Refitting an old Invul/SS for the IOs and Incarnate
This is the build I run. A warning ahead of time, I went all out on this financially. It's softcapped to S/L/E/N/F/C. Popping a small purple puts me to iSoftcap. With Tanker ATO proc and Shield Wall: +Res proc, my resistance for everything has gone up. 2649 HP with Accolades + IO bonuses. All attacks are fully slotted and proc'd. I've solo'd about every AV except for the ones that do Psi damage, and Statesman.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(31)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(13), Hectmb-Dam%(34), SMotTanker-Rchg/Res%(40)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(23)
Level 4: Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(42)
Level 6: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(46), Numna-EndRdx/Rchg(46)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 10: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 12: Fly -- Winter-ResSlow(A)
Level 14: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(33)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19), LkGmblr-Def(19)
Level 20: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), SMotTanker-Dmg/Rchg(37), SMotTanker-Acc/Dmg/EndRdx/Rchg(42)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), SW-ResDam/Re TP(45)
Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Build%(37), GSFC-ToHit/EndRdx(43), GSFC-Rchg/EndRdx(43)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
Level 35: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(40), Mocking-Rchg(45)
Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Armgdn-Dam%(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(45)
Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
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 -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(37)
Level 50: Rebirth Partial Radial Invocation
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Ion Total Core Judgement
Level 50: Musculature Total Radial Revamp
Level 50: Reactive Total Radial Conversion
Level 50: Longbow Partial Core Improved Ally
Level 50: Assault Radial Embodiment
------------
------------
Set Bonus Totals:
- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 13.5% Defense(Melee)
- 17.25% Defense(Smashing)
- 17.25% Defense(Lethal)
- 16.63% Defense(Fire)
- 16.63% Defense(Cold)
- 17.88% Defense(Energy)
- 17.88% Defense(Negative)
- 6% Defense(Psionic)
- 19.44% Defense(Ranged)
- 13.19% Defense(AoE)
- 3.6% Max End
- 15% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 10% SpeedFlying
- 400.6 HP (21.38%) HitPoints
- 10% JumpHeight
- 10% SpeedJumping
- MezResist(Held) 9.35%
- MezResist(Immobilized) 15.4%
- 6.5% (0.11 End/sec) Recovery
- 64% (5 HP/sec) Regeneration
- 20% ResEffect(SpeedFlying)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(SpeedRunning)
- 3% Resistance(Smashing)
- 5.52% Resistance(Fire)
- 5.52% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 20% SpeedRunning
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I grabbed an Inv/EM build Hyperstrike posted in another thread here and reworked it for Inv/SS.
It's soft capped to S/L/E/N/F/C without using Maneuvers. Dull Pain is perma. I left Maneuvers as your level 50 power so that, when needed, you could use it for incarnate level situations.
Anywhosit, most of the heavy lifting was done by Hyper so I can't take most of the credit for this.
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Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
What about something like this:
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I'd do some minor tweaks to your latest. I'd make all your Generic IOs lvl 50. Keeping them at lvl 35 or 40 wouldn't matter for set bonuses, and you'll get a little more out of them at lvl 50 even with some ED kicking in.
I don't think you're gaining a whole lot 4 slotting Combat Jumping, much less 3 slotting it the way you have. You're not gaining much with that 4th slot. I would take at least one slot from CJ and move it over to Dull Pain. I'd then 5 slot Dull Pain with Doctored Wounds. Better recharge, better healing.
Since the defenses scale with critters around an Invulnerable tank, I think KB powers are a bit self defeating. I'd replace the Endurance/Recharge in Energy Torrent with the kb>kd converter. You'd still get the kd, but they'd still be in range of Invincibility. Win-win in my mind.
With those changes in mind, here's what it would look like.
Hero Plan by Mids' Hero Designer 1.96
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: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43), RctvArm-EndRdx(46)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(23), EndRdx-I(33), HO:Nucle(48)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), EndRdx-I(34), HO:Nucle(48)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), SMotTanker-Acc/Dmg/EndRdx/Rchg(13), SMotTanker-Rchg/Res%(13)
Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(42), S'fstPrt-ResDam/Def+(42)
Level 10: Resist Physical Damage -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-Psi/Status(11), GA-3defTpProc(50)
Level 12: Taunt -- Taunt-I(A)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-EndRdx(17)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(25)
Level 20: Knockout Blow -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(21), SMotTanker-Acc/Dmg/Rchg(21), SMotTanker-Dmg/EndRdx/Rchg(23), EndRdx-I(50), T'Death-Acc/Dmg/EndRdx(50)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(40), LkGmblr-Rchg+(42)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 26: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29)
Level 30: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam(31)
Level 32: Resist Energies -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(33), Aegis-ResDam(33)
Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 38: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Rchg(39), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), EndRdx-I(40), HO:Nucle(43)
Level 41: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(48)
Level 44: Energy Torrent -- OvForce-Acc/Dmg(A), OvForce-Dam/KB(45), OvForce-Acc/Dmg/End(45), OvForce-Dmg/End/Rech(45), OvForce-Acc/Dmg/End/Rech(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Super Jump -- Winter-ResSlow(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 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(5), Mrcl-Rcvry+(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(3)
Level 50: Agility Radial Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Ah, you mean the EndReds in Jab, Punch, and KO Blow? Actually, that was an accident, since I was using sets and it didn't adjust the level when I swapped the enhancement.
Regarding Energy Torrent: It has a KB of 0.67, which I think translates to knockdown. I was using it earlier, without the proc, and I saw it knockdown lots of targets, but none of them were knocked backwards. So I don't think the Proc is really necessary.
The 4th slot in Combat Jumping is for another +9% Accuracy global. Do you think that's unnecessary?
If it's a choice between the 5-slot Doctored Wounds and the 9%, yeah, probably the DW bonuses win out. I'd love to see if I can scrounge the slot from somewhere else though. I'm not a fan of attacks missing.
That said, it seems like you think this works overall (I hope it works before the Gladiator's enhancement, since I'm not likely to come by it for a while). Any other thoughts?
Oh, and since I just unlocked Interface, should I go for the Diamagnetic or Reactive? Diamagnetic looks better for AVs (assuming it's unresistable), but damage-light.
My mistake on the Torrent then. I'm always knocking back enemies with most of the ones I've used, so I'm expecting to see kb, not kd on them.
As for the +9% accuracy, take a look at your attacks and see what the final percentages are. In the build I presented; the lowest accuracy attack, with one in range of Invincibility, has ~167% accuracy to even con. It will be higher with more mobs in range. That being said, you're final chance to hit can never get better then 95% so you've got some fudge room.
Diamagnetic can be resisted.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
So there's a few choices. The benefit of 5-slot DW in DP is definitely worth quite a bit. To get that slot, either I drop the Def/End/Rech in CJ (which is pretty much just a loss of 9% Acc bonus), or I drop the Heal/End in Health (which is about 10% Regen and 1.88% HP). There is an argument for both I have to mull over. As it is, with Rage, only Haymaker has any worse accuracy that I already am running (and I'd probably be better of finding room for a Kismet if it's that important.
So yeah, probably drop that Accuracy bonus, as recommended.
Either way, I am still concerned about the impact of Exemplaring on my ability to handle F/C/E/N. Resist Elements and Energies don't come in til about 30. And, unless I misunderstand how set bonuses work, the Aegis bonuses will shut off at 3 levels lower than the lowest Enhancement's crafted level. This means that I will not be anywhere near the softcap against those attacks.
I can partially mitigate this by using some of my PPs to get the Reactive Armors as SBEs. This still will not help me versus F/C though. Buying lower level Aegis sets will, to my understanding, severely hurt my resists.
So, what I'm asking is: is this not a problem (I misunderstand the system, or the loss won't be a big deal), is it a problem I can cope with by adjusting the build, or is it a problem that I'm just going to have to tolerate?
(One thought I had was leaning more on the Reactive Armor sets rather than Aegis. This will certainly hurt my F/C scores, but Cold seems usually paired with S/L anyway, and this has the perk of over-capping to provide a barrier versus debuffing.)
Even if you drop your Aegis to level 40s, your not going to see much of a drop off on your resistances. Dropping to level 35s would show some. Quite a few folks craft their sets at level 35 for exempting.
I generally don't stress too much about F/C defenses as I'm leveling up. On the occasion where things "might" get hairy, you can always pop a purple. Using Dull Pain when needed can also alleviate problems. I also have a couple of Invulnerable builds that didn't incorporate Resist Elements as I wanted other powers more then I wanted to include it.
As always, YMMV.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
Here's my inv/ss tanker. I built her with plugging the psi hole in mind. She's about just as sturdy vs psi as she is vs anything else that isn't smashing and lethal.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Lady Liberation: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(5), ImpArm-ResPsi(7)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), Mako-Acc/Dmg(31), Dmg-I(33), Zinger-Dam%(50)
Level 2: Resist Physical Damage -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(21), GA-3defTpProc(39)
Level 4: Haymaker -- SMotTanker-Acc/Dmg(A), SMotTanker-Dmg/Rchg(23), SMotTanker-Acc/Dmg/Rchg(23), SMotTanker-Dmg/EndRdx/Rchg(29), SMotTanker-Acc/Dmg/EndRdx/Rchg(31), SMotTanker-Rchg/Res%(31)
Level 6: Fly -- Winter-ResSlow(A)
Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(9), ImpArm-ResDam/EndRdx/Rchg(9), ImpArm-ResDam(11), ImpArm-EndRdx/Rchg(11), ImpArm-ResPsi(13)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17)
Level 12: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(19)
Level 14: Boxing -- Acc-I(A)
Level 16: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResPsi(19), ImpArm-ResDam/EndRdx(21)
Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 20: Knockout Blow -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-EndRdx/Rchg(27), ImpArm-ResDam(27), ImpArm-ResPsi(29)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(36), SW-ResDam/Re TP(37)
Level 28: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), AdjTgt-EndRdx/Rchg(37)
Level 30: Taunt -- Acc-I(A)
Level 32: Unstoppable -- RechRdx-I(A)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(40)
Level 41: Laser Beam Eyes -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(42), Apoc-Dmg/Rchg(42), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg(46)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), Numna-Heal/EndRdx(45), P'Shift-End%(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- EndRdx-I(A)
Level 1: Prestige Power Slide -- EndRdx-I(A)
Level 1: Prestige Power Quick -- EndRdx-I(A)
Level 1: Prestige Power Rush -- EndRdx-I(A)
Level 1: Prestige Power Surge -- EndRdx-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(43), Numna-Regen/Rcvry+(46), Numna-Heal/EndRdx(48), Mrcl-Heal(48), RgnTis-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(43)
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Longbow Radial Superior Ally
Level 50: Rebirth Radial Epiphany
Level 50: Spiritual Core Paragon
Level 50: Assault Radial Embodiment
------------
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Jem - Ill/Rad Controller Lv 50+3 Nic - Mind/Psi Dominator Lv 50+3 Lady Liberation - Invuln/SS Tanker Lv 50+1 Invicitx - Demon/Pain Mastermind Lv 50+1 Celeste - Emp/Arch Defender Lv 50+1 Nightsilver - DB/WP Scrapper Lv 34 Dusk Howl - StJ/Regen Brute Lv 32 Kyriani - Time/Energy Defender Lv 41Psifire - FF/Psi Defender Lv 50
Star Lighter - LB/LA Peacebringer Lv 30
So, I recently dusted off my ancient Invul/SS Tanker and am looking forward to IO-ing him. He is currently running this:
Code:
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I grabbed an Inv/EM build Hyperstrike posted in another thread here and reworked it for Inv/SS.
It's soft capped to S/L/E/N/F/C without using Maneuvers. Dull Pain is perma. I left Maneuvers as your level 50 power so that, when needed, you could use it for incarnate level situations. Anywhosit, most of the heavy lifting was done by Hyper so I can't take most of the credit for this. Code:
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Here's Hyperstrike as he exists right now.
Hero Plan by Mids' Hero Designer 1.96
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 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: 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 -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 50: Spiritual Core Paragon
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Currently I could trade out one set of KinCombats and stay S/L capped.
Were I to trade from Spiritual to Agility, I could drop TWO sets of Kin Combats and maintain S/L cap.
There's a lot of good stuff in this thread. Thanks. I'm really excited to rebuild this character and hoping some of the fond memories of before I first retired him (I7, for reference) will be regained.
Rangle, the advice of building the sets at a bit lower level is quite sound. Therefore, that is what I will do. I may also rearrange a bit to try and get the Resists earlier, so that I have some measure of resilience before the Defense comes in full force.
Both Hyperstrike's and Kyriani's builds show eschewing Punch (always the weakest of the attacks) for LBE. I don't like having an incomplete attack chain, so I may not do that. I also strongly want to keep full-power S/L Defense ASAP, and that's going to probably come from Kinetic Combats.
That said, I learned quite a bit from looking at each of these builds. In particular, they both showed fairly little concern for Endurance. Today, I was playing with my current setup (2x EndRed SOs at 53), and was doing okay, but not great. Performance was helped a bit by picking up Performance Shifters, so I hope once I do a full rebuild with Miracle/Numinas, that too will get better. However, it does mean I may be able to drop the EndRed IO from my attacks, freeing a few slots to toy with.
Hyperstrike's build got a lot of defensive milage out of very light slotting of the toggles, which is obviously very impressive. I think I'd prefer LotGs to Hasten, but it's obviously a lot more slotting intensive, so perhaps I should reconsider. You are also very obviously right about the Mako's Bite quad versus the ToD a/d/e.
As for Kyriani's build... wow. I didn't think it was possible for an Invul to pull together than much Psi defense & Resistance. I don't know if I'm going to try to duplicate the feat, but it is something to look at, especially as the Ancient's of Sorrow were giving me a rough time today.
Hmmm... I think the lesson to be learned is that I can do all this ridiculous stuff with my defense, but I actually have to consider leaving attacks 5-slotted. I'll have to come back with another build later tonight or tomorrow.
Thanks again.
Okay. On my personal build, I have enough recharge that I pretty much DO have a full attack chain. Granted, if I were somehow slowed to the point of oblivion, I have my vet powers to fall back on in a pinch... But still.
LBE is just part of my attack chain. All the time.
Granted, Spring Attack isn't up as often as I'd like...
But it's a nice combat opener (fits in with how I envision Hyper "dropping in" on a mob..."*WHAM!* OH! HAI!") and a great repositioning tool (since it's effectively a teleport, it allows me to get out of spots where things are blocking direct egress or out of mob groupings so I can assist others.
The fact that it does damage on top of that and knocks things down is just triple-chocolate icing..
As for "fairly little concern for End". I dunno about that. I eschewed set bonuses or raw improvement via common IOs in my defense-based toggles for endurance reduction. I also took Energy Mastery (basically high level endurance band-aid to the stars). Also, my attacks are fairly nicely set up for EndRed. And I have Conserve Power slotted up. It's rarely used. But if I decide to "Scrapper up" and hit buttons like a jackrabbit on crack and caffiene overload, I hit CP and GAIN endurance throughout the entire duration of the power.
Also, I have my accolades for boosting Endurance gain too.
So when CP isn't up and I find I'm running low, even with a pair of PerfShifter procs in there, I can hit Geas of the Kind Ones and Eye of the Magus for a short, crashless God Mode (9.62 End/Sec, 85-90% defense and 60+% resists on anything non-SL or Psi?).
Yes? Please?
If you want to LOTG PLUS hasten, steal two slots from Conserve Power and one from Rage (you'll still be SOLIDLY perma with about 48 seconds of double-Rage).
You can then three-slot Combat Jumping, Invincibility, Weave and Tough Hide.
This will give you 40% more Regen, and an extra 84HP (which will help increase the benefit of that regen) as well as the 30% recharge boost.
Your endurance consumption will only go up .12 end/sec.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
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If you're not that worried about endurance (and on my build, you really shouldn't be), and want to increase accuracy on your powers that slot KinCombats, go Nucleolus Exposure instead of the Mako Quad. Or, if you don't want to sacrifice the recharge, go with the Crushing Impact Acc/Dam/Rech triple.
As for Kyr's built. Yes. It's impressive...until you come out of Stealth. You're STILL going to have the problem with Sorrows enemies in DA. Their debuffs will just whack you down FASTER.
Also, as my standard piece of advice.
SCREW UNSTOPPABLE!
You're building out a soft-capped Invuln tank. Unstoppable has exactly NO place in that build. It's a click-power that's not going to save you if you're already so far gone that it's chopping through you with capped defenses. Maybe, if it didn't blast 100% of your endurance when it crashed, it would actually have some use. But it doesn't. Find a more useful power selection.
Oops. When I said Ancient of Sorrow, I meant Ancient of Desire. Kyriani's solid Psionic defense and resistance will handle that better. That said, the Psionic defense and resistance comes at a cost of being significantly weaker against... everything else. I want to start a little closer to the softcap, with a bit of buffer against debuffs (we don't have 96% DDR).
Though a bit of Psionic resistance wouldn't hurt.
I'm considering this, now:
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Also, Hyperstrike, yours probably is a bit more flexible, owing to the range on LBE and Spring Attack. Actually, Spring Attack looks like a lot of fun. How does it compare to Lightning Rod? Or Energy Torrent, in utility?
Edit: I'm also happier with how the above build looks to Exemplar, since the earlier Resists will cope for not having soft-capped defenses until the late 30s for F/C/E/N.
Oops. When I said Ancient of Sorrow, I meant Ancient of Desire. Kyriani's solid Psionic defense and resistance will handle that better. That said, the Psionic defense and resistance comes at a cost of being significantly weaker against... everything else. I want to start a little closer to the softcap, with a bit of buffer against debuffs (we don't have 96% DDR).
Though a bit of Psionic resistance wouldn't hurt. I'm considering this, now: Code:
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2: You put an extra slot in Unstoppable.




3: That's actually a fairly AWESOME KO blow!
4: You're not capped for S/L resist.

5: IMNSHO, you've compromised your build for a piddling amount of psi resist. Yes, on paper, you're more durable. In practice, you just aren't going to notice the difference. A single Luck will make more difference than 21% Psi resist.
6: Energy Torrent? You're an Invuln tank. You WANT enemies crawling over themselves to get at you. That's how you stay capped.
7: You've got massive slot-waste in your resists. All of it netting you less than 2% extra resist in most cases.
Your most efficient resist slotting is:
Active Toggles: (Temp Invuln, Unyielding, Tough)
4 Reactive Armor (Res, Res/End, Res/Rech, Res/End/Rech)
Passive Autos: (Resist * powers)
3 Aegis (Res, Res/End, Res/Rech)
8: Taunt is criminally underslotted.
If you're soloing, it's not AS important. But if you're teaming, you really want to take and slot Taunt up.
9: I know this is a "just slap it together in Mids and worry about power order later" build. But DO take some time to choose out a more appropriate power order at some point. Take RPD MUCH earlier. But you can put off ResEnergy/ResElements till later.
10: In Foot Stomp, three slot Eradication and three slot Cleaving blow. Brings your E/N within .5% of soft cap and gives the entire power a better overall performance profile.
11: Honestly, you're relying too much on Enhancement Boosters to bolster your build. And in all the areas where it counts (Def, Resist, etc), you're gaining less than a percent (in many cases, less than half a percent).
Here's a quickie "I fiddled with your build a bit".
Compare it side by side to your build.
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6: Energy Torrent? You're an Invuln tank. You WANT enemies crawling over themselves to get at you. That's how you stay capped.
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Mobs flopping on their back crammed round you sounds like better mitigation that mobs around you punching/stabbing/shooting/slashing at you to me

Warning:
The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.
Yeah, energy torrent from the tanker epic pool is great. It does KD not KB and is a decent source of additional aoe damage, mitigation, and range.
Your blaster buddy ran into a spawn and got mezzed before he could nuke? No problem, torrent them all on their backs, then hop over as they are getting up and footstomp them on to the ground again!
And while I haven't purposefully used unstoppable in years, I do still have it as a set mule for 3 Impervium armors that get me a little more endurance and a little psi resist and defense. Is it needed? Nope. Is it the universal tragedy Hyperstrike makes it out to be? Nope. I think he was engaging in Hyper-Bole-Strike.
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Gotta admit, this made me smile a bit. There was a time when I thought I was one of the masters of Invul. And while I'm not anymore, I'm not quite as daft as you think...
[/QUOTE]
1: You took Unstoppable. BAD INVY! BAAAAAD!
2: You put an extra slot in Unstoppable. ![]() ![]() ![]() ![]() |
3: That's actually a fairly AWESOME KO blow!
4: You're not capped for S/L resist. ![]() 5: IMNSHO, you've compromised your build for a piddling amount of psi resist. Yes, on paper, you're more durable. In practice, you just aren't going to notice the difference. A single Luck will make more difference than 21% Psi resist. |
That said, totally right that the Psi resist probably isn't enough to matter. That's stuff I may just have to chew more inspirations for. Master Illusionists and Augurs will be problematic either way, so I might as well cause something else to be less problematic.
6: Energy Torrent? You're an Invuln tank. You WANT enemies crawling over themselves to get at you. That's how you stay capped.
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Tanker Energy Torrent is KnockDown, not KnockBack.
Mobs flopping on their back crammed round you sounds like better mitigation that mobs around you punching/stabbing/shooting/slashing at you to me ![]() |
So while it can be good, it may be worthwhile to just replace it with Spring Attack or something similar.
7: You've got massive slot-waste in your resists. All of it netting you less than 2% extra resist in most cases.
Your most efficient resist slotting is:Your most efficient resist slotting is: Active Toggles: (Temp Invuln, Unyielding, Tough) 4 Reactive Armor (Res, Res/End, Res/Rech, Res/End/Rech) Passive Autos: (Resist * powers) 3 Aegis (Res, Res/End, Res/Rech) |
9: I know this is a "just slap it together in Mids and worry about power order later" build. But DO take some time to choose out a more appropriate power order at some point. Take RPD MUCH earlier. But you can put off ResEnergy/ResElements till later.
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11: Honestly, you're relying too much on Enhancement Boosters to bolster your build. And in all the areas where it counts (Def, Resist, etc), you're gaining less than a percent (in many cases, less than half a percent).
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That said, with the Taunt 6-slotted I can relax some of these things.
I know you're going to be annoyed regarding this, but the RPD choice was deliberate and again about Exemplar concerns. I can nearly softcap S/L by the early 20s as an Exemplar and have massive resistance (if not quite capped) to it. I can't do so with F/C/E/N for some time though. Prioritizing REl/REn increases my durability against those types before I hit the softcap. At the same time, at the point where multiple soft-caps becomes a part of my defenses viable (the late 20s), RPD will kick in to top off the Resists and add more DDR.
It's not strictly optomized. It's more for balanced performance.
10: In Foot Stomp, three slot Eradication and three slot Cleaving blow. Brings your E/N within .5% of soft cap and gives the entire power a better overall performance profile.
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8: Taunt is criminally underslotted.
If you're soloing, it's not AS important. But if you're teaming, you really want to take and slot Taunt up. |
Here's a quickie "I fiddled with your build a bit".
Compare it side by side to your build. Code:
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Some things to think about.
Edit/Appendix: Added a revised build, taking many of the above observations into account. The result is fairly close to the actual intent (IE: powers in the right order, most enhancements at the right level to permit exemplaring, etc... though Reactive Armors will be SBEs for better scaling and since Reactive Armors are cheap).
Build gets softcapped with a buffer on S/L, no-buffer or just shy on F/C/E/N. One Luck to reach the I-softcap in most cases. Resists are solid too. May still swap out Energy Torrent for Spring Attack. More feedback is still appreciated.
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Large *SNIP*
I never really saw the value in a highly slotted taunt (I rarely had problems holding aggro), but it's a good set that relaxes requirements and everyone seems to think it's worthwhile. So I'll have to give it a try. I can also make it at a much lower level for Exemplaring, because the lvl50 version is well past the ED-caps. |
It's also WONDERFUL for helping arrest "They're beating the crap out of me! MUST RUN AWAY!" on some mobs.
Side-by-side, with Haymaker toggled on, their performance is fairly similar. Actually, my numbers are slightly better overall. Still, you achieve them in a different way, and I really like those Crushing Impact set bonuses. |

Also, something else to think about, reverse the slotting choices for Jab and Haymaker. This way you're getting the +Res AND the tanker's -Res debuff from your fastest recharging attack.
Edit/Appendix: Added a revised build, taking many of the above observations into account. The result is fairly close to the actual intent (IE: powers in the right order, most enhancements at the right level to permit exemplaring, etc... though Reactive Armors will be SBEs for better scaling and since Reactive Armors are cheap). |
Still questioning your decision to go Res, Res/End, End, Res/End/Rech with your Reactive Armors though. Your End consumption is floored, but your resistance will fall off faster as you exemp.
Oh, I wasn't debating the utility of Taunt. I was debating the utility of 6 slots there. In this case, it seems to pay off.
From what I read, ATO procs fire based on the power's base activation and recharge. Thus, it actually fires more often when slotted in Haymaker. KO Blow would be slightly more reliable, but would average less procs-per-minute overall.
As the build has progressed, I'm seeing where wanting optimum high-end play comes into conflict with optimum exemplar play, and looking for resolutions. Tweaking things like Enhancement level is just a numbers game, it's actually fairly easy to get to the point where your Schedule B enhancements are less impacted by exemplaring.
Incidentally, yes Hyperstrike, that does mean I'm switching to stronger Resistance in those Armors.
One main clash seems to still be at Punch w/ Crushing Impact v LBE w/ Thunderstrike. Punch really helps in early levels, and has higher overall DPA (I once tried Boxing instead, it doesn't compare). LBE gives me another damage type (sometimes important, despite Bruised), range, and the option to try to fit another Aegis somewhere instead of Reactive Armor to fully realize soft-capping all-around.
*sighs* I'm way too practical. LBE's going to win out, and now I need to reconfigure again. And I just got a reasonable Punch animation, too.
Edit: And yes, this is going to be my main character again, provided the resulting build is anything close to how tough it once was.
Well, whatever your final build decision is, hope you have fun with the revised tank.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Thanks Rangle. And everyone else who's helping.
Priorities time:
1. Do not run out of endurance.
2. Get good resists early, for partial coverage.
3. S/L defense must be soft-capped by the mid-20s.
4. F/C/E/N defense must be soft-capped in the early-30s.
This means Punch has to go, and I must tolerate lower global +accuracy, +HP, and +regen.
...
Big deal. I have Sands of Mu, Rage and Dull Pain.
Kinetic Combats and Reactive Armors will be SBEs, and so will function provide set +defense down to 17. Everything else will be crafted and slotted at listed level, assuming no one tells me I'm doing anything too crazy.
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I just respeced and implemented something very close to Hatred666's build.
Why are the in-game defense stats 10 points below what Mids is showing?
The defenses are supposed to be above the softcap, however i'm showing defense numbers in the mid 30s.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
Look at invincibility. Maybe it is set for more than one critter in range?
50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM
Overlord of Dream Team and Nightmare Squad
Without anyone in range of Invincibility your defenses will be about 10 pts lower. Turning off Invincibility in Mids will reflect that.
Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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So, I recently dusted off my ancient Invul/SS Tanker and am looking forward to IO-ing him. He is currently running this:
I want something that will play similarly, but will be fairly good in all forms of play. Specifically, I want to be able to operate effectively both in Incarnate-level play and while Exemplared. Inventions are new to me, as is the Incarnate content, so I could use some help.
I'm thinking of running something like this:
Either way, your advice would be appreciated.
(Bonus question: Do SBEs also require an Invention License?)