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Posted

I am currently looking at a /SS build and am stuck between rad and inv. The character is a She-Hulk homage so either set would work.

 

There has been so much back and forth, that I have lost track of where we stand for each set.

 

I do know that INV edges rad out for minimal FX.

Posted (edited)

Both will please you.  Rad for damage.  Invuln for low SFX.  Invuln strong early.  Rad sings at endgame.  Frankly, I went Rad, dont regret it, but unless your She Hulk regularly releases gamma explosions, go invuln.

 

There is no 100% consensus.  My thought is (in an unlimited budget all accolades all incarnates desired at T4) - if both are built for pure tank, Invuln will be tougher, but rad will do more damage.  On a Hybrid build trying to develop serious offense, rad will be about as tough - and do more damage.  On a ‘cheap’ build or for exemplar far down, Invuln will be notably tougher, and if you exemplar a lot, Rad loses more and more of its damage advantage as you go lower.

Edited by marcussmythe

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted (edited)
  On 8/2/2020 at 12:26 AM, Marshal_General said:

I am currently looking at a /SS build and am stuck between rad and inv. The character is a She-Hulk homage so either set would work.

 

There has been so much back and forth, that I have lost track of where we stand for each set.

 

I do know that INV edges rad out for minimal FX.

Expand  

 

Rad doesn't rely on defense as much as Invuln does.

 

Because of this, Rad pairs better with SS due to the -def from the rage crash having less of an impact, and its AOEs syncing well with Footstomp. (Plus rage's constant +tohit means the +tohit from Invincibiility is less of a boon than it is for other secondaries.)

Edited by Xanatos

City of Heroes Class of 2001.

Posted
  On 8/1/2020 at 10:01 PM, Zer0 Hour said:

@marcussmythemind sharing your rad/ss build?

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I'm not Marcus.  But.

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
  On 8/2/2020 at 12:26 AM, Marshal_General said:

I am currently looking at a /SS build and am stuck between rad and inv. The character is a She-Hulk homage so either set would work.

 

There has been so much back and forth, that I have lost track of where we stand for each set.

 

I do know that INV edges rad out for minimal FX.

Expand  

Radiation Therapy at level 16 will be your heal -and- your endurance recovery all the way to level 200. And on a super short timer.

Posted
  On 8/2/2020 at 1:51 AM, marcussmythe said:

Both will please you.  Rad for damage.  Invuln for low SFX.  Invuln strong early.  Rad sings at endgame.  Frankly, I went Rad, dont regret it, but unless your She Hulk regularly releases gamma explosions, go invuln.

 

There is no 100% consensus.  My thought is (in an unlimited budget all accolades all incarnates desired at T4) - if both are built for pure tank, Invuln will be tougher, but rad will do more damage.  On a Hybrid build trying to develop serious offense, rad will be about as tough - and do more damage.  On a ‘cheap’ build or for exemplar far down, Invuln will be notably tougher, and if you exemplar a lot, Rad loses more and more of its damage advantage as you go lower.

Expand  


Invuln will be marginally tougher.

Rad will act like a poor man's Regen, but with MASSIVE resists.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

And the version I'm using... everything good about it is Sir Myshkin's work.  Everything less than good is a matter of my fiddling with it - I usually trade off some performance for comfort, due to personal preference.

 

  Reveal hidden contents

 

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted
  On 8/2/2020 at 5:48 PM, marcussmythe said:

And the version I'm using... everything good about it is Sir Myshkin's work.  Everything less than good is a matter of my fiddling with it - I usually trade off some performance for comfort, due to personal preference.

 

 

Expand  



Wait.  You went with a Tauntless Tanker?

TURN IN YOUR TANK CARD!

  • Haha 2

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
  On 8/2/2020 at 5:55 PM, Hyperstrike said:



Wait.  You went with a Tauntless Tanker?

TURN IN YOUR TANK CARD!

Expand  

Taunt is fine if you need a crutch.   Hehe

 

None of my tankers have it.

 

The only one that ever steals agro from me is Myr, but is because they are so dang awesome. 😂

Posted

I keep it on my primary build of my main, as thats the outfit I wear for exemplaring and I find it useful in low-level TFs, where my AOE hasnt matured and Im taking for a collection of often new players with very aggressive play styles.

Great Justice - Invuln/Energy Melee Tank

Ann Atomic - Radiation/Super Strength Tank

Elecutrix - Electric Blast/Super Reflexes Sentinel

Ramayael - Titan Weapons/Bio Scrapper

C'len - Spines/Bio Brute

Posted
  On 8/2/2020 at 7:15 PM, Infinitum said:

Taunt is fine if you need a crutch.   Hehe

 

None of my tankers have it.

 

The only one that ever steals agro from me is Myr, but is because they are so dang awesome. 😂

Expand  

 

You're a Scrapper with delusions of godhood.

:classic_wink:

  • Haha 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted

If it wasn't for the fact Taunt is auto-hit, I probably would skip it too. Between Epic AoEs and general jumping around punch-voking everything, it would be superfluous to have Taunt. But when there are times when there's an AV with insane defense buffs, it's nice making sure you can keep the AV stuck on you.

 

Luckily, Taunt has good set bonus options, so if you can fit the slots, it's not wasted.

  • Like 1

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Posted

I've mentioned how I swapped Taunt for Assault. I'd love Taunt if it actually worked and mobs would get mad at me like in other games. But here I use it and the mob goes to attack NPCs or keeps on attacking other team members. If it only works on regular enemies then there is not point to it IMO, except in niche cases a la tanking Hami. Regular enemies are not particularly dangerous in a level 50 world where Barriers are tossed around willy nilly.

 

In fact, my first experience with the 801 AE missions was almost disappointing since we were several with Barrier and we spammed it. We went around with 70-100% defense all the time as anyone can imagine not even squishies are squishies with those sort of numbers floating around.

Posted

Taunt is good because:

-Autohit

-No end cost

-Duration is longer than punchvoke

-Has a wider AOE taunt radius than ranged ST attacks (15 vs 10)

-Your character makes a weird frog noise

  • Like 1
  • Haha 2

City of Heroes Class of 2001.

Posted
  On 8/3/2020 at 2:42 PM, Xanatos said:

Taunt is good because:

-Autohit

-No end cost

-Duration is longer than punchvoke

-Has a wider AOE taunt radius than ranged ST attacks (15 vs 10)

-Your character makes a weird frog noise

Expand  

Don't forget that on some sets, there is a cool ass animation. My favorite is Dual Blades or Katana.

  • Like 2
Posted (edited)

One bonus on Rads side is it doesn't need endurance help whereas Invuln might need it. That opens up Rebirth or Barrier Destiny for extra survival. Also more damage is more survival, kill them before they kill you.

 

With enough mobs around and enough +recharge, Rad Therapy will fill health and endurance up also quite often and that's only if they break through the Absorb.

 

But invuln is great also.

Edited by Gobbledegook
  • Like 1
Posted
  On 8/5/2020 at 12:37 AM, Gobbledegook said:

One bonus on Rads side is it doesn't need endurance help whereas Invuln might need it. That opens up Rebirth or Barrier Destiny for extra survival. Also more damage is more survival, kill them before they kill you.

 

With enough mobs around and enough +recharge, Rad Therapy will fill health and endurance up also quite often and that's only if they break through the Absorb.

 

But invuln is great also.

Expand  



I dunno.  I can get an Invuln's resting End consumption down below 1 End/sec (remember, in many cases, you can just flat out turn Tough off).
So if you're already rocking 3.something End/Sec recovery?  Unless you're taking and USING Unstoppable, you're not running out of End unless you get Sapper-slapped.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
  On 8/5/2020 at 1:13 AM, Werner said:

Wait, what? I must see this! Nooooooo, my Shield/Mace on beta doesn't have Taunt. 😢

Expand  

Switch to your alternate build and nab it.

Posted
  On 8/5/2020 at 2:27 AM, Hyperstrike said:



I dunno.  I can get an Invuln's resting End consumption down below 1 End/sec (remember, in many cases, you can just flat out turn Tough off).
So if you're already rocking 3.something End/Sec recovery?  Unless you're taking and USING Unstoppable, you're not running out of End unless you get Sapper-slapped.

Expand  

I was thinking of TWs or other end hungry sets mostly. But yea invuln isn't bad at all. 

Posted (edited)
  On 8/5/2020 at 12:37 AM, Gobbledegook said:

One bonus on Rads side is it doesn't need endurance help whereas Invuln might need it. That opens up Rebirth or Barrier Destiny for extra survival. Also more damage is more survival, kill them before they kill you.

 

With enough mobs around and enough +recharge, Rad Therapy will fill health and endurance up also quite often and that's only if they break through the Absorb.

 

But invuln is great also.

Expand  

 

Invuln's endurance hole can be plugged pretty easily with IOs and Cardiac.

 

From there, all you need is the def debuff Ageless when fighting -def enemies, or Barrier when fighting everything else. (Barrier is more to help keep the team alive tbh.)

 

Edited by Xanatos

City of Heroes Class of 2001.

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