Need help with my Invul/SM Tanker


Call Me Awesome

 

Posted

Hey everyone,

I am newer to CoH and I'm running into some problems building my Invul/SM Tanker. My goal is to make this toon good at controlling mobs and keeping them on me as well as being MT for end-game content like incarnate trials. I also know very little when it comes to IO's. All help is greatly appreciated!

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

Click this DataLink to open the build!

Garrett Davis: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Resist Damage
  • (3) Resist Damage
  • (7) Resist Damage
  • (11) Endurance Reduction
  • (21) Endurance Reduction
  • (21) Endurance Reduction
Level 1: Stone Fist
  • (A) Accuracy
  • (17) Accuracy
  • (17) Damage Increase
Level 2: Dull Pain
  • (A) Healing
  • (3) Healing
  • (7) Healing
  • (11) Recharge Reduction
  • (13) Recharge Reduction
  • (43) Recharge Reduction
Level 4: Heavy Mallet
  • (A) Accuracy
  • (5) Accuracy
  • (5) Accuracy
  • (13) Damage Increase
  • (15) Recharge Reduction
Level 6: Combat Jumping
  • (A) Defense Buff
Level 8: Unyielding
  • (A) Resist Damage
  • (9) Resist Damage
  • (9) Endurance Reduction
  • (15) Endurance Reduction
  • (34) Endurance Reduction
Level 10: Taunt
  • (A) Accuracy
  • (31) Accuracy
  • (34) Accuracy
Level 12: Resist Physical Damage
  • (A) Resist Damage
  • (34) Resist Damage
Level 14: Super Jump
  • (A) Jumping
Level 16: Boxing
  • (A) Accuracy
Level 18: Invincibility
  • (A) Endurance Reduction
  • (19) Endurance Reduction
  • (19) Endurance Reduction
Level 20: Fault
  • (A) Taunt Duration
  • (29) Accuracy
  • (33) Accuracy
  • (46) Accuracy
Level 22: Tough
  • (A) Resist Damage
  • (27) Endurance Reduction
  • (29) Endurance Reduction
  • (36) Endurance Reduction
Level 24: Weave
  • (A) Defense Buff
  • (27) Endurance Reduction
  • (31) Endurance Reduction
  • (37) Endurance Reduction
Level 26: Resist Energies
  • (A) Resist Damage
  • (33) Resist Damage
Level 28: Tough Hide
  • (A) Defense Buff
Level 30: Spring Attack
  • (A) Accuracy
  • (31) Accuracy
  • (33) Accuracy
Level 32: Unstoppable
  • (A) Recharge Reduction
  • (37) Recharge Reduction
Level 35: Stone Prison
  • (A) Accuracy
  • (36) Accuracy
  • (36) Accuracy
  • (37) Damage Increase
  • (40) Damage Increase
Level 38: Seismic Smash
  • (A) Taunt Duration
  • (39) Accuracy
  • (39) Accuracy
  • (39) Damage Increase
  • (40) Endurance Reduction
  • (40) Endurance Reduction
Level 41: Tremor
  • (A) Taunt Duration
  • (42) Accuracy
  • (42) Accuracy
  • (42) Accuracy
  • (43) Endurance Reduction
  • (43) Recharge Reduction
Level 44: Fossilize
  • (A) Accuracy
  • (45) Accuracy
  • (45) Accuracy
  • (45) Damage Increase
  • (46) Damage Increase
  • (46) Recharge Reduction
Level 47: Stalagmites
  • (A) Accuracy
  • (48) Accuracy
  • (48) Accuracy
  • (48) Damage Increase
  • (50) Recharge Reduction
  • (50) Recharge Reduction
Level 49: Quick Sand
  • (A) Slow
  • (50) Recharge Reduction
------------
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Healing
  • (23) Healing
  • (25) Healing
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification
  • (23) Endurance Modification
  • (25) Endurance Modification
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



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Posted

Well, for starters what kind of budget do you have for your build? You can be decent with a good build on SO's, a budget Set IO build will run ~150 million or so and you can push that however high you want with more frills in the build.

Your build does need some work, on SO's you'll want your armors (TI, Unyielding, Tough) slotted 3 resist/1 endred, Invincibility and Weave want 2-3 defense/1 endred. Slotting more than 1 endred in your toggles is of limited use, most of your end use comes from attacks anyway. Your attacks want 1 accuracy/3 damage/1 endurance. For the last slot you can toss in a recharge. One accuracy is generally plenty for an Invuln, particularly if you slot the Kismet 6% accuracy (it's +6% tohit actually but it's labeled accuracy).

Taunt is AUTOHIT in PvE... you have no need of accuracy there unless you're going to PvP. Tough Hide needs two more defense, it gives you the same def as Weave for no end cost.

Slotting taunt duration in your attacks isn't needed... your aura and attacks will have no problem holding aggro without that.

Here's what I'd probably go with on an SO build, it's similar to what my namesake Inv/Stone had pre-issue 9:

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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- ResDam(A), ResDam(3), ResDam(3), EndRdx(5)
Level 1: Stone Fist -- Acc(A), Dmg(13), Dmg(29), Dmg(31), EndRdx(40)
Level 2: Dull Pain -- Heal(A), Heal(5), Heal(25), RechRdx(31), RechRdx(42)
Level 4: Heavy Mallet -- Acc(A), Dmg(7), Dmg(9), Dmg(11), EndRdx(11), RechRdx(43)
Level 6: Boxing -- Acc(A)
Level 8: Unyielding -- ResDam(A), ResDam(13), ResDam(15), EndRdx(15)
Level 10: Taunt -- RechRdx(A), RechRdx(37), Taunt(46), Taunt(50)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Tough -- ResDam(A), ResDam(17), ResDam(17), EndRdx(21)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(21)
Level 20: Fault -- Acc(A), Acc(23), RechRdx(25), RechRdx(33), RechRdx(33)
Level 22: Weave -- DefBuff(A), DefBuff(23), DefBuff(29), EndRdx(31)
Level 24: Resist Physical Damage -- ResDam(A), ResDam(33), ResDam(43)
Level 26: Tough Hide -- DefBuff(A), DefBuff(27), DefBuff(27)
Level 28: Resist Energies -- ResDam(A), ResDam(43), ResDam(50)
Level 30: Spring Attack -- Acc(A), Dmg(34), Dmg(34), Dmg(34), RechRdx(42), RechRdx(42)
Level 32: Unstoppable -- RechRdx(A)
Level 35: Tremor -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(37)
Level 38: Seismic Smash -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(40), RechRdx(40)
Level 41: Char -- Acc(A)
Level 44: Fire Blast -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46)
Level 47: Fire Ball -- Acc(A), Dmg(48), Dmg(48), Dmg(48), RechRdx(50)
Level 49: Resist Elements -- ResDam(A)
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(46)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(9)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- EndRdx(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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

 

Posted

Thanks for the advice Call Me Awesome, why did you go with the fire mastery instead of stone mastery? Also, what would a 150 mil IO build look like?

Thanks again,
Garrett


 

Posted

Pyre mastery is pretty much my default choice on a tanker, it provides good damage, a decent hold (that's mostly just a prerequisite power) and the best tanker APP AOE attack in Fireball. My two choices are Energy if you have end problems and Pyre for more damage if your end is under control.

For ideas on a soft capped IO build check out my guide in my signature; I haven't priced it recently but the basics shouldn't cost a ton. When I first wrote it everything I quoted could be had for under 20 million... prices have gone up a bunch since but with some patience you ought to be able to get it done for 150 or so. If you'd prefer the Reactive Armor sets are available from the Paragon store for points if you'd rather spend $20-30 in real money on them. Smashing Haymaker are still cheap on the market and Mocking Beratement (taunt set) is dirt cheap.


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