How often do you use...


Arnabas

 

Posted

Quote:
Originally Posted by Chyll View Post
Looks like a fun build. Glad you like it.



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).
Ok, well, here is where I sound uninformed again, but what precisely would this be doing for me? I hesitate to give up anything from what seems to be working nicely (now at +4/ X8) to gain something I am not familiar with. I am also not sure what the "catalysts" would be.

Where do you think this would work best in the current build?


Est sularis oth Mithas

 

Posted

Quote:
Originally Posted by Arnabas View Post
Ok, well, here is where I sound uninformed again, but what precisely would this be doing for me?
The +res proc fires periodically as you use the power - providing a rech bonus (rarely bad) and +resist all benefit that will stack. It has been excellent to have in my SR/ tank, and in some light testing on a Elec/ (hence why I'm not positive of Invul/ benefit).

That aside, set bonuses the tanker AO provides - +dmg, +health, +rech, and some resistances, off the top of my head. The benefit here, however, is these work like purples - so carry with you if you respc downward. (And they are still cheaper than most Purples atm.)

Quote:
Originally Posted by Arnabas View Post
I hesitate to give up anything from what seems to be working nicely (now at +4/ X8) to gain something I am not familiar with. I am also not sure what the "catalysts" would be.
Where do you think this would work best in the current build?
The tanker set only will go in attacks, and the mechanic is fairly unique in the way the proc fires. At a guess, hurl or foot stomp wouldn't be horrible. Maybe Knockout Blow (I would totally check with someone else first). That aside, you would have to compare existing set bonuses to those the tanker AO providesto decide what makes sense.

Catalysts are a new salvage mechanic, probably nothing to worry about at present, but essentially you can turn a basic AO into a "Superior" version - converting your enh from one set to another with different values and new set bonuses - fully on par to purple values.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

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:

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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
Note: In the future, make sure to export the Data Chunk as well. The Data Link doesn't survive the post editing process if you have to go in and change something.

This build is better. Fairly tough.

Honestly you could probably get away with 5-slotting Jab, Haymaker and KoB. You'll lose a little regen, but it's not a huge deal. A Crushing Impact Acc/Dam/Rech should bump your accuracy into acceptable ranges. I just prefer the Mako Quad. Less improvement on a stat-by-stat basis, but gives a better all-around boost to the power in terms of all stats.

Don't waste time slotting Hold into KoB though.

Honestly, push Resist Elements and Energies to later in the build. You'll see more use out of Combat Jumping and Rage.

Also, be aware that the Force Feedback Proc is going to make Mids' lie to you. It's going to automatically add 100% to your recharge numbers and lower corresponding recharge times on powers.



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

 

Posted

I'm sure all this has been brought up before, so i'll be brief. I still put Unstoppable in my invuln builds. Even my latest which has 48% defense to all but Psi with 1 mob in range of invinicibility. The reasons are the usual really,

1) it does cap your resistance to most all the colourful stuff out there, handy in odd places
2) it offers its own Mez protection. More often than not, i've had to hit unstoppable due to an unexpected toggle drop in a dangerous mob, hit unstoppable, keep on going like nothing happened. OR there happens to be a LOT of mez flying around. Quite often now in new content im finding im hitting my limit on mez protection, need a quick boost cause someone pulled a mob? no breakies? if you need it, you got it.
3) Endurance buff. Yeah you heard me, I've used it for that too. Although invuln has been buffed in the area of end drain, its still had its moments. Even though many of you will have, conserve power or physical perfection, unstoppable is still a good emergency option.

The only draw back of course, is the crash. but this is only a temporary power, to be used in unusual situations.

But, all this for a power that you can either leave with its default slot, or use it as a slot mule. the choice is yours


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

 

Posted

I never use Unstoppable; not even on my Invuln scrapper (granted, it might be the nastiest scrapper I've ever made).


Anyways, like most have said, its just useless on a well built Tank.

I see you have already rebuilt but here is my build. A few things of note:
I recently put the Might of the Tanker proc in Haymaker. After doing some research, it appears it is the best power with the 8 second default recharge to get the mechanics right with stacking. It is common that I have 2-3 stacks of the proc.

Your Dull Pain is permanent.

You are softcapped against all types with one in range.

I run super speed but you can easily flex it out for Spring Attack if you prefer OR Maneuvers if you like (doing so can get you ~52% E/NE and F/C and 55% S/L). It also allows you to shave about 2 seconds off Dull Pain, and takes FootStomp down a bit.
I overall think its a better build but I love Super Speed. You may love Spring Attack but either way, its an easy interchangeable spot.

All your main attacks are in that target 96%+ damage range.

Footstomp has the recharge proc. My personal opinion is it is criminal to not have that proc in Footstomp.

I'll be honest; I hardly play this toon because there is not much of a challenge in much of the content.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (17) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance
  • (40) Reactive Armor - Resistance/Endurance
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
Level 1: Jab
  • (A) Hecatomb - Chance of Damage(Negative)
  • (3) Hecatomb - Damage
  • (7) Hecatomb - Accuracy/Damage/Recharge
  • (33) Hecatomb - Damage/Endurance
  • (48) Hecatomb - Damage/Recharge
Level 2: Temp Invulnerability
  • (A) Aegis - Resistance
  • (3) Aegis - Resistance/Endurance
  • (29) Aegis - Resistance/Endurance/Recharge
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal
  • (5) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
  • (7) Doctored Wounds - Recharge
  • (15) Doctored Wounds - Heal/Endurance
Level 6: Haymaker
  • (A) Kinetic Combat - Accuracy/Damage
  • (21) Kinetic Combat - Damage/Endurance
  • (33) Kinetic Combat - Damage/Recharge
  • (34) Kinetic Combat - Damage/Endurance/Recharge
  • (42) Bonesnap - Accuracy/Recharge
Level 8: Unyielding
  • (A) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance
  • (11) Reactive Armor - Resistance/Endurance/Recharge
  • (34) Reactive Armor - Resistance/Endurance
Level 10: Taunt
  • (A) Perfect Zinger - Taunt
  • (11) Perfect Zinger - Chance for Psi Damage
  • (36) Perfect Zinger - Taunt/Range
  • (36) Perfect Zinger - Taunt/Recharge/Range
  • (37) Perfect Zinger - Accuracy/Recharge
  • (37) Perfect Zinger - Taunt/Recharge
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Resist Energies
  • (A) Aegis - Resistance
  • (25) Aegis - Psionic/Status Resistance
  • (25) Aegis - Resistance/Endurance
Level 16: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
Level 18: Invincibility
  • (A) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (19) HamiO:Cytoskeleton Exposure
  • (37) Luck of the Gambler - Recharge Speed
Level 20: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 22: Knockout Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge
  • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
Level 24: Boxing
  • (A) Razzle Dazzle - Chance of Immobilize
Level 26: Tough Hide
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Luck of the Gambler - Defense
  • (33) Luck of the Gambler - Defense/Recharge
Level 28: Tough
  • (A) Reactive Armor - Resistance
  • (39) Reactive Armor - Resistance/Endurance
  • (40) Reactive Armor - Resistance/Endurance/Recharge
  • (40) Reactive Armor - Endurance
Level 30: Rage
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
Level 32: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (39) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Endurance
  • (43) Luck of the Gambler - Defense/Endurance/Recharge
Level 35: Resist Elements
  • (A) Aegis - Resistance
  • (48) Aegis - Resistance/Endurance
  • (48) Aegis - Resistance/Recharge
Level 38: Foot Stomp
  • (A) Force Feedback - Chance for +Recharge
  • (39) Eradication - Damage
  • (43) Eradication - Accuracy/Damage/Recharge
  • (45) Eradication - Damage/Recharge
  • (45) Scirocco's Dervish - Damage/Recharge
  • (46) Eradication - Accuracy/Damage/Endurance/Recharge
Level 41: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
Level 44: Conserve Power
  • (A) Recharge Reduction IO
Level 47: Hurl
  • (A) Decimation - Chance of Build Up
  • (50) Thunderstrike - Damage/Recharge
  • (50) Thunderstrike - Accuracy/Damage
  • (50) Thunderstrike - Damage/Endurance
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Hurdle
  • (A) Empty
Level 2: Health
  • (A) Regenerative Tissue - +Regeneration
  • (15) Numina's Convalescence - +Regeneration/+Recovery
  • (17) Miracle - +Recovery
  • (27) Miracle - Heal
  • (31) Miracle - Heal/Recharge
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (9) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge


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

 

Posted

I've just skimmed the thread, so forgive me if anyone else has brought this up.

I don't take godmodes with a crash that flatlines me. The Shield and Willpower godmodes are OK, but completely draining my end bar and dropping my toggles isn't, in my opinion. Especially if I'm supposed to be tanking for a group.

I can't think of a time where I've needed a godmode on any Tank, Brute or Scrapper more than once an hour, so the 25 minute recharge on Demonic is plenty for me. Even better, I can pick it up at 25 and it doesn't cost me a power pick. And if I've got global recharge, it's available even more often. Archmage is a little trickier to pick up, but provides the same benefits.

tl;dr: Skip your Godmode, go badging instead.


@Roderick