NEED CRITIQUE - PVE - Tank - Invul/SS - Mids Included


Hyperstrike

 

Posted

So I'm gonna be totally honest, I have a tank that's currently sitting at level 38 that I levelled several months ago by simply jumping on teams and running for fun, told them that I hadn't had alot of experience tanking and they all gave me pointers and supported me well and I didn't seem to have any trouble. Now I'm picking the toon back up, changing the name and giving it a makeover so to speak. I never really took the build all that seriously up to now, just kind of picking what seemed good at the time and figuring that I'd go back over it later, and now that time has come.

I've never played another tank before so I'm not sure what the best course of action would be for building. I've heard some people skip the Tier 1 attack, but with Bruising I wonder if that's enough of a boon to keep it? I'm also a little at a loss for where I can squeeze in pool powers for utility that won't completely cripple me in that level range, i.e. taking Hasten at lvl 18 and putting of Invincibility, would that make me subpar if exemplared out of range of Invinc? If I'm advised to drop Jab then I could easily squeeze in one of those extras early on. I'm also not sure if I should/want to take Taunt or not, I'm not sure I'd make a good main tank, but is it something that would be frowned on to not have in case I need to save a team mate from aggro? Would Gauntlet/Punchvoke be enough to get me by without spending a power pick?

Anyway, I've rambled enough, down to the nitty gritty. I plan to follow Call Me Awesome's guide to softcap defense with use of IOs and such, so the only real requirement would be to have space/accomodation made for that particular set. I'd LIKE to work in Spring Attack to have an occasional "double dip" attack with that plus Foot Stomp, but could possibly be talked out of it if someone has a better build idea that wouldn't allow for it. Aside from that I'm only really worried about being end efficient so I don't have to rest after every mob. I hope I'm not being unrealistic in my expectations. Mids build is below with the best power-pick route I could decipher being a Tank-noob, no idea how I should slot aside from what I was told in Awesome's guide. Anyone willing to go over it and let me know what they'd recommend as far as power/slotting order and anything that might be skippable (I know resist elements is, I just slapped it at the tail end since I didn't see anything else I'd want for this toon.)?

Sorry for the wall of text, looking forward to seeing what you awesome people can kick out.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Braintank: Level 49 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Jab -- Empty(A)
Level 2: Punch -- Empty(A)
Level 4: Dull Pain -- Empty(A)
Level 6: Haymaker -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Boxing -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Tough -- Empty(A)
Level 16: Weave -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Knockout Blow -- Empty(A)
Level 22: Super Jump -- Empty(A)
Level 24: Spring Attack -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Rage -- Empty(A)
Level 30: Resist Physical Damage -- Empty(A)
Level 32: Resist Energies -- Empty(A)
Level 35: Hurl -- Empty(A)
Level 38: Foot Stomp -- Empty(A)
Level 41: Conserve Power -- Empty(A)
Level 44: Physical Perfection -- Empty(A)
Level 47: Hasten -- Empty(A)
Level 49: Resist Elements -- Empty(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

You really want most of your armors coming in earlier than this unless you're playing at 50 all the time and NEVER exemp.

Maybe something like this:

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Hyperstrike: Level 49 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Jab -- Empty(A)
Level 2: Dull Pain -- Empty(A)
Level 4: Resist Physical Damage -- Empty(A)
Level 6: Haymaker -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Boxing -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Tough -- Empty(A)
Level 16: Taunt -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Knockout Blow -- Empty(A)
Level 22: Weave -- Empty(A)
Level 24: Super Jump -- Empty(A)
Level 26: Tough Hide -- Empty(A)
Level 28: Rage -- Empty(A)
Level 30: Resist Energies -- Empty(A)
Level 32: Resist Elements -- Empty(A)
Level 35: Hasten -- Empty(A)
Level 38: Foot Stomp -- Empty(A)
Level 41: Spring Attack -- Empty(A)
Level 44: Conserve Power -- Empty(A)
Level 47: Hurl -- Empty(A)
Level 49: Physical Perfection -- Empty(A)
------------
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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Posted

Hmmm, that does seem pretty sound, but it's kind of running counter to alot of what I've heard about Invul when I was reading up on it the past few days. General concensus seems to be that Resist Elements is totally skippable, especially if going for the defense softcap, and that the passives should mostly be put off and worked in around the 20's range. Not saying you're wrong, it's just different than what I've heard on the street.

The biggest problem that I have with the proposed build is that I'd only have 3 attacks pre-level 20 and if I'm exemping to do low-level stuff I'm going to be woefully useless solo. On a team, not so much, but on my own it would take forever to kill everything.

As far as taking Jab and Haymaker as opposed to Punch and Haymaker is there any particular reason? I know bruising lends a little weight to Jab, but does that really stack up towards endgame? I'd think that having a more powerful move like Punch would come in handier then. Sorry if I'm asking a ton of questions, I just wanna make sure I don't end up being "That Tank" in game, haha.


 

Posted

Quote:
Originally Posted by JKPhage View Post
Hmmm, that does seem pretty sound, but it's kind of running counter to alot of what I've heard about Invul when I was reading up on it the past few days. General concensus seems to be that Resist Elements is totally skippable, especially if going for the defense softcap, and that the passives should mostly be put off and worked in around the 20's range. Not saying you're wrong, it's just different than what I've heard on the street.

The biggest problem that I have with the proposed build is that I'd only have 3 attacks pre-level 20 and if I'm exemping to do low-level stuff I'm going to be woefully useless solo. On a team, not so much, but on my own it would take forever to kill everything.

As far as taking Jab and Haymaker as opposed to Punch and Haymaker is there any particular reason? I know bruising lends a little weight to Jab, but does that really stack up towards endgame? I'd think that having a more powerful move like Punch would come in handier then. Sorry if I'm asking a ton of questions, I just wanna make sure I don't end up being "That Tank" in game, haha.
I actually tend to put the two passives (Elements and Energy) off until late 20's early 30's. For most of the game, you don't start seeing this damage type significantly until then.

However, a run around First Ward may change that.

As to being skippable for soft-cap. Depends on if you're just going for S/L softcap or going for the trifecta of paired-types.

Okay, one other thing. You HAVE TO TAKE JAB. You have to. It's the tier 1 attack and is auto-selected. As such, you can take Jab, Punch, Haymaker, or Jab and Haymaker. But you can't take Punch, Haymaker.

At low levels, I tend to fill with vet attacks. Sands of Mu, Nemesis Staff, Blackwand by choice. Open with Blackwand, Nemesis Staff, then run in and start pounding.

If you're going to be spending a lot of time exemping, look at doing a second build focusing on lower level stuff. Ignoring slotting for post-30 attacks and taking Jab, Punch, Haymaker.

One other thing to remember, if you're exemping on a team, your job is to be an aggro magnet. Your teammates are there to pump out the damage.



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Posted

Oh yeah, it's been a while since I rolled him, forgot Jab is the autopick. Haha, now I feel like an idiot.

I may follow that suggestion, especially now that we can access three seperate builds, do a respec to set me on track for endgame, and another specifically for being useful at lower levels. Thanks for the tips. I'm gonna do a bit more reading around and experimenting and when I've got something a bit more solid I think I'll drop off an updated build here and see how the crowd reacts.


 

Posted

Quote:
Originally Posted by JKPhage View Post
Hmmm, that does seem pretty sound, but it's kind of running counter to alot of what I've heard about Invul when I was reading up on it the past few days. General concensus seems to be that Resist Elements is totally skippable, especially if going for the defense softcap, and that the passives should mostly be put off and worked in around the 20's range. Not saying you're wrong, it's just different than what I've heard on the street.

The biggest problem that I have with the proposed build is that I'd only have 3 attacks pre-level 20 and if I'm exemping to do low-level stuff I'm going to be woefully useless solo. On a team, not so much, but on my own it would take forever to kill everything.
Have to agree with you. Its especially true of Super Strength that in your early levels you get much of your damage mitigation from your attacks. I only pick up toggles in the early levels and leave the passives until after I have a decent attack chain.


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