energy damage component, to compound with the basic S/L of punching somebody in the stomach. So, it not only does a bit more damage overall, but it's Non-Smashing/Lethal damage, while Boxing is all plain-vanilla S/L.
However, as a result of Using Boxing, my Inv/EM main has room for Assault and Tactics, like in the framework I posted.
Be Well!
Fireheart
Energy Punch is in every way better than boxing: better damage type, 30% stun instead of 10%, longer stun, splash taunt.
The only reason to take boxing instead, is if you have a problem in power selections and must free one slot (you'll likely get in anyway for the tough and weave).
With EM 1-2-3 punch sequence, which is quick, you get 84% to put at least mag 2 stun on the target. 60% to get stun mag 3 (just land bone smasher) and a 29% to end up with mag 4-7 which means to stun a boss, at least for a few seconds. Boxing drop these % significantly, in particular the chance to stack mag stuns, but you may not be interested in stuns at all.
Thanks for looking at this build.
I have played CoH for many years, but had to take a vacation from the game for some time.
I have returned and have noticed many changes to the game and the archetypes.
What I need help with is my Inv/Eng/Eng tank.
Please note that this is a rough draft of the powers i would like to have. if you feel there is a better order or a better power selection to use please let me know and please include at least a lil bit as to why you are suggesting it.
I have left slots out because its the biggest part i need help with as to how many slots to put in each power and what inhancements to put in them.
here is my Mids code:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage
- (A) Empty
Level 1: Barrage- (A) Empty
Level 2: Energy Punch- (A) Empty
Level 4: Fly- (A) Empty
Level 6: Resist Elements- (A) Empty
Level 8: Bone Smasher- (A) Empty
Level 10: Taunt- (A) Empty
Level 12: Resist Energies- (A) Empty
Level 14: Temp Invulnerability- (A) Empty
Level 16: Unyielding- (A) Empty
Level 18: Invincibility- (A) Empty
Level 20: Dull Pain- (A) Empty
Level 22: Whirling Hands- (A) Empty
Level 24: Combat Jumping- (A) Empty
Level 26: Tough Hide- (A) Empty
Level 28: Build Up- (A) Empty
Level 30: Maneuvers- (A) Empty
Level 32: Unstoppable- (A) Empty
Level 35: Conserve Power- (A) Empty
Level 38: Energy Transfer- (A) Empty
Level 41: Physical Perfection- (A) Empty
Level 44: Total Focus- (A) Empty
Level 47: Assault- (A) Empty
Level 49: Tactics- (A) Empty
Level 50: Nerve Radial ParagonLevel 50: Barrier Invocation
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
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Level 2: Swift Level 2: HealthLevel 2: HurdleLevel 2: StaminaLevel 1: Brawl Level 1: Gauntlet
Level 1: SprintLevel 2: RestLevel 4: Ninja Run
Meltdown Rad/Rad/Mu Corrupter
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