Invuln tankers gain little from I24?
My Invulnerability tanker will be able to drop tough and, potentially, the entire Fighting pool. Might spec into Leadership instead. Or possibly the new upgraded Presence pool.
Copied from live, he had 65% resists to fire and cold.
I'd say that there are benefits to invulnerability tankers in I24, yes.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
My invulnerable tankers are all pretty low (sub 30) but as Smersh said, it seems quite possible to drop tough and remain at the S/L cap, and while capping e/n/f/c may be rather hard to cap, I imagine most builds will still make significant gains.
Also, the psionic resist from Aegis and Impervium Armor have been boosted, and it seems more common as a set bonus now, making it easier to cover that hole.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
My Invulnerability tanker will be able to drop tough and, potentially, the entire Fighting pool. Might spec into Leadership instead. Or possibly the new upgraded Presence pool.
Copied from live, he had 65% resists to fire and cold. I'd say that there are benefits to invulnerability tankers in I24, yes. |
You're willing to give up weave? How will you make up that massive loss of defense? iCap is 59 percent, that's non-trivial to reach on an Invuln.
You're willing to give up weave? How will you make up that massive loss of defense? iCap is 59 percent, that's non-trivial to reach on an Invuln.
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I'll need a new Mids before I see what giving up Weave will cost me. As it is, I could still drop Tough and pick up, say, Cross Punch.
I'll have lots of options to investigate, and I consider that a gain.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.
-Don't just rebel, build a better world, comrade!
My Invulnerability tanker will be able to drop tough and, potentially, the entire Fighting pool. Might spec into Leadership instead. Or possibly the new upgraded Presence pool.
Copied from live, he had 65% resists to fire and cold. I'd say that there are benefits to invulnerability tankers in I24, yes. |
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My invulnerable tankers are all pretty low (sub 30) but as Smersh said, it seems quite possible to drop tough and remain at the S/L cap, and while capping e/n/f/c may be rather hard to cap, I imagine most builds will still make significant gains.
Also, the psionic resist from Aegis and Impervium Armor have been boosted, and it seems more common as a set bonus now, making it easier to cover that hole. |
I'm strongly considering dragging my Inv/Axe Tanker out of retirement for I24 (and given how little I enjoy playing melee that says a LOT). In I24 you'll be able to get a LOT higher Psionic resistance (potentially 35% with 5 x Impervium Armor and 1 x Aegis globals). Fighting is much less important, you can hard cap S/L Res without Tough and building up more Resistance in general means less need for Weave.
The one issue I do see at the moment is that Energy/Negative Energy Resistance bonuses are a little lacking in I24 at the moment. It's relatively easy to build up F/C/T/P resistance, especially if you can afford purple sets but E/NE bonuses are a little short.
EDIT: I just noticed that the new Gauntleted Fist Tanker set has an E/NE bonus for 3 slots. So if you upgrade that to superior and split it between two powers that's 12% E/NE res. Of course 6-slotting it also gives you a bonus to S/L/F/C so that might be a hard choice to make. That being said both of the Tanker ATE sets are excellent for Inv looking to build up their resistance, especially if you upgrade them to superior.
I wouldnt get the leadership pool to unless they change that as well since almost all if it cost more end then what u get out of it. As for the fighting pool I will still not give it up.
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Plus the Endurance you save not running Tough and Weave will almost pay for two Leadership Toggles.
I've been counting on my fingers and agree: S/L resist seems MUCH easier to come by from 'common' sources.
Plus, the total amount of +resist is not enormous: Yes, it's nice, but as I have been looking, it seems like you can develop around 40 percent +resist with some effort, and can get to maybe +70 percent with a lot of purples, ATO's and the like. But you approach slot starvation QUICKLY. Yikes....
Does this seem like what other people are seeing?
Yeah to some degree. there's a few things I've found to to keep in mind build resistance versus defense:
- In general you're building to cover more points than with Defense so the bonuses are more dispersed (4 types as compared to 1-3 for Defense)
- Bonuses are actually more common in the 2 and 3 positions than for Defense making Frankenslotting potentially more valuable.
- Purples and Superior ATOs make a HUGE difference, quite a few of them have 6% bonuses to multiple resistance types if you 6-Slot
I have an ancient inv/axe toon that I love to pieces. Every new shiny, he gets first.
However....
I have been looking at the new I24 IO changes. The bonus +resist is awesome, awesome, awesome, and way overdue. IO's should have been built like this from the beginning.
However.....
Invuln tankers seem to gain very little, if anything, from the changes.
My thinking: Invuln's claim to fame is that it is the second best at everything. The one place where invuln is truly excellent is in smash/lethal resistance. It's pretty darn easy to cap S/L on an invuln.
And that's a nice perk! It's good to be S/L capped.
But....
This means that S/L IO resist bonuses don't mean anything to an Invuln. They're wasted. But on my builds, because of the way the S?L bonuses are allocated compared to the E/N or F/C resists, it is...awkward....to try and shore up an Invuln's weak spots.
I mean, it's pretty simple to S/L cap a FIRE tanker with these changes. Dark, electric, heck, even WP can get capped S/L. Suddenly, Invuln's only bright spot isn't so bright.
Has anyone else noticed this?
More importantly, do we have to completely rebuild our Invuln's from the ground up in order to gain much benefit from these changes?
If so, how would people go about it?