Inv/ss tank hes a mess
I recommend Spring Attack and Fireball.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
rech and hp: Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- MotTanker-Acc/Dmg(A), MotTanker-Dmg/Rchg(3), MotTanker-Acc/Dmg/Rchg(3), MotTanker-Acc/Dmg/EndRdx/Rchg(13), T'Death-Dam%(33), Zinger-Dam%(34)
Level 2: Dull Pain -- Numna-Heal/EndRdx/Rchg(A), Numna-EndRdx/Rchg(13), Numna-Heal/Rchg(15), Dct'dW-Heal/Rchg(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), Zinger-Dam%(34)
Level 6: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(7), TtmC'tng-ResDam/EndRdx/Rchg(7)
Level 8: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Super Jump -- Jump-I(A)
Level 14: Resist Energies -- ResDam-I(A)
Level 16: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(31), Rec'dRet-Pcptn(40)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25), UbrkCons-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(33), Zinger-Dam%(48)
Level 26: Tough Hide -- LkGmblr-Rchg+(A)
Level 28: Rage -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(29), GSFC-Build%(29), RechRdx-I(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-EndRdx/Rchg(46)
Level 32: Resist Elements -- S'fstPrt-ResKB(A)
Level 35: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), HO:Centri(50)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Melt Armor -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(42), LdyGrey-Rchg/EndRdx(42), LdyGrey-DefDeb/Rchg/EndRdx(42)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(50)
Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37), Numna-Heal(37), Numna-Heal/EndRdx(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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perma jump is ---> /up 1
Thanks for the reply !
I like the spring attack have that on a brute yes i will go for that
im a bit confused with your slots,
dont you think your resists (phys/energies/ elements) could use more than just 1 or do they really not need more than the alpha slots. i would think to at lest slot them with 2 each to give 3 resists slots
There are only three alternatives. It thinks were either a threat, food, or a mate. Its gonna either kill us, eat us, or hump us.
yeah, you can. 1~3 is fine.
Slotting Auto powers is only about a 4% difference in your overall resists.
Personally, I don't like spending 2 slots for 4%
perma jump is ---> /up 1
yeah, you can. 1~3 is fine.
Slotting Auto powers is only about a 4% difference in your overall resists. Personally, I don't like spending 2 slots for 4% |
And usually only slot 3 if it gives me a tangible benefit to do so, such as SR's DDR that is enhanced by slotting your passives.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
invulnerability
Ressist 3
temp inv 4
resist ele 3
unyealding 3
invincibility 4
resist energies 3
Dull pain 3
tough hide 3
Unstopable 3
Super-strength
Jab 5
haymaker5
Taunt 1
HandClap 6
Knockout 6
Rage 2
Punch 6
Hurl 6
Footstomp 6
flight
hover 1
fly 3
Leadership
maneuvers 2
energy mastery
conserve power 3
LBE 3
Physical perfectiom3
Fitness
health 3
Stamina 3
Made this tank around 2004/05 so hes an old boy, he did get a respec some 3 years ago and really not used him sence.
Just this mornng play with him and well not good, he needs to be sloted up better maybe drop a few power !!, im looking at hand clap does no damage and leaves me running after stuff. also no idea why i gave him fly ! anyway please give me your views on making a Inv/ss tank fun to play again
Thanks
There are only three alternatives. It thinks were either a threat, food, or a mate. Its gonna either kill us, eat us, or hump us.