Inv/EM


Finduilas

 

Posted

I have a level 40 Inv/EM tanker and I am starting to plan his level 50 IO sets to increase his survivability. Here is what I have so far. I'd appreciate any advice on improving it:

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

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Unrivalled: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Impervium Armor - Psionic Resistance
  • (5) Impervium Armor - Resistance
  • (5) Impervium Armor - Resistance/Endurance
  • (43) Aegis - Psionic/Status Resistance
  • (43) Aegis - Resistance
  • (50) Aegis - Resistance/Endurance
Level 1: Barrage
  • (A) Pounding Slugfest - Accuracy/Damage
  • (7) Pounding Slugfest - Damage/Endurance
  • (7) Pounding Slugfest - Damage/Recharge
  • (11) Crushing Impact - Accuracy/Damage/Recharge
  • (11) Crushing Impact - Accuracy/Damage/Endurance
Level 2: Energy Punch
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Crushing Impact - Accuracy/Damage
Level 4: Bone Smasher
  • (A) Pounding Slugfest - Accuracy/Damage
  • (17) Pounding Slugfest - Damage/Endurance
  • (17) Pounding Slugfest - Damage/Recharge
  • (19) Crushing Impact - Accuracy/Damage/Recharge
  • (19) Crushing Impact - Accuracy/Damage/Endurance
Level 6: Temp Invulnerability
  • (A) Impervium Armor - Psionic Resistance
  • (21) Impervium Armor - Resistance
  • (21) Impervium Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance
  • (50) Reactive Armor - Resistance/Endurance/Recharge
Level 8: Fly
  • (A) Flight Speed IO
  • (9) Flight Speed IO
  • (9) Flight Speed IO
Level 10: Hover
  • (A) Flight Speed IO
Level 12: Resist Elements
  • (A) Impervium Armor - Psionic Resistance
  • (23) Impervium Armor - Resistance/Endurance
  • (23) Impervium Armor - Resistance
  • (37) Impervium Armor - Resistance/Recharge
  • (48) Impervium Armor - Endurance/Recharge
  • (50) Impervium Armor - Resistance/Endurance/Recharge
Level 14: Afterburner
  • (A) Flight Speed IO
Level 16: Unyielding
  • (A) Reactive Armor - Resistance
  • (25) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
Level 18: Resist Energies
  • (A) Reactive Armor - Resistance
  • (27) Reactive Armor - Resistance/Endurance
  • (27) Reactive Armor - Resistance/Endurance/Recharge
Level 20: Invincibility
  • (A) Red Fortune - Defense
  • (29) Red Fortune - Defense/Endurance
  • (29) Red Fortune - Defense/Endurance/Recharge
Level 22: Dull Pain
  • (A) Harmonized Healing - Heal
  • (31) Harmonized Healing - Heal/Endurance
  • (31) Harmonized Healing - Endurance/Recharge
  • (31) Harmonized Healing - Heal/Recharge
  • (33) Harmonized Healing - Heal/Endurance/Recharge
Level 24: Whirling Hands
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (33) Scirocco's Dervish - Damage/Endurance
  • (33) Scirocco's Dervish - Damage/Recharge
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (34) Scirocco's Dervish - Accuracy/Recharge
Level 26: Tough Hide
  • (A) Red Fortune - Defense
  • (34) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Endurance/Recharge
Level 28: Stun
  • (A) Accuracy IO
Level 30: Build Up
  • (A) Adjusted Targeting - To Hit Buff/Recharge
  • (36) Adjusted Targeting - Endurance/Recharge
  • (36) Adjusted Targeting - Recharge
Level 32: Unstoppable
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (37) Recharge Reduction IO
Level 35: Energy Transfer
  • (A) Kinetic Combat - Accuracy/Damage
  • (39) Kinetic Combat - Damage/Endurance
  • (39) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance/Recharge
  • (40) Crushing Impact - Accuracy/Damage
Level 38: Total Focus
  • (A) Pounding Slugfest - Accuracy/Damage
  • (40) Pounding Slugfest - Damage/Endurance
  • (40) Pounding Slugfest - Damage/Recharge
  • (42) Focused Smite - Accuracy/Damage
  • (42) Touch of Death - Accuracy/Damage/Endurance
Level 41: Conserve Power
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Endurance
  • (45) Devastation - Damage/Endurance
  • (46) Devastation - Damage/Recharge
Level 47: Physical Perfection
  • (A) Endurance Modification IO
  • (48) Endurance Modification IO
  • (48) Endurance Modification IO
Level 49: Maneuvers
  • (A) Shield Wall - +Res (Teleportation), +3% Res (All)
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Endurance Modification IO
  • (3) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Interrupt Reduction IO
Level 4: Ninja Run



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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

The best way to increase survability for an Invul tank is to increase the amount of available defense, and in that regard the posted build leaves a lot to be desired. An Invul should be able to reach the defense soft-cap for S/L and preferably E/NE as well without too much trouble, you're still pretty far off here.

First thing I'd recommend is to drop Maneuvers, Hover and Afterburner and pick up the Fighting Pool instead. Weave provides much more defense than Maneuvers at a lower end cost, and Tough will allow you to cap S/L resistance, which has a significant effect on survivability. I would also recommend trying to fit in CJ and Taunt, and since Stun is a pretty worthless attack and Unstop isn't needed too much on a soft-capped build, my preference would be to drop those two powers as well.

Slotting issues:

Pick up a Steadfast +Def immediately! And don't bother with the Shield Wall +Resist, the additional 3% won't be needed for S/L resists if you have Tough, and it doesn't help enough to be worth the cost for other damage types.

You're taking RPD, ResEl and ResEn much earlier than you need to. I'd delay RPD until the 20s and the other two until the 30s or later.

RPD, Temp Invul and ResEl are way, way overslotted. I wouldn't bother trying to improve Psi resists or defense, you're not going to be able to get enough to make a difference. F/C def is nice, but a relatively uncommon damage type and a low priority compared to S/L/E/NE defense. Slot TI, UY and Tough with sets of four Reactive Armor so you get the S/L def bonus as well as the E/NE bonus. You may want to use RA sets in ResEn and ResEl as well if you need the bonus, but in general passives don't need more than three slots.

Pounding Slugfest isn't a bad choice for E/NE def, but there are better ways to get it, namely using 3 slots of Eradication in Whirling Hands. Also, 1.25% E/NE bonus is PS is the same as in Reactive Armor, so you have to make sure you don't hit the Rule of 5--which you have here. I'd use Kinetic Combat or Smashing Haymaker in your ST attacks until you reach the S/L def soft-cap--that's your top priority, defense-wise.

Fly is way, way overslotted. Unslotted you'll be at the flight speed cap, so two of those slots are simply wasted. I'd recommend slotting a Winter's Gift Slow Resistance in Fly instead of the Fly Speed commons.

You're taking Unyielding way too late and underslotting it. Add a fourth RA slot as I mentioned above.

Red Fortune is not a great choice for defense powers, IMO. Luck of the Gambler or Gift of the Ancients give much better bonuses, so I'd use one of those sets for Invinc, TH and Weave if you take it.

Dull Pain is taken too late and underslotted for Recharge. I'd recommend five slots of Doctored Wounds instead.

Rectified Reticle is a better choice for BU than Adjusted Targeting, both for the +Percep IO and the 1.88% S/L defense bonus for two slots. Two slots of RR and a recharge slot and you'll be good to go.

As I mentioned, picking up Taunt and CJ would be a good idea; CJ for some additional defense and Taunt for overall usefullnes and the fact that there are some excellent set bonuses in Taunt sets like Mocking Beratement and Perfect Zinger.

Here's your build with the changes I recommend: it's softcapped to S/L/E/NE with one in range of Invinc, and has almost 41% F/C as well and has capped S/L resists. I think you'll find this build to be much more survivable than the one shown. By the way, I did include some expensive IOs like the LotG +Recharge and the Numina unique, but they're not essential and can be replaced with something else if you like.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Unrivalled: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(46)
Level 1: Barrage -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(7), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(42)
Level 2: Energy Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal:50(19), Dct'dW-Rchg:50(19)
Level 6: Bone Smasher -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(31), P'ngS'Fest-Dmg/Rchg:30(31), P'ngFist-Acc/Dmg:25(31), P'ngFist-Acc/Dmg/Rchg:25(33), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(43)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(11), Mocking-Taunt/Rchg/Rng:50(23), Mocking-Acc/Rchg:50(23), Mocking-Taunt/Rng:50(45), Mocking-Rchg:50(46)
Level 12: Fly -- Winter-ResSlow:50(A)
Level 14: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(48)
Level 16: Whirling Hands -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(21), Sciroc-Acc/Dmg/EndRdx:50(34), Sciroc-Dmg/EndRdx:50(34)
Level 18: Invincibility -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(29), GftotA-Def:40(29), GftotA-Run+:40(33)
Level 20: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:40(33)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(43)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(36), Ksmt-ToHit+:30(46)
Level 28: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def/EndRdx/Rchg:40(37), GftotA-Def:40(43), GftotA-Run+:40(50)
Level 30: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(36), RechRdx-I:50(36)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(37), Aegis-ResDam:50(37)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(40), C'ngImp-Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/Rchg:50(42), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- P'Shift-End%:50(A), P'Shift-EndMod:50(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:50(48)
Level 49: Resist Elements -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(50), Aegis-ResDam/Rchg:50(50)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(3), P'Shift-End%:50(3)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- IntRdx-I:50(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 16.75% Defense(Smashing)
  • 16.75% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 16.75% Defense(Energy)
  • 16.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.88% Defense(Melee)
  • 12.69% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 7.2% Max End
  • 7% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 32.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 119.5 HP (6.38%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 6.05%
  • MezResist(Immobilize) 13.75%
  • MezResist(Sleep) 2.2%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 6% (0.1 End/sec) Recovery
  • 50% (3.9 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 6.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 35% RunSpeed

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| Copy & Paste this data into Mids' Hero Designer to view the build |
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Knight Court--A CoH Story Complete 2/3/2012