Feedback: Inv/SS build


Davpa_CoX

 

Posted

Just wanted some constructive suggestions from the "Tanker Tibunal" on this build. This was suggested to me by someone else and I've been working with it. Things seem fine, I just wanted other opinions. My problem is that I am on a Mac and I can't run Mids.

Outside of a Psionic whammy, this character just takes a beating without flinching, so I've been very happy. But as they say, there is always room for improvement.

And yes, there is no ranged power outside of Hurl. I wanted it that way. This character is always in a group who is heavy with range. I wanted to concentrate on "local" as that fits my theme of the character too.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(34), C'ngImp-Acc/Dmg/EndRdx:50(43)
Level 2: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46)
Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(11), Dct'dW-EndRdx/Rchg:50(34), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(37)
Level 6: Resist Elements -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(7), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(46)
Level 8: Unyielding -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(9), Aegis-ResDam/EndRdx/Rchg:50(9)
Level 10: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(45)
Level 12: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/Rchg:50(13)
Level 14: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(42), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19)
Level 20: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(21), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(23), C'ngImp-Acc/Dmg/EndRdx:50(23)
Level 22: Boxing -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(37), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(40)
Level 24: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam/EndRdx/Rchg:40(25), RctvArm-ResDam:40(27)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(29)
Level 28: Rage -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-ToHit/Rchg:50(29), AdjTgt-Rchg:50(31), Rec'dRet-Pcptn:20(43)
Level 30: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 32: Unstoppable -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 35: Haymaker -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(36), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 38: Foot Stomp -- C'ngBlow-Acc/Rchg:50(A), C'ngBlow-Acc/Dmg:50(39), C'ngBlow-Dmg/EndRdx:50(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg/Rchg:30(40)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(45), P'Shift-End%:40(45)
Level 47: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 50: Cardiac Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Void Radial Judgement
Level 50: Gravitic Core Flawless Interface
Level 50: Vanguard Core Superior Ally
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), EndMod-I:50(3)



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Posted

Okay, first of all, you've gone way overboard on S/L defense. Remember, this is the amount of defense you will have with one in range of Invinc--usually, you'll have more than this. I definitely drop the KC set in Boxing, those slots are better used elsewhere--and I think you should consider dropping one of the other KC sets so you can get non-defense bonuses. Five Crushing Impact would work well in one of your ST attacks.

I think you'd also benefit by soft-capping E/NE defense; Energy damage is the most common in the game after S/L. Take two of the slots in Boxing at put them in Hurl for two more Thunderstrike and an additional 1.25% E/NE defense. (Hmm, looks like that'll give you six 1.25% E/NE defense bonuses, but Mids' isn't flagging it as a problem; that should be checked in-game)

Take the third slot from Boxing and use it to slot a LotG Defense in Combat Jumping, which will get you within a hair of soft-capping E/NE defense.

I'd also recommend swapping the slotting of UY and ResEl; UY has a higher base resistance value so you get more benefit from slotting it to the ED cut-off. Replace the Aegis Res/End/Rchg with a Res/Rchg if you do so.

Personally, I don't think slotting for the E/NE resistance bonus in Rage is worth doing, I'd save a slot and go with two recharge commons and the RR +percep. I'd move the extra slot to Invinc so it's slotted to the ED cut-off. (Which will also bump up your E/NE def to 45%)

Is this a respect build? IMO you really don't need to take the resistance passives--especially ResEn and ResEl as early as you did. I would definitely take Haymaker, and possibly Taunt or CJ earlier instead. As it is, you are very thin on attacks until level 20, which is going to make any low level TFs a real pain.

Oh, and don't bother using a BotZ KB reduction in SJ, Invul absolutely does not need additional KB protection. Anything that gets through UY is either unresistable or won't be affected by an additional 4 points of protection.

Here's your build with the changes I recommended:

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Diamondskin: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(7)
Level 1: Jab -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(17), C'ngImp-Dmg/Rchg:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(43)
Level 2: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(11), Dct'dW-EndRdx/Rchg:50(34), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(37)
Level 4: Haymaker -- KntkC'bat-Dmg/Rchg:35(A), KntkC'bat-Acc/Dmg:35(7), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(37)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(13)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Taunt/Rchg/Rng:50(15), Mocking-Acc/Rchg:50(42), Mocking-Taunt/Rng:50(42), Mocking-Rchg:50(43)
Level 12: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(13)
Level 14: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(46)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Invincibility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(31)
Level 20: Knockout Blow -- KntkC'bat-Dmg/EndRdx/Rchg:35(A), KntkC'bat-Acc/Dmg:35(21), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23)
Level 22: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(25), RctvArm-ResDam:40(27), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 24: Weave -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(25)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(27), LkGmblr-Def/Rchg:50(29)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(29), Rec'dRet-Pcptn:20(43)
Level 30: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam/Rchg:50(31)
Level 32: Unstoppable -- RctvArm-ResDam/Rchg:40(A), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-EndRdx/Rchg:40(33), RctvArm-ResDam:40(33)
Level 35: Hurl -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(36), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Dmg/EndRdx:50(50)
Level 38: Foot Stomp -- C'ngBlow-Dmg/Rchg:50(A), C'ngBlow-Acc/Dmg:50(39), C'ngBlow-Dmg/EndRdx:50(39), Erad-Acc/Dmg/Rchg:30(39), Erad-Acc/Dmg/EndRdx/Rchg:30(40), Erad-Dmg/Rchg:30(40)
Level 41: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(42), Aegis-ResDam/Rchg:50(45)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45)
Level 47: Physical Perfection -- Mrcl-Rcvry+:40(A), RgnTis-Regen+:30(48), P'Shift-End%:40(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
Level 50: Cardiac Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Void Radial Judgement
Level 50: Gravitic Core Flawless Interface
Level 50: Vanguard Core Superior Ally
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), EndMod-I:50(3)
------------
Set Bonus Totals:

  • 18% Defense(Smashing)
  • 18% Defense(Lethal)
  • 12.38% Defense(Fire)
  • 12.38% Defense(Cold)
  • 16.75% Defense(Energy)
  • 16.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 12.69% Defense(Ranged)
  • 7.69% Defense(AoE)
  • 3.6% Max End
  • 23% Enhancement(Accuracy)
  • 32.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 9% FlySpeed
  • 140.6 HP (7.5%) HitPoints
  • 9% JumpHeight
  • 9% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 20% Perception
  • 4.5% (0.08 End/sec) Recovery
  • 52% (4.06 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 19% RunSpeed

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Finduilas' suggestions are very nice, as always, and her build is also very well done.

I wouldn't call this build better then her's by any means, but I am including it from a different point of view. Lately I've decided I really like the idea of including Hami-O's in Invincibility. If you wanted to get carried away, you could replace the Cytoskeletons in Invincibility with Enzyme Exposures. Be aware that you can only slot the Enzyme's there because of a long standing bug in the game that "could be" fixed at some point.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Inv/SS: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(48)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam/Rchg(11)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(37)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(50)
Level 18: Invincibility -- HO:Cyto(A), HO:Membr(19), HO:Membr(19), LkGmblr-Rchg+(23)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 22: Boxing -- Acc-I(A)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(46)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(43)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), HO:Membr(31), RechRdx-I(31)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(42)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(50)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Acc/Rchg(48)
Level 41: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)



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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

Quote:
Originally Posted by Finduilas View Post
Okay, first of all, you've gone way overboard on S/L defense...
Actually, my totals are still shy of the Incarnate soft-cap, so this is not exactly overboard. But I get what you are saying about the Energy issue.

Again, this was a build someone did for me and I went with it, as I'm still learning effective Build....building. My assumption, the set bonus for KC in the recharge dept was the goal of this builder, as well as giving another melee tool. I tend to use Boxing as my in-between attack chains, but it certainly looks like I can sacrifice that set for somewhere else.

Always tinkering with these things.


 

Posted

Okay a few things.

Powers order needs some SERIOUS tweaking. You essentially have ONE attack until you reach level 20 (15 when exemping). BAD! Maybe not if you're spending all your time grinding in Incarnate trials, but after that you have problems.

Resist Energies and Elements can be taken a LOT later.

KB resist IOs are virtually useless for you. Anything that can knock you on your *** with your native protection/resistance is not going to blink at an extra 4 points.

Drop Boxing. Don't get rid of it, just don't use it. You have enough attacks to form a seamless chain already. And those slots can be used elsewhere.

Drop Unstoppable. You're never, ever going to use it. And if you actually do, it's not going to save you.

You're concerned with the Incarnate soft-cap. But you're ignoring the fact that not all the Incarnate trials are throwing out S/L as their primary damage type. And E/N/F/C aren't capped.

Honestly, if you go into a crowd with a 45% softcap, at 10 enemies, you'll be near enough to the Incarnate soft-cap that it won't make any difference.

Here's a non-Hami-O, non-PVP-IO version of my current build.

Take a look at it in comparison to your build and notice that it's built with essentially the same things yours is, the power order is fairly different.

The build, is ridiculously tough at 50, and it's absolutely crazy at lower levels.

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: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
Level 2: Dull Pain -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(23), Mocking-Rchg(23)
Level 12: Combat Jumping -- DefBuff-I(A), DefBuff-I(25)
Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 16: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/Rchg(29)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(31), Rec'dRet-Pcptn(45)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(34)
Level 24: Super Jump -- Winter-ResSlow(A)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(34)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 30: Spring Attack -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(40), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Acc/Dmg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(36)
Level 35: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(37)
Level 38: Foot Stomp -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Acc/Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg(48), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 49: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(42), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(43), EndMod-I(43)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run



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Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Most of the game isn't incarnate related but when it is I'd expect teamwork when being in a team. You can therefore with a softcapped to normal PVE expect to get by usually, perhaps carry some good insps for the moments of compromise and get by.

I'd rather softcap to all with one in melee and then perhaps save insps for when I am on some incarnate trial.

Last thing I want to do is come here and see my own build so I don't go heres mine. What I did do is take Rangles and then tamper with it to suit my preferences a bit more. I feel like there is so many right ways to go really as there is actually a good many slots to play with.

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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

Just as a point of order:

The new Might of the Tanker set, if it makes it live in its current format, will have serious implications for Tanker builds, because on certain primaries, it can make the Fighting pool optional all by itself. With Incarnate abilities, it's even pretty easy.

Dark, Elec, Fire, Shield, etc, there are many builds that are majorly impacted.

For Invuln, this is VERY significant, because dropping Fighting allows you to fill out leadership, to get some confuse/fear resistance, and that is....attractive.

Making the Fighting pool an option for the first time in seven years is a Big Deal. (!)

This is why I've got several toons on 'pause' for a while, until we see how this plays out. Just sayin'.


 

Posted

Quote:
Originally Posted by mauk2 View Post
Just as a point of order:

The new Might of the Tanker set, if it makes it live in its current format, will have serious implications for Tanker builds, because on certain primaries, it can make the Fighting pool optional all by itself. With Incarnate abilities, it's even pretty easy.

Dark, Elec, Fire, Shield, etc, there are many builds that are majorly impacted.

For Invuln, this is VERY significant, because dropping Fighting allows you to fill out leadership, to get some confuse/fear resistance, and that is....attractive.

Making the Fighting pool an option for the first time in seven years is a Big Deal. (!)

This is why I've got several toons on 'pause' for a while, until we see how this plays out. Just sayin'.
Unless they've changed and I'm unaware of it, these are the bonuses for Might of the Tanker:

(2) Increases damage by 2%
(3) Increases maximum health by 1.88%
(4) Improves the Recharge Time of all of your powers by 7.5%
(5) Increases Toxic and Psionic resistance by 1.89%
(6) Increases Smashing and Lethal resistance by 2.21%

The bonuses are ok I guess. I fail to see how they make the Fighting Pool optional.


 

Posted

Wow, is that it? For a tanker only IO set? about the only thing there I like is the increase to health and recharge bonus, other than that, i see nothing in that set i'd even consider on my inv/ss. Now for SR maybe with the zero amount of resists it has until its too late anyway, those S/L resist bonuses may stack.

As a counter point, here is my inv/ss build , 46% def to all but psi with one mob in range, a little bit of recharge to keep rage doubled over . Going with Agility Core, you'll tripple Rage and get 49.4% (might as well say 50%) defense to all but psi! and almost perma Dull Pain. This tanker is no slouch! Also, drop a slot from CJ, add it to a shield and slot the gladiator, that'll be 53% defense to all, if all you're doing is incarnate trials

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(48)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 6: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(19)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-EndRdx(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 12: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam(46), Aegis-ResDam/Rchg(48)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(29)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-EndRdx(27)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(33)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(37), Mocking-Rchg(37)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Hurl -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 47: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48)
Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(50), Thundr-Acc/Dmg(50), Thundr-Acc/Dmg/Rchg(50)
Level 50: Agility Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(42)


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Quote:
Originally Posted by Hatred666 View Post
The bonuses are ok I guess. I fail to see how they make the Fighting Pool optional.
It has a proc that boosts Resistance, when fully stacked it's supposedly close to +20%. Seems like a lot, we'll see if it makes it live.

But the Fighting Pool has always been optional to me, anyway.


 

Posted

This is Tombstone and w/Agility Core, he sits at 52% S/L, 48% to everything else (except Psi, of course) with one enemy in range.

He is tough and a lot of fun. Very practical as he has travel powers.
I like the force feedback proc in Footstomp. Seeme like recharge is never an issue.
Dull Pain is perm.
Just not a lot not to like with this guy.







MxDz;1526;714;1428;HEX;|
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End Game- LVL 50 Scrapper-DM/INV
Ripjak- LVL 50 Defender-Rad/Rad
Extruder- LVL 50 Scrapper-DM/REG
Juicie- LVL 50 Blaster-ELEC/ELEC
Mind Sync- LVL 50 Controller-MIND/FF

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Finduilas' suggestions are very nice, as always, and her build is also very well done.

I wouldn't call this build better then her's by any means, but I am including it from a different point of view. Lately I've decided I really like the idea of including Hami-O's in Invincibility. If you wanted to get carried away, you could replace the Cytoskeletons in Invincibility with Enzyme Exposures. Be aware that you can only slot the Enzyme's there because of a long standing bug in the game that "could be" fixed at some point.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
From what I heard they r nerfing HOs soon so I do not know if ppl would go for HOs anymore.


 

Posted

Quote:
Originally Posted by LSK View Post
From what I heard they r nerfing HOs soon so I do not know if ppl would go for HOs anymore.
They aren't exactly nerfing HO's. It's just that the ones that were giving benefits they weren't supposed tO are being corrected.

So many will continue to work as they always have. And a cyto will still benefit a inv within about .5% of what the enzyme currently does. But when the fix comes in the enzyme will no longer give defense buff (it's a defense debuff by design).

But Hami o's overall still have their place.


End Game- LVL 50 Scrapper-DM/INV
Ripjak- LVL 50 Defender-Rad/Rad
Extruder- LVL 50 Scrapper-DM/REG
Juicie- LVL 50 Blaster-ELEC/ELEC
Mind Sync- LVL 50 Controller-MIND/FF