2 Slots to go! - Invul/SS Tank


Colt_Martin

 

Posted

Heya everybody! I've spent a great deal of time working on my tank, Mr. Amazing Man! The introduction of the ATO's has me considering a respec! I currently have two slots available, and I'm not sure where to put them. I've considered:

Haymaker - Endurance IO: I use a surprisingly large amount of endurance, despite my massive max end and recovery bonus'.

Laser Beam Eyes - Apocalypse Damage: The damage increase is pitiful, but psi damage and I don't get along very well.

Laser Beam Eyes - Achilles Heel -Res Proc: No explanation necessarily.

Physical Perfection - Performance Shifter, EndMod: Did I mention I use a surprising amount of endurance?

NOTE!: K.O. Blow is 'unslotted' because mids doesn't have the ATO's yet. I'll be putting the full set in there.

PS! SPARE NO EXPENSE!! If you can think of anyway to improve upon what I already have, I'd like to hear your suggestions! (I gave some thought to the order I took the powers in, but not the level placement of the slots for exemplaring purpose, so no need to critique WHEN my slots are placed, only the overall placement of them.)


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(3), ImpArm-ResPsi(5), GA-3defTpProc(5)
Level 1: Jab -- Amaze-ToHitDeb%(A), Amaze-Acc/Rchg(7)
Level 2: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(7), Numna-EndRdx/Rchg(9), Numna-Heal(9)
Level 4: Haymaker -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/EndRdx(17), Hectmb-Acc/Rchg(17), Hectmb-Dmg/Rchg(19), Hectmb-Dam%(19)
Level 6: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/Rchg(21), ImpArm-ResPsi(23)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(23), ImpArm-ResDam(25), ImpArm-ResPsi(25), S'fstPrt-ResDam/Def+(27)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rng(29), Mocking-Rchg(29), Mocking-Acc/Rchg(31), Mocking-Taunt(31)
Level 12: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/Rchg(33), ImpArm-ResPsi(33)
Level 14: Kick -- Empty(A)
Level 16: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-ResDam(34), ImpArm-ResPsi(34)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(34), LkGmblr-Def(36)
Level 20: Knockout Blow -- Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(39), LkGmblr-Def(39)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-Rchg(40), AdjTgt-EndRdx/Rchg(42), AdjTgt-ToHit(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43)
Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
Level 38: Foot Stomp -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Dmg/EndRdx(43), Armgdn-Acc/Rchg(45), Armgdn-Dmg/Rchg(45), FrcFbk-Rechg%(45), Armgdn-Dam%(46)
Level 41: Laser Beam Eyes -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/EndRdx(46), Apoc-Acc/Rchg(46), Apoc-Dam%(48), Apoc-Dmg/Rchg(48)
Level 44: Physical Perfection -- Numna-Heal/Rchg(A), P'Shift-End%(48), Numna-Heal(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- SW-ResDam/Re TP(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Paralytic Radial Flawless Interface
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(11), Mrcl-Rcvry+(11), Numna-Heal(13), Panac-Heal/+End(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Posted

Okay you're on an Invuln tank.
Trying to build for recharge bonuses is pretty much pointless.
You wanna build for Defense Cap.
And don't futz with the "Psi Hole". You're NOT going to close it.
However, your AoE and Ranged defense should cover you sufficiently.

Take a look at Call_Me_Awesome's guide to Invuln tanks and the soft cap.

In the mean time, take a look at my current build.

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), GA-3defTpProc:50(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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Posted

HS, I agree that Defense should be a priority, but you make it sound like recharge is not useful. I must say I'm enjoying my high recharge SS/Inv especially because of how often DP is up (I have it perma before incarnates).
Having Footstomp cyle faster is also good as long as you can take the endurance cost.

I'm hoping that 45% with one target in range is going to be sufficient defense even with the new DA content, and you can always use Barrier to boost it.

So I agree Colt's build should strive or about 45% defense at least for S/L. I see Tough Hide and Maneuvers are not at the ED cap when they provide +def(all), so if you like your build the way it is for your play style, I would put the 2 additional slots there.

I'd also use Reactive Armor sets instead of Impervium for more defense.

Even though I like recharge, I think you have too much recharge: Dull Pain is perma with less recharge, and Hasten is not despite your best effort, so I'd say you can get rid of about 30% in recharge bonuses and still have DP perma.
This will also help with endurance and reduce the need for the Impervium for example.

Move the Apocalypse Proc to Footstomp rather than use the +rechg for even more impressive damage.


 

Posted

I would go for a second AoE attack..even if its 2 slotted.

In this example I removed slots from Resist Elements but even if you didn't, imo a 2 slotted aoe attack is better than Vengeance.

If you slotted ET with Posi's you'd get back the 2.5% EndRec and some elemental resists that was lost from stripping RE.

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

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50), Posi-Dam%(50)


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perma jump is ---> /up 1

 

Posted

Thank's for the input. I'm familiar with the soft cap, and Call Me Awesome's guide. I hadn't bothered ensuring I hit the soft-caps because of Invincibility, with just a few people in melee range my defence became excessive, although I forgot to consider that the soft caps will be higher in I22 Dark Astoria.

I'm very fond of my +Recharge. Having Foot Stomp recharge in under 5 seconds is amazing. With a few buffs, I can foot stomp so often that most of enemies around me can't attack at all. They spend ALL of their time just trying to get up. And it turns my interface procs into monsters. I effectively have perma-hasten because of the +recharge proc; it's too bad it doesn't stack anymore, because it often would. Despite my net gain of almost 3 end/sec and 123 MaxEnd, I still burn it fast. Having conserve power 2/3 of the time is a huge boon.

Putting one of those slots in Tough Hide was an excellent suggestion, thanks for that! I'll probably put that other slot in Maneuvers too!