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Posted (edited)

Invulnerability and the defense soft cap.

 

(I haven't yet had a chance for an in-depth study on what's changed but here's my Soft Cap defense guide from the old forums)

 

Invulnerability is, in my opinion, probably the best all around tanker primary.  You get great durability, a very strong taunt aura and excellent protection against the most common types of damage.  Yes, that Stone tanker wearing Granite armor will survive more types of damage but he’s a slow moving brick wall.  The Willpower tanker will take almost as much of a beating but he has a lousy taunt aura so he really has to work at holding agro.  Ice has unmatched agro handling ability but a couple of lucky hits past his defense and he’s in trouble.  Fire outputs a lot of damage but pays for it with relatively weak (for a tanker) protection.  Super Reflexes shares the potential weakness of Ice and the horrible taunt aura of Willpower.  Only Invulnerability puts top flight durability, very good agro abilities and full mobility together in one package.

 

 

I'm not going to sit here and proclaim "Thou shalt build thy Tanker according to these Commandments"; I'm just going to give you a loose framework that you can use to make your Invuln as durable as possible.  There's many other valid choices you could make, this is simply one method that works well.

 

 

For those of you who may not already know, there are several types of damage in CoH and each requires its own defense/resistance to counter.  The damage types are:

  • Smashing – typically punches, kicks and the like
  • Lethal - typically bullets, swords and similar
  • Fire – Flame attacks
  • Cold – Ice or Cold attacks
  • Energy – Lasers and other energy attacks
  • Negative Energy – typically Dark attacks
  • Psionic – Mental attacks
  • Toxic – The rarest type, usually limited to either low level monsters or a few high level ones.

 

The protection from these damage types are usually paired up, Smashing/Lethal (S/L) makes up the vast majority of damage from 1-50 with Energy/Negative (E/N) being second most prevalent and Fire/Cold (F/C) being somewhat less common.  Psi is extremely rare in the lower levels and outside of a few specific enemies (Carnies, Rikti) remains uncommon even in the end game. Here’s the basic numbers from our powers:

  • Resist Physical Damage gives us 10% S/L resistance AND 25% resistance to defense debuffs
  • Resist Energies gives us 10% E/N resistance AND 25% resistance to endurance drains
  • Resist Elements gives us 10% F/C resistance AND 20% slow resistance
  • Unyielding gives 5% S/L and 10% E/N/F/C resistance
  • Invincibility gives 5% S/L/E/N/F/C defense plus 1% per mob in melee range (note, if no mobs are in range it provides no defense)
  • Tough Hide provides 5% defense to S/L/E/N/F/C and 25% resistance to defense debuffs

 

Debuffs are attacks that reduce your stats with Defense debuffs being the most common.  Many Lethal attacks will debuff your defenses; this makes it easier for enemies to hit you.  The debuff resistance in RPD and TH amounts to 50% and makes it much harder for mobs to knock down your defenses. Now let’s look at IO set defensive bonuses; these will add to your base stats and can transform you from a decently sturdy tanker into a nearly unkillable godling.

 

A small digression here about just how defense works in this game…

Defense works by making an attack miss you; if it doesn’t hit then you don’t take any damage.  The mobs have a base 50% chance to hit you with their attacks; your defense directly reduces that chance.  If you have 25% defense then the mobs have a 25% chance to hit you… 35% defense means they have a 15% chance to hit and so on to the “soft cap” of 45% reducing the mob’s chance to hit you to 5%.  We call it the soft cap because while you can have a higher amount of defense you can’t reduce the mob’s chance to hit you to below 5%.

 

Now when a mob attacks you the game takes the highest defense amount you have to any part of that attack and uses that for your total defense… for example let’s take a fictional ranged power that does 100 points of energy damage and 100 points of smashing damage.  You have 45% smash/lethal defense, 40% energy/negative defense and 20% ranged defense… which is roughly what this guide will aim for.  Since the attack is ranged you have 20% defense to it… but it’s also energy so you have 40% defense to it… but it’s ALSO smashing and you have 45% defense to that.  The game takes your highest defense, smashing, and therefore the attack has a 5% chance to hit you. While not all attacks will have a Smash/Lethal portion, the vast majority do, so this is your most important defensive number; it’s the one we want to get to 45% the most.

 

OK, enough of the lecture!  I just wanna know how to build my tanker!

Here’s your shopping list for Wentworth’s for your soft capped Invuln tanker:

  • 5 sets of Reactive Armor – you need 4 pieces in the set for the bonuses we want, which are 1.5% defense to E/N and 1.5% defense to S/L.  I suggest the Resist, Resist/Endurance, Resist/Recharge and Resist/Endurance/Recharge
  • 2 sets of Kinetic Combat  – 4 pieces of the set  (1.5% hit points and 3.75% defense to S/L)
  • Full set of Perfect Zinger (10% regen, 5% recharge, 2.5% damage and 3.13% defense S/L) OR full set of Mocking Beratement (1.8% endurance, 2.5% defense S/L, 3.13% F/C and 7.5% recharge)
  • Steadfast Protection 3% defense/resist unique IO

 

Why not use Aegis instead of some of the Reactive Armor?

The reasoning here is simple.  S/L defense will protect from most elemental attacks and pure elemental damage without a S/L component is quite rare in the game.  That being the case, I’d rather concentrate on the more common damage types.  If you’re taking Resist Elements in your build, then by all means slot Aegis there, as that makes 6 resist powers… you can only get the bonus from Reactive Armor 5 times.

 

Now that we have the IO’s we need, we need to put them somewhere. 

 

(If Inf is tight as an alternative you can substitute the Smashing Haymaker set for the Kinetic Combat set, you'll just need 3 sets of them.  Back before Shutdown they were MUCH cheaper than Kinetic Combat)

 

So, here are the powers you’ll need for this build:

  • Temporary Invulnerability– 4 Reactive Armor and the Steadfast Unique
  • Dull Pain – 3 recharge/3 heal or 5 of the Doctored Wounds set
  • Unyielding – 4 Reactive Armor
  • Taunt – full Perfect Zinger
  • Combat Jumping – 1 common defense or 2 Zephyr IO’s
  • Invincibility – 3 common defense, 1 endred or, at level 47+ 3 Cytoskeleton Hamidon Origin enhancements.  One common taunt if you have the slots.
  • Tough Hide – 3 common defense and it’s done 
  • Resist Physical Damage – 4 Reactive Armor
  • Resist Energies – 4 Reactive Armor
  • Boxing OR Kick
  • Tough – 4 Reactive Armor
  • Weave – 2-3 common defense, 1-2 endred
  • 2 single target attacks to slot the Kinetic Combat set.  You can finish out these attacks with the Acc/Dam and Dam/Recharge from Pounding Slugfest for an 8% regeneration bonus.

 

At this point you should have roughly:

  • 45% Smash/Lethal defense
  • 40% Energy/Negative defense
  • 30% Fire/Cold defense
  • 20% Melee/Range defense (this covers most Psi damage)
  • 13% Psi defense

 

Your resistances will be something like this:

  • Smash/Lethal – 90% capped
  • Energy/Negative – 30%
  • Fire/Cold – 17%

 

Very little damage will actually get past your defenses, and of what does very little will be Fire/Cold.  This is a build I played with occasional tweaks for several years and it’s nearly as durable as my Granite tankers without the drawbacks of mobility & recharge you get with Stone Armor.

Edited by GM NobleKangaroo
Clean up formatting
  • Like 4

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

One thing I would add on this. With the I24 IO changes it is possible to get decent Psionic resistance for an Invulnerability character if you want to.

 

There are four IOs which provide a Psionic resistance:

Impervium Armor: Psionic Resistance (+6% psi resistance)

Aegis: Psionic/Status Resistance (+5% psi resistance)

Reactive Defenses: Scaling Damage Resistance (+3% resistance to all, increasing up to a max of +13% at low health)

Shield Wall: Teleportation Protection, +Res(All) (+5% resistance to all)

 

You can slot 5 copies of the Impervium Armor IO and 1 each of the other 3. Assuming you slot all 8 this will give you 43% Psionic Resistance and an additional 8% resistance to everything else (this is at full health, you'll get a bit more as you take damage)

  • Like 1

Defender Smash!

Posted

Yes, I can see the point there.  It's been awhile since I made an in-depth study of the set and the current state of IO's.  I had it in my mind that the Impervium Armor Psi IO was unique... I see that Pine's Hero Designer at least doesn't show it that way.

 

It's a number of slots to find homes for in the build but I can see the value to it.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

Greetings,

 

I loved your guide back then Call Me Awesome and glad you are still around and hope you keep going and post an update to it if the points Adeon brought up are worth it

@dugbo from Guardian

Posted

I'll likely be around off and on, this is getting into the busy season with work... owning a video production company that does live events across the country cuts into game time... but I'll be here as I can.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

  • 1 month later
Posted

Hi! Thanks for the nice guide! Using your info and applying it to my own tank Myte who is on his way, I came up with this build which is not real expensive, provides softcap to S/L just shy for F/C and cap for En/Neng. Resistances are over the top for S/L and decent for the rest except Psi. It also is perm-hasten. Status is great. Please a look and let me know where there might be holes I could fil, juggling some things as needed.

 

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Myte: Level 50 Science Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Super Strength

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Speed

Power Pool: Teleportation

Ancillary Pool: Pyre Mastery

 

Hero Profile:

Level 1: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance
  • (31) Steadfast Protection - Resistance/+Def 3%

Level 1: Jab

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (9) Reactive Armor - Resistance/Endurance/Recharge
  • (19) Reactive Armor - Resistance
  • (34) Gladiator's Armor - TP Protection +3% Def (All)

Level 4: Punch

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (11) Kinetic Combat - Damage/Recharge
  • (23) Kinetic Combat - Damage/Endurance/Recharge

Level 6: Haymaker

  • (A) Kinetic Combat - Accuracy/Damage
  • (7) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge

Level 8: Dull Pain

  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal/Endurance/Recharge
  • (31) Doctored Wounds - Heal
  • (42) Doctored Wounds - Recharge

Level 10: Resist Elements

  • (A) Reactive Armor - Resistance/Endurance
  • (13) Reactive Armor - Resistance/Recharge
  • (15) Reactive Armor - Resistance/Endurance/Recharge
  • (29) Reactive Armor - Resistance

Level 12: Unyielding

  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Resistance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance

Level 14: Super Jump

  • (A) Springfoot - Jumping

Level 16: Resist Energies

  • (A) Reactive Armor - Resistance/Endurance
  • (17) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance/Endurance/Recharge
  • (29) Reactive Armor - Resistance

Level 18: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (46) Kismet - Accuracy +6%

Level 20: Knockout Blow

  • (A) Pulverizing Fisticuffs - Accuracy/Damage
  • (21) Pulverizing Fisticuffs - Accuracy/Damage/Recharge
  • (21) Pulverizing Fisticuffs - Accuracy/Damage/Endurance/Recharge
  • (25) Basilisk's Gaze - Accuracy/Hold
  • (42) Basilisk's Gaze - Recharge/Hold
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 22: Taunt

  • (A) Perfect Zinger - Taunt
  • (34) Perfect Zinger - Taunt/Recharge
  • (39) Perfect Zinger - Taunt/Recharge/Range
  • (39) Perfect Zinger - Accuracy/Recharge
  • (39) Perfect Zinger - Taunt/Range
  • (40) Perfect Zinger - Chance for Psi Damage

Level 24: Invincibility

  • (A) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Recharge Speed

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Recharge Speed

Level 28: Kick

  • (A) Kinetic Combat - Knockdown Bonus

Level 30: Tough

  • (A) Reactive Armor - Resistance/Endurance
  • (36) Reactive Armor - Resistance/Recharge
  • (36) Reactive Armor - Resistance/Endurance/Recharge
  • (36) Reactive Armor - Resistance

Level 32: Weave

  • (A) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Defense/Recharge
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
  • (37) Luck of the Gambler - Recharge Speed

Level 35: Hurl

  • (A) Thunderstrike - Accuracy/Damage
  • (40) Thunderstrike - Damage/Endurance
  • (40) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance

Level 38: Foot Stomp

  • (A) Eradication - Damage
  • (43) Eradication - Accuracy/Damage/Recharge
  • (43) Eradication - Accuracy/Damage/Endurance/Recharge
  • (45) Force Feedback - Chance for +Recharge

Level 41: Hasten

  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO

Level 44: Recall Friend

  • (A) Time & Space Manipulation - +Stealth
  • (46) Time & Space Manipulation - Range

Level 47: Char

  • (A) Lockdown - Accuracy/Hold
  • (48) Lockdown - Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold

Level 49: Melt Armor

  • (A) Touch of Lady Grey - Defense Debuff
  • (50) Touch of Lady Grey - Defense Debuff/Recharge
  • (50) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
  • (50) Touch of Lady Grey - Defense Debuff/Endurance

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) Endurance Reduction IO

Level 2: Rest

  • (A) Recharge Reduction IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Energy Manipulator - EndMod
  • (46) Energy Manipulator - EndMod/Recharge

------------

 

 

 

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  • 2 weeks later
Posted (edited)

Okay I can kinda fill in on some of the things that have changed.

 

1: Winter-Os.  While CMA's original guide was great for smacking Soft-Cap for S/L, alternate typed damage was a downside.

With the addition of Winter-Os and the ability to convert them to Superior versions, you have EXACTLY what you need to bump your other typed defenses without serious frankenslotting and compromising accuracy and the like.

 

On top of this they deliver large doses of F/C Resistance as well.

 

2: Unbreakable Guard is mostly superior to Reactive Armor.  It delivers a superior Typed bonus to S/L, and while it short-changes you on E/N Defense, you actually gain E/N Resistance and beefy Speed/Recharge debuff Resistance.

 

3: The Reactive Defenses Unique.  It delivers a Scaling Resistance mechanic not unlike SR's.

 

 

So, it's possible to build an Inv/SS Tank (and others, so long as you can distribute the Winter-Os for ST, PBAOE and Ranged).

Others, depending on what they need might be easier, might be harder.

Note that the Winter-O Targeted AOE isn't quite so useful but provides GOBS of F/C defense.

Also, the Winter-O for Holds is essentially identical to the Ranged Winter-O set in terms of bonuses.

 

As I was saying, it's possible to build an Inv tank that's soft-capped to all typed Defenses, save Psi.

Also, it's actually possible to run with Tough turned OFF and just mule-ing the two +3% Defense IOs.

 

4: So, you wind up being able to do other things, like start deepening your mitigation by bumping Resistance.

As noted, Winter-Os provide lots of F/C Resist too.  And the Unbreakable Guard provides modest E/N Resistance.

 

5: The Unbreakable Guard Unique.  Provides +Max HP

 

6: Preventative Medicine's +Absorb.  Gives you a small quantity of "phantom HP".  And, if fully six-slotted in the PM set, you get a splefty 8.75% +Rech bonus.

 

This is an old-school build for The Big Blue Butthead (Hyperstrike)

 

As you can see, a conventional CMA-influenced build.

 

And was tough-as-nails for the time.

I'd switched from Vox Populi's "Super-Tanker" Superman-esque build (mainly a cosmetic thing) to this.

And the difference in survivability was noticeable.

I had teammates telling me that my tanking efficiency and staying power was a tenfold improvement.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Hyperstrike: Level 50 Mutation Tanker

Primary Power Set: Invulnerability

Secondary Power Set: Super Strength

Power Pool: Fighting

Power Pool: Leaping

Power Pool: Speed

Power Pool: Flight

Ancillary Pool: Energy Mastery

 

Hero Profile:

Level 1: Temp Invulnerability -- RctArm-ResDam/EndRdx:33(A), RctArm-ResDam/Rchg:33(3), RctArm-ResDam/EndRdx/Rchg:35(3), RctArm-ResDam:33(5), StdPrt-ResDam/Def+:10(5)

Level 1: Jab -- KntCmb-Acc/Dmg:33(A), KntCmb-Dmg/EndRdx:33(7), KntCmb-Dmg/Rchg:33(7), KntCmb-Dmg/EndRdx/Rchg:33(9), PndSlg-Acc/Dmg:30(9), PndSlg-Dmg/EndRdx:30(11)

Level 2: Dull Pain -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(13)

Level 4: Resist Physical Damage -- RctArm-ResDam/EndRdx:33(A), RctArm-ResDam/Rchg:33(13), RctArm-ResDam/EndRdx/Rchg:33(15), RctArm-ResDam:33(15)

Level 6: Haymaker -- KntCmb-Acc/Dmg:33(A), KntCmb-Dmg/EndRdx:33(17), KntCmb-Dmg/Rchg:33(17), KntCmb-Dmg/EndRdx/Rchg:33(19), PndSlg-Acc/Dmg:30(19), PndSlg-Dmg/EndRdx:30(21)

Level 8: Unyielding -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(21), RctArm-ResDam/Rchg:40(23), RctArm-ResDam/EndRdx/Rchg:40(23)

Level 10: Boxing -- Acc-I:50(A)

Level 12: Combat Jumping -- BlsoftheZ-Travel:33(A), BlsoftheZ-Travel/EndRdx:33(25)

Level 14: Tough -- RctArm-ResDam/EndRdx:35(A), RctArm-ResDam/Rchg:33(25), RctArm-ResDam/EndRdx/Rchg:33(27), RctArm-ResDam:35(27)

Level 16: Taunt -- PrfZng-Taunt:33(A), PrfZng-Taunt/Rchg:33(29), PrfZng-Taunt/Rchg/Rng:33(29), PrfZng-Acc/Rchg:33(31), PrfZng-Taunt/Rng:33(31), PrfZng-Dam%:25(31)

Level 18: Invincibility -- DefBuff-I:50(A), DefBuff-I:50(33), DefBuff-I:50(33)

Level 20: Knockout Blow -- KntCmb-Acc/Dmg:33(A), KntCmb-Dmg/EndRdx:33(33), KntCmb-Dmg/Rchg:33(34), KntCmb-Dmg/EndRdx/Rchg:33(34), PndSlg-Acc/Dmg:30(34), PndSlg-Dmg/EndRdx:30(36)

Level 22: Weave -- DefBuff-I:50(A), DefBuff-I:50(36), DefBuff-I:50(36)

Level 24: Super Jump -- BlsoftheZ-Travel:33(A), BlsoftheZ-Travel/EndRdx:33(37)

Level 26: Tough Hide -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)

Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)

Level 30: Resist Energies -- RctArm-ResDam/EndRdx:33(A), RctArm-ResDam/Rchg:35(39), RctArm-ResDam/EndRdx/Rchg:33(40), RctArm-ResDam:33(40)

Level 32: Resist Elements -- Ags-ResDam/EndRdx:35(A), Ags-ResDam:35(40), Ags-Psi/Status:35(42)

Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)

Level 38: Foot Stomp -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(43), Arm-Acc/Dmg/Rchg:50(43), Arm-Acc/Rchg:50(43), Arm-Dmg/EndRdx:50(45)

Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)

Level 44: Laser Beam Eyes -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(46), Apc-Acc/Dmg/Rchg:50(46), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(48)

Level 47: Physical Perfection -- Heal-I:50(A), PrfShf-End%:50(48)

Level 49: Hover -- DefBuff-I:50(A)

Level 1: Brawl -- Acc-I:50(A)

Level 1: Sprint -- Run-I:50(A)

Level 2: Rest -- RechRdx-I:50(A)

Level 1: Gauntlet

Level 4: Ninja Run

Level 2: Swift -- Run-I:50(A)

Level 2: Hurdle -- Jump-I:50(A)

Level 2: Health -- Mrc-Rcvry+:20(A), NmnCnv-Regen/Rcvry+:33(48), RgnTss-Regen+:30(50)

Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(50), PrfShf-End%:33(50)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

------------

 

 

 

| Copy & Paste this data into Mids' Hero Designer to view the build |

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This is a current build for The Big Blue Butthead (Hyperstrike).

 

This implements a lot of what I'm talking about.

And the basic idea is "Defense In Depth".

 

Big Defense numbers come with the territory.  But they're now more or less universal.  S/L/F/C over 50% with 1 enemy in range.

S/L/F/C Incarnate Soft-Capped at 50% Invincibility saturation.

 

MUCH bigger Resist numbers underneath that shore you up against exotic damage in case something gets past your defenses.

On top of this we have more options for fiddling with our HP caps and healing.

Plus, as you can see, I'm building for Recharge to be able to output Damage faster.  As "arrested" enemies deal ZERO DAMAGE.

 

Now, does everyone have to build the way I have?

 

Oh HELL NAW!  I build the way I do for what I consider best-performance in steady-state Tanking.

So I'm not relying on clicky powers (other than Rage, with Hasten as my Auto-power) to bolster my Defense/Resist to respectable levels and gimping the rest of the time.

 

Also, this build is by NO means ultimately min-maxed!

This is me hitting on a build with the parameters I wanted and going "BUILD!" without exploring EXACTLY how far I can push things.

Note how heavily over-S/L/F/C I am.  I could sacrifice some F/C and plonk a FF +Rech IO in.

 

There may be some changes in the future as I'm finding that Spring Attack's current stats make it something of a waste of power.

Don't get me wrong, it's a GREAT combat opener.  But the *meh* damage and the atrocious Recharge time REALLY limits its utility.

 

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Hyper-Possible-Corrected: 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: Resist Physical Damage -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(3), RctArm-ResDam:40(3)

Level 1: Jab -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(7), Mk'Bit-Dmg/Rchg:50(7), Mk'Bit-Acc/EndRdx/Rchg:50(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(9), Mk'Bit-Dam%:50(11)

Level 2: Temp Invulnerability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5)

Level 4: Dull Pain -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(11), Prv-EndRdx/Rchg:50(13), Prv-Heal/Rchg:50(13), Prv-Heal/Rchg/EndRdx:50(15), Prv-Absorb%:50(15)

Level 6: Resist Elements -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19)

Level 8: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(19), UnbGrd-Rchg/ResDam:50(21), UnbGrd-Max HP%:50(21)

Level 10: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(23), SprGntFis-Acc/Dmg/Rchg:50(23), SprGntFis-Dmg/EndRdx/Rchg:50(25), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(25), SprGntFis-Rchg/+Absorb:50(27)

Level 12: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(27), MckBrt-Taunt/Rchg/Rng:50(29), MckBrt-Acc/Rchg:50(29), MckBrt-Taunt/Rng:50(31), MckBrt-Rchg:50(31)

Level 14: Resist Energies -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(33)

Level 16: Kick -- FrcFdb-Rechg%:50(A)

Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33), ShlWal-ResDam/Re TP:50(34), Rct-ResDam%:50(34), RctRtc-Pcptn:20(34)

Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(37), SprBlsCol-Rchg/HoldProc:50(37)

Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(37)

Level 24: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(39)

Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39)

Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(39)

Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40)

Level 32: Super Jump -- WntGif-ResSlow:50(A)

Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40)

Level 38: Foot Stomp -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(40), SprMghoft-Acc/Dmg/Rchg:50(42), SprMghoft-Dmg/EndRdx/Rchg:50(42), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(42), SprMghoft-Rchg/Res%:50(43)

Level 41: Spring Attack -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg/EndRdx/Rchg:50(45), SprAvl-Rchg/KDProc:50(45)

Level 44: Conserve Power -- RechRdx-I:50(A)

Level 47: Laser Beam Eyes -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(48), SprWntBit-Acc/Dmg/EndRdx:50(48), SprWntBit-Acc/Dmg/Rchg:50(48), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(50), SprWntBit-Rchg/SlowProc:50(50)

Level 49: Physical Perfection -- RgnTss-Regen+:30(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 -- Empty(A)

Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(46), Mrc-Rcvry+:40(46)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(46), EndMod-I:50(50)

Level 50: Agility Core Paragon

------------

 

 

 

| Copy & Paste this data into Mids' Hero Designer to view the build |

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Edited by Hyperstrike

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

You can even soft-cap to Psi:

 

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  • 90% S/L RES, 49.8% F/C RES, 35.9% E/N, 31.8% Toxic RES
  • 45.2% S/L DEF (1 foe in range of Invincibility), 45.2% E/N DEF, 45.9% Psi DEF, 39.2% F/C DEF, ~24% M/R/AoE
  • Capped HP, ~38 HP/sec Regeneration
  • 73.75% global rechage (143.75% with Hasten active)
  • Perma Rage (for what that's worth, these days.)
  • This is all with Cardiac Alpha active.  No other Incarnates used.

 

This is a very casual update to a build I mocked up years ago, long before we had ATOs or the various +RES IO bonuses.  I'm sure it could be improved, but I think it's an interesting proof of concept.

 

Also, for what it's worth, when it came down to building my own tank, I found that leaving Psi DEF at ~32% (one inspiration from the soft-cap) made for a more fun build.

 

Great to see this old guide again, and its author.  o7

Posted

I'll certainly need to look into the changes, thanks for the tips Hyper.  Of late I've been focused on leveling my Stalker and Blaster so my tanks have lagged back in the 20's... I know, Sacrilege!  However, now that both have reached 50 and started Incarnate trials it's time go go back and level something else.  Also a bit of market work has built up a bit of a nest egg for IO's... currently my market character's sitting on slightly over a billion inf.  Making money is surprisingly easy, roughly 10-15 minutes a day buying recipes and crafting then selling the IO's nets about 30 million per day.

 

Back on Live I had at least one 50 of every AT in the game but Mastermind... never could get into that one... so while Tanks were my first love I played everything.  And you know, playing the other side makes you understand your job in tanking much better.  Playing a squishy with a lot of damage really makes you appreciate a competent tank, and makes you better understand what you need to do when tanking.  I tended to watch the tanks I teamed with and study what they did that worked and didn't work, then apply that to my own tanking.

 

I teamed (and still do for that matter) with good tanks, bad tanks, really terrible tanks and really great ones.  I learned a lot from that.  How to control aggro, how to position mobs, gather mobs and everything else that goes into tanking.  And, of course, how to maximize survivability since as the saying goes, Dead tanks hold no aggro.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted (edited)

I was messing around with the planner.( I spend more time with it than in the game) I wanted to see what I could do about that psi hole. I had to sacrifice some defense, but with DM and DN from soul mastery, I should be good to go. My thought is that sooner or later my defense will fail. Is it worth doing or should I work more on defense..

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 

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Edited by Marshal_General
Posted (edited)

Thank you for this amazing post. I've been messing with this build for hours, can I get some feedback? Only a few expensive IOs in it.

 

build download link

 

  • S/L res 90 (def 45)
  • F/C res 53 (def 26)
  • Engy res 44 (def 28)
  • Tox res 54 
  • Psi res 52 (def 8.5)
  • Melee def 24

 

  • 60%ish accuracy on attacks
  • designed for exemplar
  • mu powers for fun
  • Unstoppable if end drained
  • Hover 2 slot for maneuvers, taunting upwards and situational awareness

 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

STATESGUARD: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Street Justice
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Endurance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (50) Impervium Armor - Psionic Resistance

Level 1: Initial Strike

  • (A) Kinetic Combat - Accuracy/Damage
  • (29) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (37) Accuracy IO
  • (43) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Dull Pain

  • (A) Doctored Wounds - Heal
  • (7) Doctored Wounds - Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance
  • (27) Doctored Wounds - Heal/Endurance/Recharge
  • (29) Doctored Wounds - Endurance/Recharge

Level 4: Heavy Blow

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Recharge
  • (21) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Accuracy IO
  • (43) Kinetic Combat - Damage/Endurance

Level 6: Resist Elements

  • (A) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (42) Reactive Armor - Resistance
  • (48) Impervium Armor - Psionic Resistance

Level 8: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (34) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (48) Unbreakable Guard - +Max HP

Level 10: Taunt

  • (A) Mocking Beratement - Taunt
  • (11) Mocking Beratement - Taunt/Recharge
  • (11) Mocking Beratement - Taunt/Recharge/Range
  • (13) Mocking Beratement - Accuracy/Recharge
  • (13) Mocking Beratement - Taunt/Range
  • (15) Mocking Beratement - Recharge

Level 12: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (27) Impervium Armor - Psionic Resistance
  • (50) Aegis - Psionic/Status Resistance

Level 14: Sweeping Cross

  • (A) Multi-Strike - Accuracy/Damage
  • (19) Multi-Strike - Damage/Endurance
  • (23) Multi-Strike - Accuracy/Endurance
  • (23) Multi-Strike - Accuracy/Damage/Endurance

Level 16: Resist Energies

  • (A) Reactive Armor - Resistance/Endurance
  • (40) Reactive Armor - Endurance/Recharge
  • (42) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance
  • (46) Impervium Armor - Psionic Resistance

Level 18: Invincibility

  • (A) Defense Buff IO
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (46) Defense Buff IO

Level 20: Rib Cracker

  • (A) Crushing Impact - Accuracy/Damage
  • (21) Crushing Impact - Damage/Endurance
  • (31) Crushing Impact - Damage/Recharge
  • (31) Crushing Impact - Accuracy/Damage/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Endurance
  • (40) Crushing Impact - Damage/Endurance/Recharge

Level 22: Fly

  • (A) Flight Speed IO

Level 24: Combat Readiness

  • (A) Recharge Reduction IO

Level 26: Tough Hide

  • (A) Defense Buff IO
  • (33) Reactive Defenses - Scaling Resist Damage

Level 28: Spinning Strike

  • (A) Positron's Blast - Accuracy/Damage
  • (31) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (42) Positron's Blast - Chance of Damage(Energy)
  • (46) Positron's Blast - Accuracy/Damage/Endurance

Level 30: Hover

  • (A) Flight Speed IO
  • (50) Flight Speed IO

Level 32: Unstoppable

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 35: Shin Breaker

  • (A) Kinetic Combat - Accuracy/Damage
  • (36) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
  • (45) Accuracy IO

Level 38: Crushing Uppercut

  • (A) Touch of Death - Accuracy/Damage
  • (39) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Accuracy/Damage/Endurance
  • (45) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)

Level 41: Afterburner

  • (A) Flight Speed IO

Level 44: Hasten

  • (A) Recharge Reduction IO

Level 47: Mu Lightning

  • (A) Accuracy IO

Level 49: Ball Lightning

  • (A) Accuracy IO

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

Edited by RicoZaid
Posted
On 7/28/2019 at 1:16 PM, Marshal_General said:

I was messing around with the planner.( I spend more time with it than in the game) I wanted to see what I could do about that psi hole. I had to sacrifice some defense, but with DM and DN from soul mastery, I should be good to go. My thought is that sooner or later my defense will fail. Is it worth doing or should I work more on defense..

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

 


| Copy & Paste this data into Mids' Hero Designer to view the build |
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|D9ED1781DFB71D4DD3FAA035935B5E013BF01F99C9DF8F|
|-------------------------------------------------------------------|

 

 

You've compromised your Defenses for that giant flipping gob of Psi Resist.
Still.  If you find yourself fighting Carnies and the like, rock it!

Your attacks aren't QUITE as well slotted as I'd choose.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
5 hours ago, RicoZaid said:

Thank you for this amazing post. I've been messing with this build for hours, can I get some feedback? Only a few expensive IOs in it.

 

build download link

 

  • S/L res 90 (def 45)
  • F/C res 53 (def 26)
  • Engy res 44 (def 28)
  • Tox res 54 
  • Psi res 52 (def 8.5)
  • Melee def 24

 

  • 60%ish accuracy on attacks
  • designed for exemplar
  • mu powers for fun
  • Unstoppable if end drained
  • Hover 2 slot for maneuvers, taunting upwards and situational awareness

 

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

STATESGUARD: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Street Justice
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (3) Reactive Armor - Resistance/Recharge
  • (3) Reactive Armor - Endurance/Recharge
  • (5) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Steadfast Protection - Resistance/+Def 3%
  • (50) Impervium Armor - Psionic Resistance

Level 1: Initial Strike

  • (A) Kinetic Combat - Accuracy/Damage
  • (29) Kinetic Combat - Damage/Endurance
  • (34) Kinetic Combat - Damage/Recharge
  • (37) Accuracy IO
  • (43) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Dull Pain

  • (A) Doctored Wounds - Heal
  • (7) Doctored Wounds - Recharge
  • (7) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance
  • (27) Doctored Wounds - Heal/Endurance/Recharge
  • (29) Doctored Wounds - Endurance/Recharge

Level 4: Heavy Blow

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Recharge
  • (21) Kinetic Combat - Damage/Endurance/Recharge
  • (37) Accuracy IO
  • (43) Kinetic Combat - Damage/Endurance

Level 6: Resist Elements

  • (A) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (42) Reactive Armor - Resistance
  • (48) Impervium Armor - Psionic Resistance

Level 8: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (17) Unbreakable Guard - Endurance/RechargeTime
  • (34) Unbreakable Guard - RechargeTime/Resistance
  • (34) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (48) Unbreakable Guard - +Max HP

Level 10: Taunt

  • (A) Mocking Beratement - Taunt
  • (11) Mocking Beratement - Taunt/Recharge
  • (11) Mocking Beratement - Taunt/Recharge/Range
  • (13) Mocking Beratement - Accuracy/Recharge
  • (13) Mocking Beratement - Taunt/Range
  • (15) Mocking Beratement - Recharge

Level 12: Resist Physical Damage

  • (A) Reactive Armor - Resistance/Endurance
  • (15) Reactive Armor - Resistance/Recharge
  • (17) Reactive Armor - Resistance
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (27) Impervium Armor - Psionic Resistance
  • (50) Aegis - Psionic/Status Resistance

Level 14: Sweeping Cross

  • (A) Multi-Strike - Accuracy/Damage
  • (19) Multi-Strike - Damage/Endurance
  • (23) Multi-Strike - Accuracy/Endurance
  • (23) Multi-Strike - Accuracy/Damage/Endurance

Level 16: Resist Energies

  • (A) Reactive Armor - Resistance/Endurance
  • (40) Reactive Armor - Endurance/Recharge
  • (42) Reactive Armor - Resistance/Recharge
  • (45) Reactive Armor - Resistance
  • (46) Impervium Armor - Psionic Resistance

Level 18: Invincibility

  • (A) Defense Buff IO
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (46) Defense Buff IO

Level 20: Rib Cracker

  • (A) Crushing Impact - Accuracy/Damage
  • (21) Crushing Impact - Damage/Endurance
  • (31) Crushing Impact - Damage/Recharge
  • (31) Crushing Impact - Accuracy/Damage/Recharge
  • (40) Crushing Impact - Accuracy/Damage/Endurance
  • (40) Crushing Impact - Damage/Endurance/Recharge

Level 22: Fly

  • (A) Flight Speed IO

Level 24: Combat Readiness

  • (A) Recharge Reduction IO

Level 26: Tough Hide

  • (A) Defense Buff IO
  • (33) Reactive Defenses - Scaling Resist Damage

Level 28: Spinning Strike

  • (A) Positron's Blast - Accuracy/Damage
  • (31) Positron's Blast - Damage/Endurance
  • (33) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (42) Positron's Blast - Chance of Damage(Energy)
  • (46) Positron's Blast - Accuracy/Damage/Endurance

Level 30: Hover

  • (A) Flight Speed IO
  • (50) Flight Speed IO

Level 32: Unstoppable

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 35: Shin Breaker

  • (A) Kinetic Combat - Accuracy/Damage
  • (36) Kinetic Combat - Damage/Endurance
  • (36) Kinetic Combat - Damage/Recharge
  • (36) Kinetic Combat - Damage/Endurance/Recharge
  • (45) Accuracy IO

Level 38: Crushing Uppercut

  • (A) Touch of Death - Accuracy/Damage
  • (39) Touch of Death - Damage/Endurance
  • (39) Touch of Death - Damage/Recharge
  • (39) Touch of Death - Accuracy/Damage/Endurance
  • (45) Touch of Death - Damage/Endurance/Recharge
  • (48) Touch of Death - Chance of Damage(Negative)

Level 41: Afterburner

  • (A) Flight Speed IO

Level 44: Hasten

  • (A) Recharge Reduction IO

Level 47: Mu Lightning

  • (A) Accuracy IO

Level 49: Ball Lightning

  • (A) Accuracy IO

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet 


Level 1: Prestige Power Dash

Very not-bad for a Fighting-less build!

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)

I just used this to modify my broadsword/invul scrapper and shes at lev 40 pushing better resists than my tank w fire aura at same level! When i have more slots and shes up more levels she might be quite tanky. I had to dump slots from confront though so as not to sacrifice damage output. Since a blaster that scraps is called a blapper; and shes a scrapper that can tank, is she a skanker?  (Im being silly since shes not really able to hold aggro. She cant actually tank.)

Edited by Rocketeur
Bad syntax

Trademarked Name (@Trademark)

Hocus-Pocus, Assault, Joan (of Atlas), Homunculous, Ensorcellress, Seismic, Wolfin, J0LT, The Limit, Transparency, Fastball, Loremaster, Monkey-Boy, Presto Chango, Kazam

  • 2 months later
Posted

Now that I've spent more time with the new world we have here I thought I'd provide CMA's current build.  Yes, it departs rather significantly from my guide, it's also a MUCH more expensive build than my guide lays out.  The guide is still quite valid, and will still get you a very tough and effective tanker without going to extreme expense.  On the other hand, if you have over 500 million laying around (actually it could be considerably more as I bought probably half of the IO's with merits) things like this are possible.

 

Here's the highlights:

Defense: S/L - 44%, F/C - 50%, E/N - 42.5%

Resistance: S/L - 90%, F/C - 84%, E/N - 70%, Psi - 54%, Toxic - 56%

Regeneration - 196%

HP No Accolades - 2,225 without Dull Pain, 3,319 with Dull Pain

HP with Accolades - 2,600, Capped 3,534 with Dull Pain

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Call Me Awesome: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-EndRdx/Rchg(5), UnbGrd-Max HP%(7)
Level 1: Stone Fist -- HO:Nucle(A)
Level 2: Dull Pain -- Prv-Heal/Rchg(A), DctWnd-Heal/Rchg(7), NmnCnv-Heal/Rchg(9)
Level 4: Heavy Mallet -- SprGntFis-Dmg/EndRdx/Rchg(A), SprGntFis-Acc/Dmg(13), SprGntFis-Acc/Dmg/Rchg(13), SprGntFis-Dmg/Rchg(15), SprGntFis-Rchg/+Absorb(15), SprGntFis-Acc/Dmg/EndRdx/Rchg(17)
Level 6: Combat Jumping -- Ksm-ToHit+(A)
Level 8: Unyielding -- UnbGrd-ResDam(A), ImpArm-ResPsi(17), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Resist Physical Damage -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), ImpArm-ResPsi(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- HO:Nucle(A)
Level 18: Invincibility -- ShlWal-Def(A), ShlWal-Def/EndRdx(25), ShlWal-Def/Rchg(25), ShlWal-Def/EndRdx/Rchg(27)
Level 20: Fault -- PrfZng-Dam%(A), ExpStr-Dam%(27), Stp-Acc/Rchg(29), RopADop-Acc/Rchg(29)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 24: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(31), Rct-Def(31), Rct-Def/EndRdx(33)
Level 26: Tough Hide -- ShlWal-ResDam/Re TP(A), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(34)
Level 28: Resist Energies -- RctArm-ResDam/Rchg(A), ImpArm-ResPsi(34), RctArm-ResDam(34), RctArm-ResDam/EndRdx(36)
Level 30: Resist Elements -- UnbGrd-ResDam(A), Ags-Psi/Status(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(37)
Level 32: Hurl Boulder -- SprMghoft-Rchg/Res%(A), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40)
Level 35: Tremor -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/Rchg(40), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-%Dam(42), SprAvl-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Seismic Smash -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Acc/Dmg(43), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45)
Level 41: Char -- HO:Endo(A)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)
Level 47: Fire Ball -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50)
Level 49: Mystic Flight -- WntGif-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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11), PrfShf-EndMod/Rchg(11)
------------

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted

One trick you can use - if your build calls for several Kinetic Combats and you're using recipes boughten with merits, the Acc/Dam of the set is only an Uncommon and costs 20 merits.  Craft that and run in-set conversion on it to get one of the rares; you don't have to buy those with 50 merits, and the first one-merit, 3 converter change is guaranteed to land on a rare.  By this artifice you can fill in the whole set with a lot fewer merits than 50 per recipe.  

  • Like 2
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Posted
On 5/16/2019 at 3:18 PM, Call Me Awesome said:

Invulnerability is, in my opinion, probably the best all around tanker primary.  You get great durability, a very strong taunt aura and excellent protection against the most common types of damage.  Yes, that Stone tanker wearing Granite armor will survive more types of damage but he’s a slow moving brick wall.  The Willpower tanker will take almost as much of a beating but he has a lousy taunt aura so he really has to work at holding agro.  Ice has unmatched agro handling ability but a couple of lucky hits past his defense and he’s in trouble.  Fire outputs a lot of damage but pays for it with relatively weak (for a tanker) protection.  Super Reflexes shares the potential weakness of Ice and the horrible taunt aura of Willpower.  Only Invulnerability puts top flight durability, very good agro abilities and full mobility together in one package.

A fair assessment, but you miss the two true most powerful tanker primaries = Rad and Dark armors. I have to raise issue with the bolded quote parts of your write up.

 

Rad caps all resist but en/psi, and caps melee, s/l def easily. 

 

Dark caps all resist but en/tox and can be build to cap pretty much ALL def postional and typed with incarnates. Plus offers some soft control in the form of fear aura which -to hit debuffs.

 

even the KB hole dark has can be patched without compromising the res/def of the build, and Rad has no real holes to speak of since even the two non capped resists are around 50-60%. 

 

Invuln is a very good set, but in my opinion is not the best all around primary, as proven by the numbers. 

 

I think invuln is a very good pre incarnate/purples build, and can be blossomed into its strength fairly early and with far less investment, but the true ultimate powersets remain Rad and Dark as far as resist sets go.

 

Not to discount Invuln as a very fun and high tier powerset, I just wanted to point out that pound for pound its not the champ. 

 

Posted

I've never played Rad, but Dark has a couple of drawbacks with lack of KB protection (solvable with IO's) and a rather extreme hunger for your blue bar that makes it painful to level up.  I have played a Dark/Fire tanker on Live and it was a painful slog.  Yes, it gets strong in the endgame but it's a much rougher ride than Invuln getting there, and thanks to the KB hole your build has a few slots that are required to patch that hole.

 

Another bonus of Invuln is the fact that you get defense debuff resistance; something that Resistance sets do not get.

 

But hey, it's your character so play what you like; the different sets have different strengths and weaknesses.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

Posted
2 hours ago, SlimPickens said:

A fair assessment, but you miss the two true most powerful tanker primaries = Rad and Dark armors. I have to raise issue with the bolded quote parts of your write up.

 

Rad caps all resist but en/psi, and caps melee, s/l def easily. 

 

Dark caps all resist but en/tox and can be build to cap pretty much ALL def postional and typed with incarnates. Plus offers some soft control in the form of fear aura which -to hit debuffs.

 

even the KB hole dark has can be patched without compromising the res/def of the build, and Rad has no real holes to speak of since even the two non capped resists are around 50-60%. 

 

Invuln is a very good set, but in my opinion is not the best all around primary, as proven by the numbers. 

 

I think invuln is a very good pre incarnate/purples build, and can be blossomed into its strength fairly early and with far less investment, but the true ultimate powersets remain Rad and Dark as far as resist sets go.

 

Not to discount Invuln as a very fun and high tier powerset, I just wanted to point out that pound for pound its not the champ. 

 

Add Shield and Elec to that top tier also.

 

You can res cap everything but toxic and psi - almost capping psi also on elec with soft capped melee defense. Then you have energize which combined with high recharge is a great self heal thats back so often it almost counts as regen.

 

On shield You can incarnate soft cap the positional defenses and res cap everything but toxic and psi with a little trickeration with rotating one with the shield and melee core to almost perma the result.  Then throw in ageless radial for the debuff resistance and you will never need a self heal at that point.

 

Shield and elec are my top 2 followed closely by rad.  Energy is so prevalent in enemy types late game rad was a little more tricky but can mitigate energy damage if you stay on your toes.

Posted
5 hours ago, SlimPickens said:

A fair assessment, but you miss the two true most powerful tanker primaries = Rad and Dark armors. I have to raise issue with the bolded quote parts of your write up.

 

Rad caps all resist but en/psi, and caps melee, s/l def easily. 

 

Dark caps all resist but en/tox and can be build to cap pretty much ALL def postional and typed with incarnates. Plus offers some soft control in the form of fear aura which -to hit debuffs.

 

even the KB hole dark has can be patched without compromising the res/def of the build, and Rad has no real holes to speak of since even the two non capped resists are around 50-60%. 

 

Invuln is a very good set, but in my opinion is not the best all around primary, as proven by the numbers. 

 

I think invuln is a very good pre incarnate/purples build, and can be blossomed into its strength fairly early and with far less investment, but the true ultimate powersets remain Rad and Dark as far as resist sets go.

 

Not to discount Invuln as a very fun and high tier powerset, I just wanted to point out that pound for pound its not the champ. 

 

Sorry, but if you can't actually produce the numbers, I'm going to call shenanigans.

Okay, I've played the hell out of Rad.
I've played the hell out of Dark.
I've played the hell out of Invuln.

In the end Rad and Dark are NOT "the most powerful tanker primaries".
Rad IS powerful.  But not terribly more powerful than Fire.
Dark is more powerful.  But it still doesn't stack up the way Invuln does in the end.


Post builds that basically outstrip this:
And please look at it both with default Invincibility AND with Saturated Invincibility.
And also tell me what other build is going to do it with an End Drain of 0.72 end/sec or a stable recovery number 5x-PLUS it's End Drain.
 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Mo Durable: Level 50 Technology 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: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), RctArm-ResDam/EndRdx/Rchg:40(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(7)
Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(11), SprMghoft-Rchg/Res%:50(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(15), UnbGrd-Max HP%:50(15)
Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(21), SprGntFis-Dmg/EndRdx/Rchg:50(21), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(23), SprGntFis-Rchg/+Absorb:50(23)
Level 6: Dull Pain -- Heal-I:50(A)
Level 8: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(27), UnbGrd-Rchg/ResDam:50(29), UnbGrd-ResDam/EndRdx/Rchg:50(29)
Level 14: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(31), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(31)
Level 16: Kick -- FrcFdb-Rechg%:50(A)
Level 18: Invincibility -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(33), ShlWal-Def/Rchg:50(33), ShlWal-Def/EndRdx/Rchg:50(33), Rct-ResDam%:50(34)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(36), SprBlsCol-Rchg/HoldProc:50(36)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-Rchg/ResDam:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(37)
Level 24: Weave -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(39), ShlWal-Def/Rchg:50(39), ShlWal-Def/EndRdx/Rchg:50(39)
Level 26: Tough Hide -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(40), ShlWal-Def/EndRdx/Rchg:50(40), ShlWal-ResDam/Re TP:50(40)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Combat Jumping -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(42), ShlWal-Def/Rchg:50(42), ShlWal-Def/EndRdx/Rchg:50(43)
Level 32: Super Jump -- WntGif-ResSlow:50(A)
Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(43), SprWntBit-Acc/Dmg/EndRdx:50(43), SprWntBit-Acc/Dmg/Rchg:50(45), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(45), SprWntBit-Rchg/SlowProc:50(45)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(48), SprAvl-Rchg/KDProc:50(48)
Level 41: Spring Attack -- Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(48), Erd-Acc/Dmg/EndRdx/Rchg:30(50), Arm-Acc/Dmg/Rchg:50(50), Arm-Dmg/EndRdx:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- RgnTss-Regen+:30(A)
Level 49: Hasten -- RechRdx-I: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 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Agility Core Paragon
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

There are all sorts of ways to rate tanker primaries.  Primaries that get much of their power from click buffs like Fire (the classic example) and Dark Armor --  but the newer Rad and Bio sets are similar in design -- are subject to disadvantages like cooldowns and the hazard of animation lag.  This also means that they work better with some attack sets than others, and require you to build for recharge.  This is why I don't see a Regen tanker as ever working.

 

There is probably a lot of subjectivity in ranking Invulnerability so high.  I subjectively rank it high partly because it requires so little attention.  Another reason is that my recent experience with the set pairs it with Dark Melee: and even if you take the -tohit out of the equation, you still have a self heal that fires whether you need it or not because it's in the middle of your attack chain. 

 

I am quite impressed with Rad and Bio as tanker armors.  They have a lot more going for them than Fire, which strikes me as the prototype; or Willpower, which is so concept friendly but oddly handicapped at the actual business of tanking.  The selling point of Willpower was its endurance sustain: but Bio, Rad, and Electric are even better at that while having full strength taunt auras.  But Rad and Bio  rely heavily on click powers for survivability.  I don't remember the last time I needed to use Dull Pain on Heraclea, so much so that I've contemplated speccing out of it and redistributing its slots.  But I won't, if only to respect the mos maiorum, the custom of the ancestors. 

 

TL:DR - heavy reliance on click powers makes an armor set feel weaker to me. 

QVÆ TAM FERA IMMANISQVE NATVRA

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Posted
On 11/5/2019 at 8:04 PM, Hyperstrike said:

Sorry, but if you can't actually produce the numbers, I'm going to call shenanigans.

Okay, I've played the hell out of Rad.
I've played the hell out of Dark.
I've played the hell out of Invuln.

In the end Rad and Dark are NOT "the most powerful tanker primaries".
Rad IS powerful.  But not terribly more powerful than Fire.
Dark is more powerful.  But it still doesn't stack up the way Invuln does in the end.


Post builds that basically outstrip this:
And please look at it both with default Invincibility AND with Saturated Invincibility.
And also tell me what other build is going to do it with an End Drain of 0.72 end/sec or a stable recovery number 5x-PLUS it's End Drain.
 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Mo Durable: Level 50 Technology 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: Resist Physical Damage -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(3), RctArm-ResDam/Rchg:40(3), RctArm-ResDam/EndRdx/Rchg:40(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(7)
Level 1: Jab -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(7), SprMghoft-Acc/Dmg/Rchg:50(9), SprMghoft-Dmg/EndRdx/Rchg:50(9), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(11), SprMghoft-Rchg/Res%:50(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(13), UnbGrd-Rchg/ResDam:50(13), UnbGrd-ResDam/EndRdx/Rchg:50(15), UnbGrd-Max HP%:50(15)
Level 4: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(19), SprGntFis-Acc/Dmg/Rchg:50(21), SprGntFis-Dmg/EndRdx/Rchg:50(21), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(23), SprGntFis-Rchg/+Absorb:50(23)
Level 6: Dull Pain -- Heal-I:50(A)
Level 8: Resist Elements -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(25), RctArm-ResDam/Rchg:40(25), RctArm-ResDam/EndRdx/Rchg:40(27)
Level 10: Taunt -- PrfZng-Dam%:50(A)
Level 12: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(27), UnbGrd-Rchg/ResDam:50(29), UnbGrd-ResDam/EndRdx/Rchg:50(29)
Level 14: Resist Energies -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(31), RctArm-ResDam/Rchg:40(31), RctArm-ResDam/EndRdx/Rchg:40(31)
Level 16: Kick -- FrcFdb-Rechg%:50(A)
Level 18: Invincibility -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(33), ShlWal-Def/Rchg:50(33), ShlWal-Def/EndRdx/Rchg:50(33), Rct-ResDam%:50(34)
Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/EndRdx:50(34), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(36), SprBlsCol-Rchg/HoldProc:50(36)
Level 22: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(37), UnbGrd-Rchg/ResDam:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(37)
Level 24: Weave -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(39), ShlWal-Def/Rchg:50(39), ShlWal-Def/EndRdx/Rchg:50(39)
Level 26: Tough Hide -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(40), ShlWal-Def/EndRdx/Rchg:50(40), ShlWal-ResDam/Re TP:50(40)
Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 30: Combat Jumping -- ShlWal-Def:50(A), ShlWal-Def/EndRdx:50(42), ShlWal-Def/Rchg:50(42), ShlWal-Def/EndRdx/Rchg:50(43)
Level 32: Super Jump -- WntGif-ResSlow:50(A)
Level 35: Hurl -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(43), SprWntBit-Acc/Dmg/EndRdx:50(43), SprWntBit-Acc/Dmg/Rchg:50(45), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(45), SprWntBit-Rchg/SlowProc:50(45)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/Rchg:50(46), SprAvl-Acc/Dmg/EndRdx/Rchg:50(48), SprAvl-Rchg/KDProc:50(48)
Level 41: Spring Attack -- Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(48), Erd-Acc/Dmg/EndRdx/Rchg:30(50), Arm-Acc/Dmg/Rchg:50(50), Arm-Dmg/EndRdx:50(50)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Physical Perfection -- RgnTss-Regen+:30(A)
Level 49: Hasten -- RechRdx-I: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 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19)
Level 50: Agility Core Paragon
------------

 

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Radianite - Tanker (Radiation Armor).mxdElectrokute - Tanker (Electric Armor).mxd  Two solid builds.  Top Tier, you dont have to worry about DDR, and you wont have to worry about getting spiked by that Psi AV or Psi mob that is prevalent late game.  That was 2 glaring weaknesses in your build - it wasnt bad but late game you will have a cascade failure if you dont pick ageless with that build, and at that point your res isnt high enough to carry you through some situations if your team is weak.  These builds have lots of mechanics that work wonders also that gives them an edge most sets dont have.

 

On these builds you are nearly res capped on everything but toxic on the elec and cold and psi on the rad - but even then those are in the 60s and 70s.  Toxic is a weakness on the elec but you also have energize which is back every 30 sec, and 2 sec shy of perma regen increase.  If you get into trouble with either one, melee core is there which will fully cap the rad to everything but cold, and fully cap the elec to everthing but toxic.

 

On the rad you can rotate melee core and meltdown and basically have perma capped resists.

 

The end drain is irrelevant because neither of these builds have end issues, and both have end drain and recovery debuff resistance.

Posted

Okay this is Invuln.

And you're looking at it in its lowest defense form.  With zero enemies in radius of Invincibility.

And you're going to tell me THIS has to worry about cascading Defense Failure?
When an Invuln is rocking 50% DDR, and a DARK is rocking...NONE?

And I'm well aware of how tough Resist-centric Tanks have become.  I run several of them.  Fire, Rad, Elec, etc.
However, in a situation where you can take 10% of all incoming damage or 20% of the 5% that actually hits you?
Also, realize that the amount of unalloyed, pure "Psi-typed ONLY" damage is vanishingly small.  So my vectored defenses mean I'm quite a bit tougher than my Psi defense lets on.

And if I know I'm going to be hitting such an environment, I simply carry purple and orange inspies.

Hashtag: Tanking Is Not Rocket Science.
 

CascaWha.jpg

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
2 hours ago, Hyperstrike said:

Okay this is Invuln.

And you're looking at it in its lowest defense form.  With zero enemies in radius of Invincibility.

And you're going to tell me THIS has to worry about cascading Defense Failure?
When an Invuln is rocking 50% DDR, and a DARK is rocking...NONE?

And I'm well aware of how tough Resist-centric Tanks have become.  I run several of them.  Fire, Rad, Elec, etc.
However, in a situation where you can take 10% of all incoming damage or 20% of the 5% that actually hits you?
Also, realize that the amount of unalloyed, pure "Psi-typed ONLY" damage is vanishingly small.  So my vectored defenses mean I'm quite a bit tougher than my Psi defense lets on.

And if I know I'm going to be hitting such an environment, I simply carry purple and orange inspies.

Hashtag: Tanking Is Not Rocket Science.
 

CascaWha.jpg

Didn't say it was rocket science, you asked for builds I gave you builds that cap nearly everything 100 % of the time.

 

Those numbers you screenshotted have to be in a saturated non debuff environment to achieve.  The numbers on the rad build or the Elec build will do that whether it's 1 or 100 around.  It will also survive any amount of psy that gets thrown at it.  Yours won't.

 

I don't know anything about dark, didnt say anything about dark.

 

However

 

When you are down to Mother mayhem on +4 she is you g to hurt you.

 

When you are on a sutters TF and you go in the tunnel those praetorian mobs are going to hurt you - mixed bag of psy major re and def debuffs with a ton of energy damage.

 

Any mission in dark Astoria is going to get through that defense.

 

50% ddr is not enough and I don't build to ever have insp use in mind - necessary to use sometimes yes but I never include them as a qualifier as to how strong a build is.

 

My invul puts out similar numbers but there have been situations where they cut through it pretty fast so I rely a ton on ageless radial so it does not.

 

I'm not saying invul is weak or not top shelf even but it has its limits and I don't like my health bar to move past 80 %  and I don't want to depend on inspiration use.

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