I13 Invul/SS Tank needs help


Call Me Awesome

 

Posted

My beloved Invul/SS tank was started in Issue 2 and was last played regularly in I10, (with a couple months here and there in the intervening issues). Obviously, he is in desperate need of a respec.

When last I played he still felt terribly squishy for a tank to any damage type aside from S/L. Given at the time everything 45+ seemed to be Psi or energy He was also the victim of horrendous endurance issues. He could either use his shield or he could hit stuff. But, he could not do both for very long.

So, that said, I am looking to the community for help on making my tank worth playing once more. I am posting the build I am considering.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(5)
Level 1: Jab -- Dmg-I(A), Dmg-I(3), RechRdx-I(5), Acc-I(7), EndRdx-I(36)
Level 2: Dull Pain -- Heal-I(A), Heal-I(7), RechRdx-I(11), RechRdx-I(11)
Level 4: Haymaker -- Dmg-I(A), Dmg-I(13), EndRdx-I(13), Acc-I(17), RechRdx-I(36)
Level 6: Fly -- Frbd-Fly(A), Frbd-EndRdx(15)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9)
Level 10: Kick -- Dmg-I(A), Dmg-I(17), Acc-I(19), EndRdx-I(37)
Level 12: Taunt -- Range-I(A)
Level 14: Tough -- ResDam-I(A), ResDam-I(15), EndRdx-I(19)
Level 16: Weave -- DefBuff-I(A), DefBuff-I(21), EndRdx-I(21)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(23), ToHit-I(23)
Level 20: Knockout Blow -- Dmg-I(A), Dmg-I(25), Acc-I(25), RechRdx-I(27), EndRdx-I(27)
Level 22: Resist Physical Damage -- ResDam-I(A), ResDam-I(29)
Level 24: Resist Energies -- ResDam-I(A), ResDam-I(29)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), DefBuff-I(31)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), ToHit-I(33)
Level 30: Combat Jumping -- DefBuff-I(A), DefBuff-I(33)
Level 32: Unstoppable -- RechRdx-I(A), EndMod-I(34)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Dmg-I(39), Acc-I(39), EndRdx-I(40), RechRdx-I(40)
Level 41: Physical Perfection -- Heal-I(A), Heal-I(42), EndMod-I(42), EndMod-I(42)
Level 44: Energy Torrent -- Dmg-I(A), Dmg-I(45), Acc-I(45), EndRdx-I(45)
Level 47: Punch -- Dmg-I(A), Dmg-I(48), Acc-I(48), EndRdx-I(48)
Level 49: Hurl -- Dmg-I(A), Dmg-I(50), EndRdx-I(50), Acc-I(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(34)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)

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I am certain this build is bad. I also realize not all my slots are used. So advice on how to make him tough and do damage would be helpful.

Some Considerations: I am not a VIP but am a premium with IO access.

I do not have hundreds of millions in influence, nor the time or inclination to get that much. the set pieces I do have are from drops.

I should likely put punch in earlier to have it for bruising when running with lower level teams.

I'd like hasten but did not see where to put it.

Thanks for any help, criticism or scorn provided.


 

Posted

Okay read up on Call Me Awesome's Guide to Invuln and the soft-cap.

This'll give you an idea of where to start.

Working from the top down.

Hurl or Energy Torrent. Take one or the other and slot it up fully. Thunderstrikes are your friend. Personally, I prefer LBE myself.

SCREW PUNCH! You don't need it.
SCREW KICK! You don't need it.
Leave both of these at 1 slot and use the slots where they're needed.

Get your hands on a Steadfast Protection 3% defense Unique. It takes exactly 2 days to earn the 1 hero merit this requires.

Don't have hundreds of millions? Tip missions are your friend! You can either straight spec-buy the recipes you want or need. Or do things like buy LOTG 7.5% recharge IOs.

Slot up Taunt. Yes! Taunt!

Mocking Beratements are relatively cheap and cheaply assembled. They also give a broader spectrum of defense than Perfect Zinger does. And while you don't get the nifty +Psi damage effect, you get a 7.5% recharge bonus.

Honestly, take Hasten. Your build can handle it.
If you're starting with common IOs, lose the +ToHit in Rage. 3xRecharge.

To hell with the regen from Freebird. If Fly isn't fast enough for you put one common Fly IO and call it done. Or go with SJ and put a Winter's Gift Slow Resist in there.

You don't need Unstoppable. Your defenses are already fine. And they'll get better. Unstoppable is essentially useless baggage.

Performance Shifter. It's your friend. For Stamina, go Common EndMod, PerfShifter EndMod, PerfShifter +Endurance. For Physical Perfection go PerfShifter EndMod and PerfShifter +Endurance.

Basically, a few small changes and your defenses and resists pop up a bit.
Also, capping your damage and speeding up your attacks will help cut down on fight times.


Here's a MINOR reworking of your current build. It's not disgustingly expensive, but it DOES put you one small purple inspie away from soft-cap for everything but Psi. It also bolsters your resistance to Fire/Cold/Toxic and slows. I'm willing to bet the slows built into various attacks (like Malta Gunslingers) are what were contributing to some of your feelings of squishiness. The fights take longer, giving more opportunities for people to swing at you.

I haven't removed Energy Torrent. But I still feel it's a mistake. Blasting people AWAY from you is the LAST thing you want on a tank rocking Invincibility.

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(3), ResDam-I:50(5)
Level 1: Jab -- Dmg-I:50(A), Dmg-I:50(3), RechRdx-I:50(5), Acc-I:50(7), EndRdx-I:50(36), Dmg-I:50(37)
Level 2: Dull Pain -- Heal-I:50(A), Heal-I:50(7), RechRdx-I:50(11), RechRdx-I:50(11), RechRdx-I:50(46)
Level 4: Haymaker -- Dmg-I:50(A), Dmg-I:50(13), EndRdx-I:50(13), Acc-I:50(17), RechRdx-I:50(36), Dmg-I:50(37)
Level 6: Fly -- Frbd-Fly:50(A), Winter-ResSlow:50(43)
Level 8: Unyielding -- ResDam-I:50(A), ResDam-I:50(9), ResDam-I:50(9)
Level 10: Kick -- Dmg-I:50(A)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Rchg:50(15), Mocking-Taunt/Rchg:50(17), Mocking-Taunt/Rchg/Rng:50(19), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rng:50(37)
Level 14: Tough -- ResDam-I:50(A), ResDam-I:50(15), EndRdx-I:50(19)
Level 16: Weave -- DefBuff-I:50(A), DefBuff-I:50(21), EndRdx-I:50(21)
Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(23), ToHit-I:50(23)
Level 20: Knockout Blow -- Dmg-I:50(A), Dmg-I:50(25), Acc-I:50(25), RechRdx-I:50(27), EndRdx-I:50(27), Dmg-I:50(40)
Level 22: Resist Physical Damage -- ResDam-I:50(A), ResDam-I:50(29), S'fstPrt-ResDam/Def+:30(34)
Level 24: Resist Energies -- ResDam-I:50(A), ResDam-I:50(29)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), DefBuff-I:50(31)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 30: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(33)
Level 32: Resist Elements -- ResDam-I:50(A), ResDam-I:50(48)
Level 35: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(39), Dmg-I:50(39), Acc-I:50(39), EndRdx-I:50(40), RechRdx-I:50(40)
Level 41: Physical Perfection -- Heal-I:50(A), Heal-I:50(42), P'Shift-EndMod:50(42), P'Shift-End%:50(42)
Level 44: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Energy Torrent -- Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50), EndRdx-I:50(50)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Heal-I:50(A), Heal-I:50(36), Heal-I:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(34), P'Shift-End%:50(34)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run



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Posted

I'll echo Hyperstrike's mention of Call Me Awesome's Invulnerability guides in the tanker's guide area. Read them. They are... uhm... er... awesome!

Secondly, I will mention that you don't need to put a fly IO into fly. Currently, no matter what level you're at, fly's speed will be capped for you. Either put an end mod in it, or the Winter's gift 20% slow resist in there.


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

Thanks a ton for the input. I also read Call Me Awesome's posts before making my post.

I am not in love with energy torrent but it seems to have about the same damage as Laser beam eyes and hits more than 1 target. It's knockback can be an issue so I typically try to aim it at near by walls and don't use it while tanking for a group. Sometimes I find having an extra soft control useful for thing like Sappers and those @%^&# psi monkeys.

Perhaps another power altogether in that slot?

My biggest concern was how to slot and what IO's to get that I can. It does seem that it is far easier to make millions of Inf than it used to be. Frankly having a Billion Influence was unheard of last I played regularly.

I had the Combat jumping to try and eek out some defense, and of course weave. I still hate that tough is required to max S/L resist, I try to run it only as needed.

I do not think I will ever wrap my mind around swapping unstoppable for Resist elements. I understand and agree with the logic yet it seems somehow wrong.

Thanks again.


 

Posted

Quote:
Originally Posted by edwashere View Post
I am not in love with energy torrent but it seems to have about the same damage as Laser beam eyes and hits more than 1 target. It's knockback can be an issue so I typically try to aim it at near by walls and don't use it while tanking for a group. Sometimes I find having an extra soft control useful for thing like Sappers and those @%^&# psi monkeys.
As you approach soft-cap, things like sappers become less and less of a problem. Quite simply, their chances to hit you suck so bad that you're nearly immune to them. Moreover, with sappers, it takes more than one hit to do you in. That leaves you with lots of time to go over and beat them into pudding.

Quote:
Perhaps another power altogether in that slot?
I'm actually growing rather fond of Spring Attack myself. A teleport attack like a weak Shield Charge. GREAT for combat placement. ESPECIALLY if you've been pinned into a corner and can't move.

Quote:
My biggest concern was how to slot and what IO's to get that I can. It does seem that it is far easier to make millions of Inf than it used to be. Frankly having a Billion Influence was unheard of last I played regularly.
Yep. Market is a wonderful thing.

Okay, for resists, when it comes time to "kit out", I recommend:

Active/Toggle Resists: 4 Reactive Armors (Res, Res/End, Res/Rech, Res/End/Rech)

Passive Resists: 3 Aegis (Res, Res/End, Res/Rech)

These provide maximum return in set bonuses for defense.

Also, if you go the hero merit route, it's only a little time before you begin racking up either lots of Inf or the IOs you want/need.

Quote:
I had the Combat jumping to try and eek out some defense, and of course weave. I still hate that tough is required to max S/L resist, I try to run it only as needed.
In my tank and brute Inv/SS, SS/Inv builds, I have enough EndRed built in that running Tough all the time isn't a massive problem.

Quote:
I do not think I will ever wrap my mind around swapping unstoppable for Resist elements. I understand and agree with the logic yet it seems somehow wrong.
As you layer more and more defense on, the utility of Unstoppable decreases logarithmically. While the utility of the power never QUITE reaches zero, eventually you're just never using it. I carried it around in my pocket as a "backup" for over a year without ever using it. I finally got rid of it and don't miss it in the slightest.

Just about anything that's rapidly killing you through capped defense and your defenses is only going to kill you slightly slower through capped defense and Unstoppable. Then you have cheaty crap like the death patches in Apex and MoM that kill you regardless of defenses, resistance and HP, and the unresistable death pulses in Keyes. Unstoppable won't save you in any of those circumstances.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
As you layer more and more defense on, the utility of Unstoppable decreases logarithmically. While the utility of the power never QUITE reaches zero, eventually you're just never using it. I carried it around in my pocket as a "backup" for over a year without ever using it. I finally got rid of it and don't miss it in the slightest.

Just about anything that's rapidly killing you through capped defense and your defenses is only going to kill you slightly slower through capped defense and Unstoppable. Then you have cheaty crap like the death patches in Apex and MoM that kill you regardless of defenses, resistance and HP, and the unresistable death pulses in Keyes. Unstoppable won't save you in any of those circumstances.
This has been my experience also; I first soft capped my Inv/Stone tanker in issue 13... at the time I wasn't sure how well it would perform so I hung onto Unstoppable. Well, just about a year later after tanking everything in the game at that time I hadn't hit Unstoppable once, or needed it for that matter. Therefore it got the boot in the next respec.

Now I did get use out of Unstoppable in the issue 6-12 era before it was feasible to build for high defense. It wasn't often needed even then but I used it perhaps every other play session. Now however, if you build high defenses, it's the next best thing to worthless. As Hyper mentioned the few things that bypass your defense/resists generally are hard enough hitting that Unstoppable wouldn't make any difference anyway. You might find a couple of corner cases where it would help but IMO it's kind of hard to justify a power you only use once in a blue moon.

On your money problems you'd be amazed at just how easy it is to make massive amounts of inf. Two days of running Tip missions gets you an Alignment Merit that you could cash in on either 5 random rare recipe rolls (odds are you'll get at least 30 million profit from that once you craft the recipes and you may score several hundred million profit) or you can take a guaranteed profit of ~50 - 80 million by simply buying one of the high dollar recipes... the Kinetic Combat set has a few recipes that cost 1 merit and sell crafted for 50-100 million.

You can also, once you've run 10 tip missions and your Morality mission, run the "Who will Die" arcs for another 5 A-Merits. With 6 A-Merits in hand you should easily be able to finance a basic soft capped Invuln build. Obviously there will be room for improvement as you get more inf built up but if you buy level 30-35 recipes and craft them you should be able to manage your build for close to what you'll get from those A-Merits.


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

 

Posted

I have managed to get the ThunderStrike and the mocking sets so far. I discovered my bank was full of fairly valuable salvage.

With the advice taken I respec'd and ran an architect mission I designed specifically as a test for him. I was rather pleased with his performance. Thanks again for all the input.

Anybody know any good Architect missions for an Invul tanker?