How often do you use...


Arnabas

 

Posted

... Unstoppable?

I ask this only because my first character that I ever made back at launch is a Inv/ SS tanker and while I still love her, I sometimes feel that she doesn't perform as well as some other In. tankers I have seen and I have log wanted to improve her.

It was only last night that it struck me that I am the one limiting myself. My playstyle is a bit... odd. One of the guys that I team with regularly often teased me about how I rarely use Inspirations, if at all and I realised that this extends to certain powers as well.

For a long time (basically always...) I have played my characters in in light roleplaying manner. In comics, for example, you will see Spiderman only really use his full potential in critical moments. He's trapped under tons of debris? Too bad. He's just not strong enough to lift it. What? Aunt May is in danger? Raahhhrrr.... He powers his way out because she's die if he doesn't.

i tend to do the same. Inspirations are for emergencies only. I also have to admit I do the same with my powers. When I'm in a major battle, I will hit Dull Pain, but not before. If I am in danger of defeat, I hit Unstoppable, Rage and Hasten, but only in emergencies. This means they sit in my tray and almost never get used.

So, do any of you use it regularly, or only in an emergency? I had been jealous of the fact that other people's characters don't seem to take as much damage as mine, but maybe that's the reason? Or maybe I am slotted wrong.

I just want to find out so I can improve her.


Est sularis oth Mithas

 

Posted

what level are you? Until you hit 50, I recommend you keep it.

Fighting energy, some AV's, you will want it.
I've even used it while fighting an EB. Not that the eB could hurt me, but I couldnt have enough stamina to finish the fight. Unstoppable saved the day.

since being an incarnate, maybe ... once? I rotate my toons a lot, so my main (invul/ss) doesnt get as much play. I think it was a team wipe on an iTrial, I rez/break free/unstoppable, popped greens, then purples, and held both the AV (nightstar/siege?) until the rest of the team could regroup and rebuff.

Now, if I had the +Res/def incarnate buff, I probably wouldnt have needed it, but I was only +1, so I was getting hit hard by energy.

I play a dual build now, a fast recharge, hard hitting build, wiht unstoppable, and a max defense build without it.

If your not 50, you'll hate yourself for needing it, and its not there, esp in the 40-49 range.


50 Tanks: Invul/ss, Fire/ice/fire, Ice/em, Stone/fire
WP/Stone, dark/dark, shld/mace

50 Other: WS, SS/dark/sc brute, BS/Regen/WM scrpr, fire/fire/force blaster, rad/kin corr, mind/rad ctrl, ill/storm cntrl

 

Posted

Yeah, she's 50 and an Incarnate.

This whole thing really came about from watching other people Inv. tanks take on enemies that would seriously damage me, while their health barely moved. As I say, I initially thought it was my build, then thought maybe other people were using Unstoppable, then went back to questioning my build.

I might have to look at how other people sloth their Invuln. powers.


Est sularis oth Mithas

 

Posted

On my main, Invention/Incarnate Tank? Not at all. If I really need added resistance, I'll use Eye of the Magus first, but even that's very rare. Unstoppable is pretty much just a place to slot the +3% Defense IOs.

But on my non-Incarnate, no Set Bonus Tank, it's a handy power. I usually need it more for the endurance recovery/click-mez protection than the resistance.


 

Posted

Quote:
Originally Posted by Arnabas View Post
If I am in danger of defeat, I hit Unstoppable, Rage and Hasten, but only in emergencies. This means they sit in my tray and almost never get used.
Really? On any character with Rage or Hasten, I normally have them set to auto-fire.


Quote:
So, do any of you use it regularly, or only in an emergency? I had been jealous of the fact that other people's characters don't seem to take as much damage as mine, but maybe that's the reason? Or maybe I am slotted wrong.
I hardly ever used it. I could respec out of it, but I had to respec when I IO'ed him and don't feel like doing it again to change one power.

My invuln was my second character and had Tough & Weave plus Aid Self. When IO's came out, I didn't have the inclination to build for defense so I built for regeneration. (It seemed everyone slotted for defense on invulns.) He has 5% extra hit points from IO's and 220% extra regen from his IO's (and, obviously, additional from Health and Physical Perfection). Subsequent to IO'ing him, I never used Unstoppable again and only used Aid Self when tanking Lord Recluse in the STF. Slotting for regen is CHEAP (well, until you toss the uniques in there - I had those lying around) and I got him into the same ballpark as my /regen scrapper, but on a tanks hit points.

Anyway, my point is that there are a lot of ways to build that will dramatically improve your survivability. A lot of people build for defense. When you start with the base defense that an invuln gets, you can get those numbers pretty high.


Paragon City Search And Rescue
The Mentor Project

 

Posted

My Inv/SS tank is only lvl 47 ( I need to lvl it) And I hardly use unstoppable if u have your build u can post it here or look at some of the others that is on here and figure out how u can improve your build.


 

Posted

Ok, so take a look and tell me how awful this is.

Before opening myself to forum ridicule, let me point out that I have never really been a big "numbers" person and have generally just followed the "not more that 3 of a type" rule when slotting stuff. I have never been a min/ max expert by any means.

I'd like, in general, to keep these powers. I don't want to give up stuf for the fighting pool, for example, unless I can trade in a way that also gets me more damage. Also, if Afterburner can be worked in, great. I certainly don't need Hand Clap, but I find Foot Stomp fun, for example. And some mght say to drop Energy Torrent, but I have been using it for so long, it would seem strange not to have it.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Resist Physical Damage -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(3), ImpSkn-EndRdx/Rchg:30(3), ImpSkn-ResDam/EndRdx/Rchg:30(5), ImpSkn-Status:30(5), ResDam-I:50(46)
Level 1: Jab -- RechRdx-I:50(A)
Level 2: Punch -- P'ngS'Fest-Acc/Dmg:30(A), P'ngS'Fest-Dmg/EndRdx:30(25), P'ngS'Fest-Dmg/Rchg:30(25), P'ngS'Fest-Stun%:30(29)
Level 4: Temp Invulnerability -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(7), Aegis-EndRdx/Rchg:50(7), Aegis-ResDam/EndRdx/Rchg:50(9), Aegis-ResDam:50(9), Aegis-Psi/Status:50(11)
Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(29), S'ngH'mkr-Dmg/Rchg:35(31), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Dmg-I:50(31), Dmg-I:50(34)
Level 8: Dull Pain -- Heal-I:50(A), Heal-I:50(11), RechRdx-I:50(13)
Level 10: Resist Elements -- ResDam-I:50(A), ResDam-I:50(13), ResDam-I:50(15)
Level 12: Unyielding -- ResDam-I:50(A), ResDam-I:50(15), ResDam-I:50(17)
Level 14: Resist Energies -- ResDam-I:50(A), ResDam-I:50(17), ResDam-I:50(19)
Level 16: Taunt -- Taunt-I:50(A)
Level 18: Invincibility -- Ksmt-Def/EndRdx:30(A), Ksmt-Def/Rchg:30(19), Ksmt-EndRdx/Rchg:30(21), Ksmt-Def/EndRdx/Rchg:30(21), Ksmt-ToHit+:30(23), DefBuff-I:50(23)
Level 20: Knockout Blow -- F'dSmite-Acc/Dmg:40(A), F'dSmite-Dmg/EndRdx:40(36), F'dSmite-Dmg/Rchg:40(36), F'dSmite-Acc/EndRdx/Rchg:40(36), F'dSmite-Acc/Dmg/Rchg:40(37), Dmg-I:50(37)
Level 22: Fly -- Flight-I:50(A), Flight-I:50(42), Flight-I:50(42)
Level 24: Hand Clap -- Acc(A)
Level 26: Tough Hide -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(27), GftotA-EndRdx/Rchg:40(27)
Level 28: Rage -- ToHit-I:50(A)
Level 30: Hasten -- RechRdx-I:50(A)
Level 32: Unstoppable -- EndMod-I:50(A), EndMod-I:50(33), RechRdx-I:50(33), RechRdx-I:50(33), ResDam-I:50(34), ResDam-I:50(34)
Level 35: Hurl -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Dam%:50(39), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(40)
Level 38: Foot Stomp -- C'ngBlow-Acc/Dmg:50(A), C'ngBlow-Dmg/EndRdx:50(40), C'ngBlow-Dmg/Rchg:50(40), C'ngBlow-Acc/Rchg:50(42)
Level 41: Focused Accuracy -- ToHit-I:50(A)
Level 44: Laser Beam Eyes -- LdyGrey-DefDeb:50(A), LdyGrey-DefDeb/Rchg:50(45), LdyGrey-DefDeb/Rchg/EndRdx:50(45), LdyGrey-Rchg/EndRdx:50(45), LdyGrey-DefDeb/EndRdx:50(46), LdyGrey-%Dam:50(46)
Level 47: Physical Perfection -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(48), Efficacy-EndMod/Acc/Rchg:50(48), Efficacy-Acc/Rchg:50(48), Efficacy-EndMod/Acc:50(50), Efficacy-EndMod/EndRdx:50(50)
Level 49: Energy Torrent -- Dmg-I:50(A), Dmg-I:50(50)
------------
Level 2: Swift -- Flight-I:50(A), Flight-I:50(43)
Level 2: Health -- Heal-I:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(43), EndMod-I:50(43)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


Est sularis oth Mithas

 

Posted

Some general points to consider, because my Mids-fu is not strong and someone else likely has a build already made:

-Without going for the fighting pool, you'll always be much weaker than a tanker with it.

-Dull Pain, Hasten, and Rage are underslotted.

-Drop Focused Accuracy. Invincibility + Rage make it pointless, and by itself it more than doubles an Inv tank's endurance usage.

-The entire APP needs serious consideration. The power slotting makes almost no sense. The same Rech bonus from Physical Perfection can be had from 5-slotting Doctored Wounds in Dull Pain which will also make Dull Pain much more useful. If you're going to use Energy Torrent as much as you say, it should get more slots. LBE might give you bonuses, but it's pretty much useless as it is now.

-Way too much slotting for Flight Speed. I think one SO in fly will cap flight speed, and you certainly don't need the extra slot in Swift.

-I love Hurl, but it is monumentally overslotted for Damage, as are Haymaker and Knockout Blow.

-I would abandon Unstoppable, I've never really found a use for it. If you are keeping it, it doesn't need so many slots. 1 Resistance will put you at almost 88% res, which will easily put you over the cap with the passives.

-Personally, I would slot Jab and drop Punch. Punch is a better attack, but since you have to take Jab, and it adds bruising, you might as well make it useful.

-If you do drop Punch, Handclap, and Unstoppable, you can now pick up Boxing, Tough, and Weave. 5 slots from Unstoppable, 1 slot from Swift, and those two toggles can be reasonably well slotted for effectiveness, if not bonuses.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Starflier View Post
-Way too much slotting for Flight Speed. I think one SO in fly will cap flight speed, and you certainly don't need the extra slot in Swift.
Above around level 25, Fly caps flight speed with no enhancement.

Quote:
I would abandon Unstoppable, I've never really found a use for it. If you are keeping it, it doesn't need so many slots. 1 Resistance will put you at almost 88% res, which will easily put you over the cap with the passives.
Whether or not to keep it is very much a matter of taste, but I agree that it's something you could skip and likely do just fine without a significant majority of the time. I keep it on my own Invul characters, but rarely use it. Sometimes, though, it saves my bacon, and that's enough to get me to keep it for now, since there's nothing I desperately want to replace it with. (Tanking Lord Recluse when no towers are down comes to mind, but Inspirations can do this too.) It also sounds like it might fit your concept a bit to keep it.

Hasten and Rage really make a dramatic impact on your character's performance. If you aren't using Rage all the time, you're much less effective at dealing damage than you could be. I agree that you don't need Focused Accuracy at all when you have Rage. FA gives you resistance against toHit debuff that is nice, but you pay through the nose for it in endurance cost.

Quote:
If you do drop Punch, Handclap, and Unstoppable, you can now pick up Boxing, Tough, and Weave. 5 slots from Unstoppable, 1 slot from Swift, and those two toggles can be reasonably well slotted for effectiveness, if not bonuses.
Agreed.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

If I plan on tanking Ghost Widow unaided for an indefinite amount of time in melee, with Mako and Scirroco next to her then very likely everytime it's up

I use Kinetic Combats, Gaussians, Aegis, Mako's, Thunderstrikes, Erads, Cleaving Blows, Reactive Armours, Doctored Wounds and LotGs in my build and with them I am softcap to all with one in melee except versus Psi.


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

Quote:
Originally Posted by Starflier View Post
Some general points to consider, because my Mids-fu is not strong and someone else likely has a build already made:



-The entire APP needs serious consideration.

-I love Hurl, but it is monumentally overslotted for Damage, as are Haymaker and Knockout Blow.

.
See, this is my problem, as mentioned above. I am not a big numbers person and thus don't always recognise when I go from "enough" to "too much". Any suggestions on what I can put, where?


Est sularis oth Mithas

 

Posted

Ok, that toon has a hella cool name.

I tinkered a bit. I had to drop some things to pack in the fighting pool. I replaced unstoppable with Conserve Power, to keep that 'surge of might' thing you like, you can hit that instead.

You're capped to S/L and have plenty of everything else. If you get the Tanker ATO proc, I'd recommend you slot it in punch or hurl, whichever you use more, along with 5 pieces of a purple set. (I'd lean hurl, personally.)

Dull Pain is perma and you're capped to hit points. This build loves Agility.

The order of powers is jacked up, I just crammed in stuff to give you a framework to aim for.

This will perform like a beast. I hope you will like.


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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5), GA-3defTpProc(46)
Level 1: Jab -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(50)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25), GS-Acc/Dmg/End/Rech(25), GS-Acc/End/Rech(29)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 6: Haymaker -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg(31), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34)
Level 8: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(9), Panac-EndRdx/Rchg(11), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(48)
Level 10: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/Rchg(15)
Level 12: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(46)
Level 14: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19)
Level 16: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(21), LkGmblr-Rchg+(23)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(37), GS-Acc/End/Rech(37)
Level 22: Fly -- Flight-I(A)
Level 24: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 35: Hurl -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(37), Apoc-Dam%(39), Apoc-Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 38: Foot Stomp -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(40), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
------------
Level 2: Swift -- Flight-I(A), Flight-I(43)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), P'Shift-EndMod/Rchg(48)
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

I'm gonna need more Influence, lol.


Est sularis oth Mithas

 

Posted

Quote:
Originally Posted by Arnabas View Post
See, this is my problem, as mentioned above. I am not a big numbers person and thus don't always recognise when I go from "enough" to "too much". Any suggestions on what I can put, where?
Well, ED slotting will give you 95-100% for something like damage. Mids is showing Hurl in you build at 210%, enough for 2 attacks, and Haymaker's at 170 and KoBlow at 135ish. Most of that is completely wasted. If you hover over the attack in Mids, a list of enhancement values will popup. If you've over-slotted the value will show in Red, while the "Pre-ED" value will be in brackets beside the actual value. So before ED, you'd be enhancing Hurl by 206.7%, while now it's only 111.01%. In this case it's largely because you've got level 50 generic IO's in addition to slotting sets which have a good amount of damage in them.

Conversely, Footstomp, LBE, and Energy Torrent could all use more damage slotting. I would six-slot Footstomp to improve everything, but mainly getting the damage up to 96%ish where most attacks should be. It's a great attack and deserves the slots. Energy Torrent, since you like using it, is in a similar boat. ED-capped damage, some accuracy, endred, and recharge. LBE should be slotted as an attack if you keep it, though personally I would drop it since you already have Hurl which does loads more damage. Slotting it purely for Defence Debuff is not going to help much in actual play.

The no more than 3 SO's worth is more of a reference to the percentage value provided by those 3 SO's than the number of SO's.

I fiddled a bit with your build, just trying to move stuff around a little. I don't recommend using it as a final build, as its not soft-capped, finished or all that great, but it would improve your survivability. I tried to keep your powers for the most part, although I did fit in the Fighting Pool. Dropped Focused Accuracy for Conserve Power, because with just the base slot it's a better choice, and the ToHit from Invincibility and Rage make it kind of pointless other than debuff resistance.

I would suggest looking at Call_Me_Awesome's guide for soft-capping Inv tanks. Also, there's probably some very solid builds already floating around the forum.


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

Click this DataLink to open the build!

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

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


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Arnabas View Post
I'm gonna need more Influence, lol.
Actually, you can soft-cap (to S/L damage) an Inv/SS tank pretty cheaply. Here's the build I use, which is based on Call Me Awesome's ideas:

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/EndRdx/Rchg:35(3), RctvArm-ResDam:35(3), RctvArm-EndRdx:33(5), S'fstPrt-ResDam/Def+:30(46)
Level 1: Jab -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:35(17), C'ngImp-Acc/Dmg/Rchg:35(17), C'ngImp-Acc/Dmg/EndRdx:35(27)
Level 2: Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(13), S'ngH'mkr-Dmg/Rchg:35(13), S'ngH'mkr-Dmg/EndRdx/Rchg:35(15), F'dSmite-Acc/EndRdx/Rchg:35(31), F'dSmite-Acc/Dmg/Rchg:35(33)
Level 4: Dull Pain -- Dct'dW-Rchg:35(A), Dct'dW-Heal:35(37), Dct'dW-EndRdx/Rchg:35(37), Dct'dW-Heal/Rchg:35(40), Dct'dW-Heal/EndRdx/Rchg:35(43)
Level 6: Haymaker -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(7), S'ngH'mkr-Dmg/EndRdx/Rchg:35(11), F'dSmite-Acc/Dmg/Rchg:35(23), F'dSmite-Acc/EndRdx/Rchg:35(31)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(9), RctvArm-ResDam/Rchg:35(9), RctvArm-ResDam/EndRdx/Rchg:35(11)
Level 10: Resist Physical Damage -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(15), RctvArm-ResDam/Rchg:40(27), RctvArm-ResDam:40(48)
Level 12: Combat Jumping -- DefBuff-I:35(A)
Level 14: Fly -- Winter-ResSlow:35(A)
Level 16: Boxing -- Acc-I:50(A)
Level 18: Invincibility -- RedFtn-EndRdx:42(A), RedFtn-Def/EndRdx:42(19), RedFtn-Def/Rchg:42(19), RedFtn-Def/EndRdx/Rchg:42(34), RedFtn-Def:42(34)
Level 20: Taunt -- Zinger-Taunt:35(A), Zinger-Taunt/Rchg:35(43), Zinger-Taunt/Rchg/Rng:35(45), Zinger-Acc/Rchg:35(45), Zinger-Taunt/Rng:35(45), Zinger-Dam%:35(46)
Level 22: Knockout Blow -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(23), S'ngH'mkr-Dmg/Rchg:35(25), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), F'dSmite-Acc/Dmg/Rchg:35(33), EoCur-Acc/Hold/Rchg:35(34)
Level 24: Resist Energies -- RctvArm-ResDam:35(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-ResDam/Rchg:40(46)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(31), LkGmblr-Rchg+:29(36)
Level 28: Rage -- AdjTgt-Rchg:35(A), AdjTgt-ToHit/Rchg:35(29), RechRdx-I:50(29), Rec'dRet-Pcptn:20(48)
Level 30: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(36), RctvArm-ResDam/EndRdx/Rchg:25(42), RctvArm-ResDam:35(42)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(36), LkGmblr-Def:50(37), LkGmblr-Rchg+:50(43)
Level 35: Hand Clap -- HO:Endo(A)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:47(39), Oblit-Dmg/Rchg:47(39), Oblit-Acc/Dmg/Rchg:47(39), Oblit-Acc/Dmg/EndRdx/Rchg:47(40), Oblit-%Dam:47(40)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Physical Perfection -- EndMod-I:50(A)
Level 47: Resist Elements -- ResDam-I:50(A), ResDam-I:50(48), ResDam-I:50(50)
Level 49: Hurl -- HO:Nucle(A), HO:Nucle(50), Dmg-I:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)



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|-------------------------------------------------------------------|


 

Posted

(Edited post for moar damage, same defense.)

Quote:
Originally Posted by Arnabas View Post
I'd like, in general, to keep these powers. I don't want to give up stuf for the fighting pool, for example, unless I can trade in a way that also gets me more damage. Also, if Afterburner can be worked in, great. I certainly don't need Hand Clap, but I find Foot Stomp fun, for example. And some mght say to drop Energy Torrent, but I have been using it for so long, it would seem strange not to have it.
Here's a build that works in Afterburner- I dropped Punch and Handclap to add it and Air Superiority. I also like the Cardiac Alpha power for the reduced endurance and added resistance. Apart from that, I kept the same powers.

I tried to avoid really expensive IOs, but there's still a few in there. You don't have to follow the build exactly but it can give some slotting ideas.

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: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(13)
Level 1: Jab -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(34)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(33), Dct'dW-Rchg(37)
Level 4: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(25), T'Death-Dam%(34)
Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(34)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(33)
Level 10: Fly -- Winter-ResSlow(A)
Level 12: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(48)
Level 14: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(48)
Level 16: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(33)
Level 20: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 22: Taunt -- Taunt-I(A)
Level 24: Afterburner -- Flight-I(A)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(40), LkGmblr-Rchg+(42)
Level 28: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A)
Level 35: Hurl -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- Rec'dRet-Pcptn(A)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Entrpc-Acc/Dmg(46), Entrpc-Dmg/EndRdx(46)
Level 47: Physical Perfection -- RgnTis-Regen+(A)
Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by Arnabas View Post
... Unstoppable?
Before or after soft-capping?

Before? Every once in a blue moon.

After? Effectively NEVER.
The benefits imparted by Unstoppable are nearly useless to a soft-capped Invuln and really not worth the crash.

I ask this only because my first character that I ever made back at launch is a Inv/ SS tanker and while I still love her, I sometimes feel that she doesn't perform as well as some other In. tankers I have seen and I have log wanted to improve her.

Quote:
It was only last night that it struck me that I am the one limiting myself. My playstyle is a bit... odd. One of the guys that I team with regularly often teased me about how I rarely use Inspirations, if at all and I realised that this extends to certain powers as well.
Inv/SS is a VERY easy combo to make self-sufficient to the point where inspies don't do a hell of a lot for you.

Soft-cap (who needs purples, oranges and greens)
Rage double-stacked (who needs yellows or reds)
Proper building for endurance reduction (who needs blues, save in "pressing buttons like a crack-addled monkey, scrank-lock" phase)
Tank (who needs break frees)

Quote:
i tend to do the same. Inspirations are for emergencies only. I also have to admit I do the same with my powers. When I'm in a major battle, I will hit Dull Pain, but not before. If I am in danger of defeat, I hit Unstoppable, Rage and Hasten, but only in emergencies. This means they sit in my tray and almost never get used.
I have Hasten on auto and hit rage whenever it's up. My defense is high enough that the defense crash is essentially meaningless, but still.

Quote:
So, do any of you use it regularly, or only in an emergency? I had been jealous of the fact that other people's characters don't seem to take as much damage as mine, but maybe that's the reason? Or maybe I am slotted wrong.

I just want to find out so I can improve her.
Look over Call Men Awesome's guide to Invuln tankers and the soft cap. It's relatively easy to build yourself a RIDICULOUSLY powerful Inv/SS tank.

My original rebuild of Hyperstrike was one of Vox Populi's "Super Tanker" builds. It was relatively tough and I could do +0x8 with a bit of effort.

My second rebuild was a S/L soft-cap that had something close to 3x the survivability and felt absolutely GODLIKE. +2x8 became easy.

My current rebuild is soft-capped to all types (save psi/toxic) and has positionals in the mid 20's. It's also sporting Spring Attack for an additional "punch" when entering a group of enemies. It's well and truly MONSTROUS. With the Enzyme nerf coming soon, I've dropped back to Cytos and shaved a couple points off total defenses, but still capped. It now takes an act of God to get me to kiss floor or really bad luck with the enemies' ToHit rolls. Every once in a while I'll hit a string of lucky enemy hits and facepant. But, outside of the "lucky shot string", I can solo +4x8 with very very little danger.



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

 

Posted

Quote:
Originally Posted by Arnabas View Post
See, this is my problem, as mentioned above. I am not a big numbers person and thus don't always recognise when I go from "enough" to "too much". Any suggestions on what I can put, where?
If you're in Mids, you can mouse-over the power's bar and get a look at the enhancement levels like this:




Others have already given you basic good advice:

The Fighting pool (Boxing, not Kick due to Kick's +KB component, Tough and Weave) will make you much tougher).
Get rid of Focused Accuracy. It's pointless when you have and can double-stack Rage. Start with three Recharge IOs and worry about it more later.
Pay closer attention to your slotting.


For toughening up your tank:

You have 2 types of resists.

Active resists that you have to toggle on and that cost endurace. These will be:
  • Temporary Invulnerability
  • Unyielding
  • Tough
Your optimal slotting for these is 4 Reactive Armor:
  • Resist
  • Resist/End
  • Resist/Rech
  • Resist/End/Rech
You also have passive resists that are automatic and cost no endurance. These are all the ones labeled "Resist *INSERT*"
  • Resist Physical Damage
  • Resist Elements
  • Resist Energies
Your optimal slotting for these is 3 Aegis:
  • Resist
  • Resist/End
  • Resist/Rech


Other things: You have flight WAY overslotted. One flight IO in Fly will cap your movement. The additional stuff in Swift and Fly will do jack and squat for you.


You have Laser Beam Eyes slotted for debuff. Don't worry about it. Slot for damage. The debuff is so small it's almost meaningless, plus it's resisted.


You're grotesquely overslotted in Physical Perfection.


Suggestions for you:


  • 3 slots in Stamina:
    • Perf Shifter: EndMod
    • Perf Shifter: Chance for +End
    • Common EndMod IO
  • 1-2 slots in Physical Perfection:
    • Perf Shifter: Chance for +End
    • Common Heal IO
  • 3 slots in Health:
    • Numina: Heal
    • Numina: +Regen/Recovery
    • Miracle: + Recovery
You'll wind up with better Endurance recovery than you currently have and save slots for other nifty things.




6-Slot Foot Stomp! It's your bread and butter!


Optimal slotting for your defenses is 2 straight defense IOs or 1 straight defense and 2 Def/End (save Tough Hide, which is auto, just put 2-3 Common defense IOs in there). If you're slotting more than 3 common defense IOs worth of defense into a power you're doing it wrong.




Even with Rage up, you still want to keep a sufficient amount of +Acc in your attacks. People will disagree on what "sufficient" is, but I usually try to get something in the neighborhood of 40% or more.




Ditch Hand Clap. A power that makes enemies leave your area, when your defenses REQUIRE them to be there to stay high? No Thank You!


Energy Torrent. Another "get the **** away from me" power? Do Not Want!


Also, don't know what your concept of the toon is, but the Leaping pool is your friend.
  • Combat Jumping: Adds to your defense!
  • Super Jump: Nice travel power.
  • Spring Attack: Another AoE attack, equivalent to Shield Charge.
I've been spamming my current build all over the forums lately. But I figure it's a nice place to start. Can it use some tweaking? Sure! Currently it's NOPLACE near HP cap. So stuff getting through my defenses and resists can kill me a bit easier (and my regen is consequently not as high). But still:

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(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), GA-3defTpProc(45)
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 -- HO:Cyto(A), HO:Cyto(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 -- HO:Cyto(A), HO:Cyto(31)
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 -- HO:Cyto(A), HO:Cyto(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 -- Heal-I(A), P'Shift-End%(50)
Level 50: Spiritual Radial 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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| Copy & Paste this data into Mids' Hero Designer to view the build |
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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

In a post-Incarnate world of Barrier and Rebirth (and now the Might of the Tanker proc), Unstoppable is a relic best avoided except maybe as a set mule. Even before Incarnates it was a pretty bad power. Now it's just laughable.

Think about it: a survival click power that takes all of your health and endurance away. File that under "moronic ideas" right next to the failed version of Fly that roots you.

T9 defensive powers and T9 nukes with crashes really need to be looked at. Even if Unstopp flagged you as utterly unkillable/ignores even unresisted damage for three minutes, it still wouldn't be worth the crash.


.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Energy Torrent. Another "get the **** away from me" power? Do Not Want!
Energy Torrent is knockdown, it's actually a nice opener as you approach a group of enemies.


 

Posted

Thanks everyone.

I went through the various builds and respecced Maiden Canada last night. I am more than pleased with the results. I did a number of missions at +3/ X8 without too much difficulty and fet like I was back in the pre-ED days, when I could leave her standing in a field of purple while going for supper and not worry about her.

I'll have to check out Call Me Awesome to see if I can tweak her a bit more, but I am very happy with how she performed last night.


Est sularis oth Mithas

 

Posted

Quote:
Originally Posted by Arnabas View Post
Thanks everyone.

I went through the various builds and respecced Maiden Canada last night. I am more than pleased with the results. I did a number of missions at +3/ X8 without too much difficulty and fet like I was back in the pre-ED days, when I could leave her standing in a field of purple while going for supper and not worry about her.

I'll have to check out Call Me Awesome to see if I can tweak her a bit more, but I am very happy with how she performed last night.

So what sort of build are you running now?



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

 

Posted

Quote:
Originally Posted by Arnabas View Post
I'll have to check out Call Me Awesome to see if I can tweak her a bit more, but I am very happy with how she performed last night.
CMA has been out of town on business for a few weeks, but should be back pretty soon.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
So what sort of build are you running now?
Ok, well, I expect to tweak her a bit more (like in Hurl, for example), but at the moment she is set up thus:

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Resist Physical Damage
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 1: Jab
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (17) Kinetic Combat - Damage/Endurance: Level 35
  • (17) Kinetic Combat - Damage/Recharge: Level 35
  • (21) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (23) Pounding Slugfest - Accuracy/Damage: Level 30
  • (23) Pounding Slugfest - Damage/Endurance: Level 30
Level 2: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance/Recharge: Level 40
  • (3) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (5) Reactive Armor - Resistance: Level 40
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (5) Doctored Wounds - Endurance/Recharge: Level 50
  • (7) Doctored Wounds - Heal/Recharge: Level 50
  • (7) Doctored Wounds - Heal: Level 50
  • (9) Doctored Wounds - Recharge: Level 50
Level 6: Resist Elements
  • (A) Aegis - Resistance/Endurance: Level 50
  • (9) Aegis - Resistance/Recharge: Level 50
  • (11) Aegis - Resistance: Level 50
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (13) Reactive Armor - Resistance: Level 40
Level 10: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage: Level 30
  • (25) Kinetic Combat - Damage/Endurance: Level 35
  • (25) Kinetic Combat - Damage/Recharge: Level 35
  • (27) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (27) Pounding Slugfest - Accuracy/Damage: Level 30
  • (31) Pounding Slugfest - Damage/Endurance: Level 30
Level 12: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (31) Mocking Beratement - Taunt/Recharge: Level 50
  • (31) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (33) Mocking Beratement - Accuracy/Recharge: Level 50
  • (33) Mocking Beratement - Taunt/Range: Level 50
  • (33) Mocking Beratement - Recharge: Level 50
Level 14: Resist Energies
  • (A) Aegis - Resistance/Endurance: Level 50
  • (15) Aegis - Resistance/Recharge: Level 50
  • (15) Aegis - Resistance: Level 50
Level 16: Boxing
  • (A) Damage Increase IO: Level 50
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (19) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (19) Luck of the Gambler - Defense: Level 50
  • (21) Luck of the Gambler - Recharge Speed: Level 50
Level 20: Knockout Blow
  • (A) Crushing Impact - Accuracy/Damage: Level 50
  • (34) Crushing Impact - Damage/Endurance: Level 50
  • (34) Crushing Impact - Damage/Recharge: Level 50
  • (34) Crushing Impact - Accuracy/Damage/Recharge: Level 50
  • (36) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (36) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 22: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (46) Reactive Armor - Resistance/Recharge: Level 40
  • (46) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (46) Reactive Armor - Resistance: Level 40
Level 24: Weave
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (48) Luck of the Gambler - Defense: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
Level 26: Fly
  • (A) Flight Speed IO: Level 50
Level 28: Tough Hide
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
  • (29) Luck of the Gambler - Recharge Speed: Level 50
Level 30: Rage
  • (A) Rectified Reticle - To Hit Buff: Level 20
  • (36) Rectified Reticle - To Hit Buff/Recharge: Level 20
  • (37) Rectified Reticle - Increased Perception: Level 20
  • (37) Recharge Reduction IO: Level 50
Level 32: Combat Jumping
  • (A) Luck of the Gambler - Defense: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
Level 35: Hurl
  • (A) Apocalypse - Damage: Level 50
  • (37) Apocalypse - Accuracy/Damage/Recharge: Level 50
  • (39) Apocalypse - Chance of Damage(Negative): Level 50
  • (39) Accuracy IO: Level 50
  • (39) Damage Increase IO: Level 50
  • (40) Range IO: Level 50
Level 38: Foot Stomp
  • (A) Multi Strike - Damage/Endurance: Level 50
  • (40) Force Feedback - Chance for +Recharge: Level 50
  • (40) Eradication - Damage: Level 30
  • (42) Eradication - Damage/Recharge: Level 30
  • (42) Eradication - Accuracy/Damage/Recharge: Level 30
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
Level 41: Conserve Power
  • (A) Recharge Reduction IO: Level 50
Level 44: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (45) Thunderstrike - Damage/Endurance/Recharge: Level 50
Level 47: Physical Perfection
  • (A) Endurance Modification IO: Level 50
  • (48) Endurance Modification IO: Level 50
Level 49: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
------------
Level 2: Swift
  • (A) Flight Speed IO: Level 50
Level 2: Health
  • (A) Numina's Convalescence - Heal: Level 50
  • (43) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (43) Healing IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (43) Performance Shifter - EndMod/Recharge: Level 50
  • (45) Performance Shifter - EndMod/Accuracy: Level 50
  • (45) Performance Shifter - Chance for +End: Level 50
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Sprint
  • (A) Endurance Reduction IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run



I also have sitting in my inventory 4 Might of the Tanker enh, which I am wondering if I should stick in somewhere. I have:

Acc/ Dmg
Acc/ Dmg/ Rech
Dmg/ End Red/ Rech
Rech/ Chance of +Res


Est sularis oth Mithas

 

Posted

Quote:
Originally Posted by Arnabas View Post
Ok, well, I expect to tweak her a bit more (like in Hurl, for example), but at the moment she is set up thus:
Looks like a fun build. Glad you like it.

Quote:
Originally Posted by Arnabas View Post
I also have sitting in my inventory 4 Might of the Tanker enh, which I am wondering if I should stick in somewhere. I have:

Acc/ Dmg
Acc/ Dmg/ Rech
Dmg/ End Red/ Rech
Rech/ Chance of +Res
The proc is totally worth it, based on my experience with it so far (though not with an Invul/ so not directly positive of the benefit in this case). Overall, it is a nice set, if you can work it in - if nothing else to essentially get a purple-light set of bonuses (full if you can get the catalysts).


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