Invul/SS Build Critique
Ok first thing why did u take kick? Kick is a KB attack I would switched it out with boxing, second I why did u skip out on rage? I do not have time to go over everything at this time but there is a few things I would do differently. I have a build for my tank here is the build I use.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Little Tank Girl: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17), P'ngS'Fest-Acc/Dmg(27), P'ngS'Fest-Dmg/EndRdx(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), P'ngS'Fest-Dmg/EndRdx(15), P'ngS'Fest-Acc/Dmg(15)
Level 6: Air Superiority -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(21), P'ngFist-Acc/Dmg/EndRdx/Rchg(23), P'ngS'Fest-Acc/Dmg(23), P'ngS'Fest-Dmg/EndRdx(25), P'ngS'Fest-Dmg/Rchg(25)
Level 8: Unyielding -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19), RctvArm-ResDam/EndRdx(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
Level 12: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(31), Mocking-Taunt/Rng(31), Mocking-Rchg(33)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def(37)
Level 28: Rage -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(42), RechRdx-I(42), RechRdx-I(48)
Level 30: Boxing -- Dmg(A)
Level 32: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(39)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Dmg/Rchg(45), M'Strk-Dmg/EndRdx(45), FrcFbk-Rechg%(45)
Level 41: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(43), Aegis-ResDam(42)
Level 44: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(46), Aegis-ResDam(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(39), Numna-Regen/Rcvry+(46), Numna-Heal(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 1: Gauntlet
Level 4: Ninja Run
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With all honesty, late-game you will not require Tough and most situations that call for stat caps will likely involve buffers on your team anyway, rendering Tough and Weave to the status of Endurance sinks. Granted, Weave will almost always have a use, unless you're built with extreme ( - EXTREEEEEEEEEEEME!! - ) Defense IO slotting. But honestly, the Fighting Pool doesn't offer anything you can't get out of IOs, Alphas, or *gasp* Inspirations.
Use those freed power slots on some utilities.
Also, not sure why Super Speed was taken when you already have Fly. If you want fast, just take Afterburner, which can double as an emergency Defense Buff and Escape power while reaching speeds that almost rival Super Speed but with the bonus of full 360 degree movement.
I do, however, recommend getting Spring Attack from the Leaping pool. An extra AoE will be useful throughout your career, and it's probably the earliest one you'll get.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
Okay, first off. You have lots of stuff feeding into E/N defense. But your big feeds are actually mainly going towards Ranged defense.
Invuln is a Typed defense armor set. You're better off going for Typed defense bonuses in most cases. LBE is one of those rare exceptions.
Maneuvers: You really REALLY shouldn't need it Except maybe as a mule for LOTG+Rech. Hover is mostly a waste for you too, since you took Hurl and both Hurl and Foot Stomp require you to be on the ground to work.
If you don't want to go Combat Jump, Super Jump, go CJ/Fly.
Slotting for your Resists.
Remember you have 2 types of resists:
Automatic, which cost no endurance like:
- Resist Physical Damage
- Resist Elements
- Resist Energies
- Temp Invulnerability
- Unyielding
- Tough
- Resist
- Resist/End
- Resist/Rech
- Resist/End/Rech
- Resist
- Resist/End
- Resist/Rech
Okay, you skipped Rage. For Focused Accuracy
WHAT!?!?!?!?!?
Never, EVER, EVER skip Rage.
Rage isn't just +ToHit, it's also got a +Damage component. Without it, Super Stength is an absolutely craptastic damage set.
Yes, you have a damage crash. So what? Three Recharge IOs in there and you're outputting way WAY more damage.
I see how you kinda went out of your way for a bunch of +Acc, but it really isn't necessary.
Endurance and Physical Perfection: Yank the End/Acc from Stamina and put the +End proc in there. It'll do more for you in the long run.
Plus a +End proc in PP as well. This way you're looking at 2 chances to proc.
Better slotting for Health would be:
- Numina: Heal
- Numina: +Regen/+Recovery
- Miracle: +Recovery
For comparison, here's Hyperstrike as he exists now (sans his PVP defense IO). S/L capped with 1 enemy in range. S/L/E/N capped with 2.
And before you say anything, NO, he isn't HP capped. Honestly, he doesn't need to be. If you're really worried, sub in three Heal/Recharge in Dull Pain. You'll be just outside perma for 5-6 seconds. If you have IO boosters, and +5 them, you'll be perma. As you would if you went with something like Spiritual or Vigor for an Alpha.
Also, if you don't like the less-than-max damage in the AoEs, sub them for something like a Dam/End or Dam/Recharge from Eradication and it'll boost you back up.
Hero Plan by Mids' Hero Designer 1.953
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:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), Empty(45)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(21), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(23)
Level 12: Combat Jumping -- HO:Cyto(A), HO:Cyto(25)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 16: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(31)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 22: Weave -- HO:Cyto(A), HO:Cyto(34)
Level 24: Super Jump -- Winter-ResSlow:50(A)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(31), DefBuff-I:50(34)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(36)
Level 30: Spring Attack -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Erad-%Dam:30(40), M'Strk-Acc/Dmg/EndRdx:50(45), M'Strk-Acc/Dmg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(36)
Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-End%:50(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Mrcl-Rcvry+:40(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 1: Brawl -- Acc-I:50(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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Here's a version of him with LOTGs instead of HamiOs. S/L capped with 1 enemy in range, and effectively S/L/E/N capped (44.9) with 3.
Hero Plan by Mids' Hero Designer 1.953
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:40(A), RctvArm-ResDam/EndRdx:40(3), RctvArm-ResDam/Rchg:40(3), RctvArm-EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9), Mako-Acc/Dmg/EndRdx/Rchg:50(9)
Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Mako-Acc/Dmg/EndRdx/Rchg:50(15)
Level 6: Boxing -- Empty(A)
Level 8: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(17), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(19), Empty(45)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(19), Mocking-Taunt/Rchg/Rng:50(21), Mocking-Acc/Rchg:50(21), Mocking-Taunt/Rng:50(23), Mocking-Rchg:50(23)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(25)
Level 14: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 16: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(29), Aegis-ResDam/Rchg:50(29)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(31)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(34)
Level 24: Super Jump -- Winter-ResSlow:50(A)
Level 26: Tough Hide -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Rchg+:50(34)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(34), RechRdx-I:50(36)
Level 30: Spring Attack -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Erad-%Dam:30(40), M'Strk-Acc/Dmg/EndRdx:50(45), M'Strk-Acc/Dmg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(46)
Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(36), Aegis-ResDam/Rchg:50(36)
Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(37), Aegis-ResDam/Rchg:50(37)
Level 38: Foot Stomp -- Erad-%Dam:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(39), Erad-Acc/Dmg/Rchg:30(39), M'Strk-Acc/Dmg/EndRdx:50(39), M'Strk-Acc/Dmg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40)
Level 41: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(48), Thundr-Dmg/EndRdx/Rchg:50(48), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50)
Level 49: Physical Perfection -- Heal-I:50(A), P'Shift-End%:50(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(42), Mrcl-Rcvry+:40(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 1: Brawl -- Acc-I:50(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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Also, don't let people tell you how EXPENSIVE the PVP TP/Defense IO is. It's not really that expensive. All you have to be willing to do is work on your SSA (which you can mostly tank-stealth) once a week and tips for a month or two. If you're really impatient, and you're buying Hero Packs, you should also wind up with SCADS of Reward Merits, meaning you can convert them to Hero Merits once a day. Essentially, with a bit of diligence, you can have the PVP IO in under a month.
With all honesty, late-game you will not require Tough and most situations that call for stat caps will likely involve buffers on your team anyway, rendering Tough and Weave to the status of Endurance sinks. Granted, Weave will almost always have a use, unless you're built with extreme ( - EXTREEEEEEEEEEEME!! - ) Defense IO slotting. But honestly, the Fighting Pool doesn't offer anything you can't get out of IOs, Alphas, or *gasp* Inspirations.
I do, however, recommend getting Spring Attack from the Leaping pool. An extra AoE will be useful throughout your career, and it's probably the earliest one you'll get. |
First off it is great if your on a team with buffs to increase those but that is not the case to most retrospect. I have been on many teams that feel the need for speed sort of speak. IE you wont get those buffs, or there is not those buffs on teams. Not to mention not everyone got those kind of alphas you might have. Spring attack to a lot of people is not that great. I took it in beta when they first introduced it and was very disappointed in it. It is also a big KB factor not so great for melee toons.
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KB Mag on Spring Attack is IDENTICAL to Foot Stomp (.67), and only SLIGHTLY higher than Shield Charge (.64).
So it's a nice combat opener. SA, FS, and clean up what's left.
Shield/SS with SA becomes an AoE monster where the only thing in front of the enemies' eyes are...their feet.
First off it is great if your on a team with buffs to increase those but that is not the case to most retrospect. I have been on many teams that feel the need for speed sort of speak. IE you wont get those buffs, or there is not those buffs on teams. Not to mention not everyone got those kind of alphas you might have. Spring attack to a lot of people is not that great. I took it in beta when they first introduced it and was very disappointed in it. It is also a big KB factor not so great for melee toons.
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I don't have the available data on Crazy_Indian86's personal playstyle preferences, finances, experience, variables for their maximum planned development besides IO utilization, or teaming opportunities... so I offered situational advice based on my own observations over the years with the Invulnerability / Super Strength set combination. I felt you hit many of the basics quite well with your build recommendation so I didn't want to repeat the obvious such as the Rage missing in the build presented in this thread's opening post.
Additionally, as Hyperstrike mentioned - Spring Attack is a knockdown rather than knockback due to its magnitude and late-game builds can bring its recharge down to 30-35 seconds, allowing its use for every 4-5 applications of Foot Stomp, or once per mob. Combined with Energy Torrent in the case of this player's respective Ancillary Pool choice, you will have 3 multi-target attacks by the end-game, more than enough to sweep up most minions in a single chain.
As an aside, as a recommendation for Crazy_Indian86: my build and those used by many of my friends rarely have 6-slotted attacks that use less than two procs in each, resulting in a noticeable increase in damage while still obtaining most of the desired set bonuses. However, the sets that include one of these two procs will generally be of the more expensive variety or don't offer the defense bonuses that the KB sets provide.
I'll throw my build on here when I get home later for reference. I don't expect anyone to copy it because it was designed specifically for my own aggressive and utility-oriented playstyle (and, mind you, it is rather expensive) but that's the point of offering advice - so that others have fragments of knowledge which they can pick and choose which components to take home or leave behind depending on what they feel is beneficial to them.
Raid Leader of Task Force Vendetta "Steel 70", who defeated the first nine Drop Ships in the Second Rikti War.
70 Heroes, 9 Drop Ships, 7 Minutes. The Aliens never knew what hit them.
Now soloing: GM-Class enemy Adamaster, with a Tanker!
If you thought I was responding to your advice earlier and were simply responding in turn - I apologize, because that wasn't the case. I was directing it to the opening post from Crazy_Indian86 and should have made it more clear. Everyone's got their preferences and I offered mine, plain and simple. I know you're not telling me my advice - and certainly not that my own build - sucks, but picking my advice for Crazy_Indian86 apart because it's unconventional comes off as abrasive.
I don't have the available data on Crazy_Indian86's personal playstyle preferences, finances, experience, variables for their maximum planned development besides IO utilization, or teaming opportunities... so I offered situational advice based on my own observations over the years with the Invulnerability / Super Strength set combination. I felt you hit many of the basics quite well with your build recommendation so I didn't want to repeat the obvious such as the Rage missing in the build presented in this thread's opening post. Additionally, as Hyperstrike mentioned - Spring Attack is a knockdown rather than knockback due to its magnitude and late-game builds can bring its recharge down to 30-35 seconds, allowing its use for every 4-5 applications of Foot Stomp, or once per mob. Combined with Energy Torrent in the case of this player's respective Ancillary Pool choice, you will have 3 multi-target attacks by the end-game, more than enough to sweep up most minions in a single chain. As an aside, as a recommendation for Crazy_Indian86: my build and those used by many of my friends rarely have 6-slotted attacks that use less than two procs in each, resulting in a noticeable increase in damage while still obtaining most of the desired set bonuses. However, the sets that include one of these two procs will generally be of the more expensive variety or don't offer the defense bonuses that the KB sets provide. I'll throw my build on here when I get home later for reference. I don't expect anyone to copy it because it was designed specifically for my own aggressive and utility-oriented playstyle (and, mind you, it is rather expensive) but that's the point of offering advice - so that others have fragments of knowledge which they can pick and choose which components to take home or leave behind depending on what they feel is beneficial to them. |
Hey guys, I know there's a lot of Invul/SS threads out there, but I didn't feel like going through all of them to find one that works for me. If anyone could give me an idea if I'm on the right path, I'd really appreciate it.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Unwavering Hero: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam/Rchg(5)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(34), Mako-Dam%(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(11)
Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 8: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 10: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(17)
Level 12: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19)
Level 14: Taunt -- Zinger-Taunt/Rchg(A)
Level 16: Hover -- LkGmblr-Rchg+(A)
Level 18: Fly -- Empty(A)
Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 22: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Def/Rchg(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 24: Kick -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(27), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(40)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42), Rec'dRet-Pcptn(42)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Physical Perfection -- EndMod-I(A), EndMod(48), EndMod(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 50: Cardiac Total Radial Revamp
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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 -- Empty(A)
Level 2: Health -- RgnTis-Heal/EndRdx(A), RgnTis-Regen+(50), RgnTis-Heal/Rchg(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(40)