Invul/Staff Tank Can the numbers get better?


ClawsandEffect

 

Posted

Ok so I made a new tank, I never did invuln before so thought i'd try it out with the new staff set. My numbers are pretty good, Defenses are almost all capped, and S/L Resist is a little over cap. What i want to know is can the numbers get any better? What I would like to do is get my DDR up more, but is it possible i have it at 50% can it get better?

Here is my build so you can look at it and see if you can improve it. Thanks in advance!

Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Whipping Asp: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Staff Fighting
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Impervium Armor - Resistance
  • (3) Impervium Armor - Resistance/Endurance
  • (3) Impervium Armor - Resistance/Recharge
Level 1: Mercurial Blow
  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 2: Precise Strike
  • (A) Mako's Bite - Accuracy/Damage
  • (15) Mako's Bite - Damage/Endurance
  • (40) Mako's Bite - Damage/Recharge
  • (43) Mako's Bite - Accuracy/Endurance/Recharge
  • (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (50) Mako's Bite - Chance of Damage(Lethal)
Level 4: Guarded Spin
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (5) Scirocco's Dervish - Damage/Endurance
  • (5) Scirocco's Dervish - Damage/Recharge
  • (13) Scirocco's Dervish - Accuracy/Recharge
  • (13) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (15) Scirocco's Dervish - Chance of Damage(Lethal)
Level 6: Temp Invulnerability
  • (A) Impervium Armor - Resistance
  • (7) Impervium Armor - Resistance/Endurance
  • (7) Impervium Armor - Resistance/Endurance/Recharge
Level 8: Resist Elements
  • (A) Impervium Armor - Resistance
  • (9) Impervium Armor - Resistance/Endurance
  • (9) Impervium Armor - Resistance/Recharge
Level 10: Unyielding
  • (A) Impervium Armor - Resistance
  • (11) Impervium Armor - Resistance/Endurance
  • (11) Impervium Armor - Resistance/Endurance/Recharge
Level 12: Boxing
  • (A) Empty
Level 14: Combat Jumping
  • (A) Defense Buff IO
  • (37) Defense Buff IO
  • (48) Shield Wall - +Res (Teleportation), +3% Res (All)
Level 16: Resist Energies
  • (A) Impervium Armor - Resistance
  • (17) Impervium Armor - Resistance/Endurance
  • (17) Impervium Armor - Resistance/Recharge
Level 18: Dull Pain
  • (A) Numina's Convalescence - Heal/Recharge
  • (19) Doctored Wounds - Heal/Recharge
  • (19) Panacea - Hea/Recharge
Level 20: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (21) Luck of the Gambler - Defense/Endurance
  • (21) Red Fortune - Defense/Endurance
Level 22: Invincibility
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Eye of the Storm
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (27) Scirocco's Dervish - Damage/Endurance
  • (29) Scirocco's Dervish - Damage/Recharge
  • (31) Scirocco's Dervish - Accuracy/Recharge
  • (33) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (34) Scirocco's Dervish - Chance of Damage(Lethal)
Level 26: Staff Mastery
Level 28: Tough
  • (A) HamiO:Ribosome Exposure
  • (29) Titanium Coating - Resistance/Endurance
Level 30: Weave
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Red Fortune - Defense/Endurance
Level 32: Tough Hide
  • (A) Defense Buff IO
  • (33) Defense Buff IO
Level 35: Serpent's Reach
  • (A) Thunderstrike - Accuracy/Damage
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Damage/Endurance/Recharge
  • (37) Thunderstrike - Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Recharge
Level 38: Innocuous Strikes
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (39) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Damage/Recharge
  • (39) Scirocco's Dervish - Accuracy/Recharge
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (40) Scirocco's Dervish - Chance of Damage(Lethal)
Level 41: Sky Splitter
  • (A) Mako's Bite - Accuracy/Damage
  • (42) Mako's Bite - Damage/Endurance
  • (42) Mako's Bite - Damage/Recharge
  • (42) Mako's Bite - Accuracy/Endurance/Recharge
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (43) Mako's Bite - Chance of Damage(Lethal)
Level 44: Taunt
  • (A) Mocking Beratement - Taunt
  • (45) Mocking Beratement - Taunt/Recharge
  • (45) Mocking Beratement - Taunt/Recharge/Range
  • (45) Mocking Beratement - Accuracy/Recharge
  • (46) Mocking Beratement - Taunt/Range
Level 47: Stealth
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Red Fortune - Defense/Endurance
Level 49: Unstoppable
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 4: Swift
  • (A) Empty
Level 4: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (34) Miracle - +Recovery
  • (34) Regenerative Tissue - +Regeneration
Level 4: Hurdle
  • (A) Empty
Level 4: Stamina
  • (A) Endurance Modification IO
  • (33) Endurance Modification IO
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 26: Form of the Body
Level 26: Form of the Mind
Level 26: Form of the Soul
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Vigor Core Paragon
------------



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Posted

There's no way to increase the DDR that I know of. 25% comes from Tough Hide, which doesn't appear to be enhanceable and 25% comes from Resist Physical Damage, which likewise, doesn't appear to be enhanceable.

Actually, that's a fairly recent addition in the set. Prior to that, Invulnerability didn't have any DDR.

I have an Inv/SS Tank and based on the numbers I have for him, I'd highly suggest at least some Def enhancement in Invincibility. I know it doesn't seem to add much defense in Mids, but the amount shown is per target in melee combat up to 10 targets. Fully saturated, I'm i-capped to all types except Psionic damage on my tank.

Also, if it interests you at all, changing up your slotting on your resistance sets to six-slot Impervium Armor can nearly plug in the Psi hole that exists for Invuln. I have 33.6% Psionic resistance in my build.

Posted below in case it helps at all:

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Posted

Wait. Stealth?

On a...TANK?

Nononono. That's going to completely murder your aggro control.


I'm more inclined to the brute force approach.


Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Staff Fighting
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-ResDam/EndRdx/Rchg:40(5), S'fstPrt-ResDam/Def+:30(5)
Level 1: Mercurial Blow -- 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: Precise Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13)
Level 4: Guarded Spin -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(15), Erad-%Dam:30(15), M'Strk-Acc/Dmg/EndRdx:50(17), M'Strk-Dmg/EndRdx/Rchg:50(17), Oblit-Acc/Dmg/EndRdx/Rchg:50(19)
Level 6: Resist Physical Damage -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(23), Aegis-ResDam/Rchg:50(25), GA-3defTpProc:50(25)
Level 8: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(29), Dct'dW-Rchg:50(29)
Level 10: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Acc/Rchg:50(31), Mocking-Taunt/Rng:50(33), Mocking-Rchg:50(33)
Level 12: Unyielding -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(34)
Level 14: Boxing -- Empty(A)
Level 16: Eye of the Storm -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-%Dam:30(36), M'Strk-Acc/Dmg/EndRdx:50(36), M'Strk-Dmg/EndRdx/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(37)
Level 20: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(37), RctvArm-ResDam/Rchg:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39)
Level 22: Staff Mastery
Level 24: Weave -- HO:Cyto(A), HO:Cyto(39)
Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(40)
Level 28: Serpent's Reach -- SMotTanker-Acc/Dmg:50(A), SMotTanker-Dmg/Rchg:50(40), SMotTanker-Acc/Dmg/Rchg:50(40), SMotTanker-Dmg/EndRdx/Rchg:50(42), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(42), SMotTanker-Rchg/Res%:50(42)
Level 30: Combat Jumping -- HO:Cyto(A), HO:Cyto(43)
Level 32: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/Rchg:50(43)
Level 35: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(45), Aegis-ResDam/Rchg:50(45)
Level 38: Innocuous Strikes -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(45), Erad-%Dam:30(46), M'Strk-Acc/Dmg/EndRdx:50(46), M'Strk-Dmg/EndRdx/Rchg:50(46), Oblit-Acc/Dmg/EndRdx/Rchg:50(48)
Level 41: Sky Splitter -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(48), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(50), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 44: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 47: Conserve Power -- RechRdx-I:50(A)
Level 49: Physical Perfection -- Panac-Heal/+End:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Empty(A)
Level 4: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(21)
Level 4: Hurdle -- Empty(A)
Level 4: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(23)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 22: Form of the Body
Level 22: Form of the Mind
Level 22: Form of the Soul
Level 50: Spiritual Radial Paragon
------------



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Posted

Personally, I have no problem with stealth on a tank. All of my tanks at least have a stealth proc, which comes in handy at times. That being said, however, I certainly do NOT recommend that any Invul take both Maneuvers and Stealth as a means to hit the defense soft-cap. With the posted build, the OP will HAVE to run both to be at the soft-cap, and Stealth not only will play havoc with aggro control, it also slows movement speed, which is definitely less than optimal for a tank.

My first piece of advice to the OP is to delay the resistance passives to take both Dull Pain and Invinc earlier--Invinc at 18 and DP by level 10 at the latest. RPD can be delayed until the 20s and ResEn and ResEl until the 20s or 30s. Invinc is currently very poorly slotted--the 1.25% def bonus from the Gaussian's set isn't nearly as useful as slotting Invinc to the ED max for defense.

My second bit of advice is to not spend so much effort on trying to soft-cap Psi. Psi is a rare damage type and you'd be much better off maximizing defense to more common types like S/L and E without using Stealth. I'm not a fan of Maneuvers either, and I don't recommend it for an Invul tank, but it's a far better choice than Stealth.

Hyper's build is a much better all-around tanking build than the one in the OP, and I'd recommend something of that sort. I'd suggest some minor changes, like taking Sky Splitter at 38 and throwing a Kismet +Acc in TH or CJ, but on the whole it's a very good build.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
My second bit of advice is to not spend so much effort on trying to soft-cap Psi. Psi is a rare damage type and you'd be much better off maximizing defense to more common types like S/L and E without using Stealth.
Moreover, you're also covered for Psi by Ranged and AoE defenses.

Sure, it's not soft-capped. But with the rarity of the damage type, it isn't that huge a deal and it should be enough to keep you durable even on Rikti Mothership raids or charging Carnies.

As to when to take Sky Splitter. Yeah. Like I said, this was just a brute force build with all the appropriate powers taken in a semi-workable progression. Not necessarily the BEST order.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Wait. Stealth?

On a...TANK?

Nononono. That's going to completely murder your aggro control.

Doesn't seem to hurt Dark Armor any.

You'd be pretty dumb to skip DA's stealth power, since it's defense doesn't suppress and is the same as you get from Weave. I haven't had any issue keeping agro with mine.

So, stealth in and of itself probably isn't going to hurt a tank much.

There are many powers you could take that would be more useful for Invuln though, that I will grant.


Quote:
Originally Posted by Dechs Kaison
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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Doesn't seem to hurt Dark Armor any.
Yeah. But Dark also has a damage aura to help keep enemies "interested". Invuln doesn't.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Yeah. But Dark also has a damage aura to help keep enemies "interested". Invuln doesn't.
Once engaged, Stealth suppresses and will have zero effect on aggro control. The only drawback it has is it can delay aggro when first leaping into a spawn, but after that it is irrelevant. Not that I think the above build should have it if it is just for defense, but if they want stealth for the stealth part, it is fine.


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So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by StratoNexus View Post
Once engaged, Stealth suppresses and will have zero effect on aggro control. The only drawback it has is it can delay aggro when first leaping into a spawn, but after that it is irrelevant. Not that I think the above build should have it if it is just for defense, but if they want stealth for the stealth part, it is fine.
Now that stealth (little 's') is available in a single IO, IMO taking Stealth (big 's') is a waste of a power pick unless you're desperate for the defense. And a well-built Invul tank should NOT be that hard up for defense that it needs Stealth to soft-cap.

As I mentioned, I think Maneuvers is a waste on a Invul tank, too, but at least it doesn't have that annoying movement speed debuff. In addition, I would really dislike *having* to be stealthed in order to soft-cap. Using an IO lets you have the option to be stealthy but doesn't require it get sufficient defense.


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Posted

Thanks for the feedback every1. I have been playing for quite awhile, but just started doing blueside, so this is why i was asking for some help. wasnt sure how the powersets play out; a brute is not a tank and visa versa lol. I combined Hypers build with my build, and I believe I have something that I will be happy with, and look forward to slotting out. Thanks again for feedback, and sugestions