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Posted
  On 5/22/2020 at 10:36 PM, Heraclea said:

Actually, Energy Melee would not be a bad fit to Invuln or Willpower, if only because Invuln's self-heal is so slow in coming that no one relies on it from one spawn to the next

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Thing is, a well-built Invuln generally doesn't REQUIRE the self-heal a lot of the time.

I'm finding that out on my DP/Invuln SENTINEL right now.
Working to open more than the Alpha slot right now, have a T4 Agility in there, and it's a BEAST.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
  On 5/23/2020 at 10:52 AM, Hyperstrike said:


Thing is, a well-built Invuln generally doesn't REQUIRE the self-heal a lot of the time.

I'm finding that out on my DP/Invuln SENTINEL right now.
Working to open more than the Alpha slot right now, have a T4 Agility in there, and it's a BEAST.

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Exactly.  I can't remember the last time I needed to fire DP on Heraclea.  Then again I slotted up Siphon Life for accurate heals.

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Posted
  On 5/23/2020 at 3:44 PM, Heraclea said:

Exactly.  I can't remember the last time I needed to fire DP on Heraclea.  Then again I slotted up Siphon Life for accurate heals.

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Can't run outta gas and strand yourself if you're constantly topping the tank.

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
  On 5/22/2020 at 3:06 PM, r0y said:

Do you happen to have an Invuln/KM build handy?

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Uh... nope, but doesn't take more than a few minutes to put it together.

 

Aaand, done:

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So you'll have to make a personal call on this build, you can get Weave in there if you really really want to and have 40-ish% defense with one enemy in range for F/C/E/N, but as it stands the build pretty much softcaps to everything at full saturation, plus Darkest Night if you go Soul (I added Soul as it gives a better ranged ability and a nice second TAoE for Kinetics, and DN feeds the -Dam). You could also trade some global recharge for F/C/E/N Defense as well with a Winter Set in Gloom, and some franken-setting in Burst. Tactics is in there but it's not reaaally needed so if that got tossed out and Fighting was tossed in, this thing would be Incarnate Ready all-in:

 

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Power Siphon insta-fuels itself for To-Hit on the proc and builds up its own bulk, plus Invcincibility's +ToHit as well, you'll have enough clearance to take on things many levels above your weight class.

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Posted

If you aren't into your SR/DM tank, may I suggest SR/Ice.  Lots of mitigation there until you can get softcapped with SR (which doesn't take much for tankers.)

 

I have a SR/Ice prior to the shutdown and he was incarnate softcapped - he could handle anything the other tanks could during trials.  Just go for the healing destiny and in my case I went with the confuse interface for even more and also the melee hybrid just because.  Ice melee was buffed awhile back so frost and freezing touch hit like trucks.  Frozen Aura does footstomp damage in a smaller radius.

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image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

Posted

Here's a slightly different stab at Inv/KM


 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

  • 4 years later
Posted
  On 5/22/2020 at 5:02 AM, r0y said:

Yeah, I was looking at that.  I'd have to work in the T2 punch and I'll go with the purple IO's over the Winter Sets for more recharge to limit downtime on Power Siphon.  Of course, this all changes the build a bit...

 

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why 2 travel powers?
You have both Hover and Combat jumping and super Jump and Fly, you shorted yourself an ability

 

Posted

I appreciate your general interest in Invuln, but note that this is not the first 3-4 year old thread you've necroed recently, and your chance of getting an answer from the questioned is pretty low.

Posted (edited)
  On 5/22/2020 at 7:56 PM, Call Me Awesome said:

I've heard that Energy is getting some attention in the next issue but for now I can not recommend the set.  We'll have to see what the changes look like.  I do hope it gets pulled up out of the cellar where it's currently sitting, right now it's considerably worse than the next worst set.

 

I know there will always be a last place set but there does need to be a valid reason to choose it.  Right now I can't see any with Energy Melee.  I did play an EM tanker back in issue 6, a Stone/EM.  It was a mediocre set that was redeemed by a very good T8 attack, Energy Transfer.  Once ET was nerfed from a sub-1 second animation to the current nearly 3 second one that benefit went away and it lost it's one saving grace.  After the nerf I shelved my Stone/EM tanker and eventually deleted her, the only level 50 I 

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Just realised this part of the post was old. 

Edited by Psiphon
Comment on old post that's no longer applicable.
Posted (edited)
  On 12/20/2024 at 6:47 AM, Helium 3 said:

why 2 travel powers?
You have both Hover and Combat jumping and super Jump and Fly, you shorted yourself an ability

 

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Because it makes Hami raids easier.  Also, taking flight pool lets you pack in 2 more LotG proc-mules.  Combat Jump is the single greatest bang-for-buck power in the game, I rarely skip it on any toon.  Finally, single-slot powers are good to help feed slots into the 6-slot powers, and travels are good for the Winter's Gift proc and the KB proc in Blessing of the Zephyr (if one needs KB prot).  Lots of reasons.

 

So four years later, you got your reply!  ;-)

Edited by r0y
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