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This Tanker build is good...but could it be better?


Captain Citadel

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I haven't played the game in a while so I'm not up-to-date on all the latest changes, but glancing around at some other Invuln/SS Tanker builds that have been posted here, I'm wondering if I should rework mine at all. I would appreciate it if someone more experienced with theorycrafting could give me some pointers or tweak this build for me.

Chief Concerns:

  • I feel like my Resistance values could be higher, particularly where Psionic damage is concerned.
  • I'd really like to avoid using Laser Beam Eyes for concept reasons. This character is inspired by Superman but heavily nerfed in terms of not having super-senses or a slew of utility powers like super-breath or heat vision. He flies, punches stuff, and is basically unkillable, but that's it. Ranged damage output is an intentional weakness. I realize that sounds dumb when talking about build optimization.
  • I'd also like to improve my damage output, but I dropped Rage from an earlier build because I found it frustrating to work with, particularly with the endurance crash. I already have perma-Hasten so my single auto-cast power slot is full.
  • Hover, Fly and Afterburner are important to me. Hover works really well for combat and general indoor flying, while Fly and Afterburner have enabled me to outrun some Super Speed and Super Jump characters after pushing all my IOs to +5.
  • Any other pool powers are totally open to being swapped out, particularly the Fighting pool. Tough and Weave feel useful but Kick feels like it's just getting in the way because my attack chain is full without it.


This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery
------------
Level 1:    Resist Physical Damage    
 (A) Unbreakable Guard - Resistance
 (3) Unbreakable Guard - Resistance/Endurance
 (3) Unbreakable Guard - RechargeTime/Resistance
 (5) Unbreakable Guard - +Max HP


Level 1:    Jab    
 (A) Superior Gauntleted Fist - RechargeTime/+Absorb
 (5) Superior Gauntleted Fist - Accuracy/Damage
 (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
 (7) Superior Gauntleted Fist - Damage/RechargeTime
 (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
 (9) Superior Gauntleted Fist - Damage/Endurance/RechargeTime


Level 2:    Temp Invulnerability    
 (A) Unbreakable Guard - Resistance
 (11) Unbreakable Guard - Resistance/Endurance
 (11) Unbreakable Guard - RechargeTime/Resistance
 (13) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 4:    Dull Pain    
 (A) Panacea - +Hit Points/Endurance
 (17) Panacea - Heal
 (17) Panacea - Heal/Endurance
 (19) Panacea - Endurance/Recharge
 (19) Panacea - Heal/Recharge
 (21) Panacea - Heal/Endurance/Recharge


Level 6:    Haymaker    
 (A) Superior Might of the Tanker - Recharge/Chance for +Res(All)
 (21) Superior Might of the Tanker - Damage/Endurance/Recharge
 (23) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
 (23) Superior Might of the Tanker - Accuracy/Damage
 (25) Superior Might of the Tanker - Damage/Recharge
 (25) Superior Might of the Tanker - Accuracy/Damage/Recharge


Level 8:    Resist Elements    
 (A) Unbreakable Guard - Resistance
 (27) Unbreakable Guard - Resistance/Endurance
 (27) Unbreakable Guard - RechargeTime/Resistance
 (29) Unbreakable Guard - Resistance/Endurance/RechargeTime


Level 10:    Unyielding    
 (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (29) Unbreakable Guard - RechargeTime/Resistance
 (31) Unbreakable Guard - Resistance/Endurance
 (31) Unbreakable Guard - Resistance


Level 12:    Taunt    
 (A) Mocking Beratement - Recharge
 (31) Mocking Beratement - Taunt
 (33) Mocking Beratement - Taunt/Recharge
 (33) Mocking Beratement - Taunt/Recharge/Range
 (33) Mocking Beratement - Accuracy/Recharge


Level 14:    Resist Energies    
 (A) Unbreakable Guard - Resistance/Endurance/RechargeTime
 (34) Unbreakable Guard - Resistance
 (34) Unbreakable Guard - Resistance/Endurance
 (34) Unbreakable Guard - RechargeTime/Resistance


Level 16:    Fly    
 (A) Flight Speed IO


Level 18:    Hover    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 20:    Knockout Blow    
 (A) Hecatomb - Damage/Endurance
 (36) Hecatomb - Accuracy/Damage/Recharge
 (36) Hecatomb - Accuracy/Recharge
 (36) Hecatomb - Damage
 (37) Hecatomb - Damage/Recharge


Level 22:    Invincibility    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (37) Luck of the Gambler - Defense/Endurance
 (37) Luck of the Gambler - Defense/Endurance/Recharge
 (39) Luck of the Gambler - Defense/Recharge
 (39) Luck of the Gambler - Endurance/Recharge


Level 24:    Kick    
 (A) Force Feedback - Chance for +Recharge


Level 26:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Steadfast Protection - Resistance/+Def 3%


Level 28:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Reactive Defenses - Scaling Resist Damage
 (40) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 30:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 32:    Hand Clap    
 (A) Sudden Acceleration - Knockback to Knockdown
 (40) Absolute Amazement - Stun/Recharge
 (42) Absolute Amazement - Stun
 (42) Absolute Amazement - Chance for ToHit Debuff
 (42) Absolute Amazement - Accuracy/Stun/Recharge
 (43) Absolute Amazement - Accuracy/Recharge


Level 35:    Hurl    
 (A) Apocalypse - Chance of Damage(Negative)
 (43) Apocalypse - Damage
 (43) Apocalypse - Damage/Recharge
 (45) Apocalypse - Accuracy/Recharge
 (45) Apocalypse - Accuracy/Damage/Recharge
 (45) Apocalypse - Damage/Endurance


Level 38:    Foot Stomp    
 (A) Armageddon - Damage/Endurance
 (46) Armageddon - Damage
 (46) Armageddon - Damage/Recharge
 (46) Armageddon - Accuracy/Damage/Recharge
 (48) Armageddon - Accuracy/Recharge


Level 41:    Tough Hide    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (48) Luck of the Gambler - Defense
 (48) Luck of the Gambler - Defense/Endurance
 (50) Luck of the Gambler - Defense/Endurance/Recharge


Level 44:    Hasten    
 (A) Recharge Reduction IO
 (50) Recharge Reduction IO
 (50) Recharge Reduction IO


Level 47:    Afterburner    
 (A) Flight Speed IO


Level 49:    Conserve Power    
 (A) Recharge Reduction IO


Level 1:    Gauntlet    
Level 1:    Brawl    
 (A) Accuracy IO


Level 1:    Sprint    
 (A) Run Speed IO


Level 2:    Rest    
 (A) Recharge Reduction IO


Level 2:    Swift    
 (A) Run Speed IO


Level 2:    Hurdle    
 (A) Jumping IO


Level 2:    Health    
 (A) Miracle - +Recovery
 (13) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (15) Performance Shifter - EndMod
 (15) Endurance Modification IO


Incarnates 
Level 50:    Support Radial Embodiment    
Level 50:    Ageless Core Epiphany    
Level 50:    Agility Radial Paragon    
Level 50:    Paralytic Core Flawless Interface    
Level 50:    Mighty Radial Final Judgement    
Level 50:    Longbow Core Superior Ally    
------------


https://www.midsreborn.com/builds/download.php?uc=1523&c=687&a=1374&f=HEX&dc=78DA6594CB6F125114C6EFC020F2B2500A7DF028D00750DA81B15DF84A5CD8DA584B6C8271DB607B85B13825408D2C4DAC8FAD9B2EFD0FFC07DCBA76E1ABAD2E5DFB48D4A8718107CE17203209FC2EDF39F79C6FCE9D217F6FD9FD7CF5FE45A1B82F558AF5FAE6F5A2B9236BF6C29621CD2D29DA979D3E51D63797E52D69D6A576C5BCBB573165AD78D3A8188D6608E1BCAC48A915F6AAB42E346AD22C35CAC2B5B1BB5BD12E578C52B9E1E1757B6998A5A1CEAF7559DC96B57AD9A83A3BBF0B5529B7FD2B55634B5BA116A5E666BE586FC85A738C8C64E8F3DA415F4ADB5ACB2A7E5885D05561F909FE62AA7F98F34E81AB65134F548E3D609E780CEE334F3E041F31DF501F057D14F471A28F137DDCBF996F29D78A3ED6386BDE1818660E47C028736492A991471BF6DA3E2276CC0C7E00DF33C70EC123E63BEA6B87473B3C4EC0E3043C86E1F1455A0807721DD0C2C889624F1435B2E4C9C59E54D71D0BC7CACC9801DE06779887E4C583FA1ED48FA35E1CF5E3E8E7A2A76A88EB8BA129D1D11CA4F978BFF005948EA6930F3F7CF8E7B8CF540A4C83B3CCE924F3887C043A07D75203A833ED05FDCC591F38CCB450EF51F819DDE73A56D2C6D98F327E9A7DCF8E9210A1678862218E5942E891FCCE39C9AB4C1FE544703F11E4E4E87E2671D6939F54E473BFF41A780D5C67CEE5998BB43781BD091DB1797081399F053530C75CA2BD3398E3CC05D616CE8067C173CCEC79E631CD3185F34CC17F7604C43C75CC3341F79AC13C32193E4FFD3F8AA0101A66ACE1CC9FD1A872D072C84BABDDF7BB1556BBEFAF10131C5FEFD71658DB50B1853405753E3BBBEFAF5090F7A55F4BB1F6B5A729CA1A2D92F45EDFE0FBFAD68B5994039ECBA9A7608CF7CFF5FB69D12572038A3EA02C0E284B038AC3DBFD5769BDA4A3D73195037F6FFD37D85BBFEAD3CBE9DE7A38D05BFF03506AE393

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To keep your damage up, you really need to retain Rage.  I don't bother with hasten on lots of my toons- even more so on tankers- since their purpose is to draw aggro and soak it up, not dish it out.

 

On my tanker, instead of Haste, I have rage two-slotted with recharge io's and cntrl-clicked to autofire.  No fuss, no muss.  Yes, there's some endurance crash, but you'll learn to anticipate it over time, and it can be mitigated by endurance inspirations.

 

No doubt your build could be improved, yes.  But the question is, do you really need to?  It depends on what your goal is.  If you want to solo archvillains, then sure, you'll need an apex build.  But my own tanker is vastly inferior to yours in every metric except S/L resist and possibly (due to Rage) damage output, and I solo most 4/+8 content just fine.

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The clip below is 13 seconds long. At 2 seconds I use Foot Stomp, which has a Force Feedback: Chance for Recharge IO in it. At 7 seconds I use Knockout Blow which also has Force Feedback: Chance for Recharge slotted. No Recharge IOs are slotted in either power. At the end of the clip Foot Stomp is ready again. You can see  when the proc is applied (blue icon of a guy lying prone with an up arrow). If you pay attention to the countdown timer, you can see it leaping around based on when the proc is active and where it runs out. The time to recycle corresponds to no Recharge bonus and two back to back procs of the Recharge proc.

 

 

I know you have one in Kick but you don't have anything else slotted in the power. Do you actually use it? The benefit in  Foot Stomp is its being checked against everyone hit by Foot Stomp. Knockout Blow is single target but has a fairly long recycle time. Not sure if you can scrounge up the slots for it (video is of a Brute with Bio Armor). 

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Sad as it may be if you're going to ignore Rage you might as well not play Super Strength. The saving grace of the set is Rage and without it no optimizing will save it.

 

Look perhaps into something like Martial Arts (some of the animations can be replaced by crude punches that have no bearing whatsoever with martials arts) or if you can bear the FX then Energy Melee (sadly no FX option).

 

Sadly not much option for super strong animations that don't look like martial arts (Street Justice, even Martial Arts will still do fancy kicks since not all animations can be replaced).

 

I suggest giving Energy Melee a stab and color the pompoms the darkest shade you can, that usually makes FX near not noticeable and you can then RP it as super strength.

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3 hours ago, Erratic1 said:

The other option is to pair Super Strength with a powerset which will make you not care about the endurance crash--Bio, Electrical, Energy, or Radiation.

All sets care about Rage drop. Perhaps at most Invulnerability since it's such a beast. Don't fall into the mistake of thinking that resistance armors don't care about defense because they do. At 50% base chance for hitting us the mobs gain another 20%. We go from being hit 50% of the time to being hit 70% of the time. When that happens we take more damage and 90% resistances stop being enough. At that point kill fast or be in trouble.

 

Oshi-... Right ,we can't hit things for 10 whole seconds when Rage drops 😄

 

Anyway, jokes aside, for regular play the Rage drop is not that bad depending on when it happens. If it happens as we go to another pack of mobs and we jump in, debuffed, unable to damage them, then yeah, bad. But if it happens once we are down to 3-4 mobs then its okay. Also teams can handle th mobs even if we can't damage them.

 

The unpredictability of it since we only have a tiny icon without even a timer on it, is what kills the set for me. If I had a nice timer I could just glance and see when the drop is happening I could at least plan around it. But it just happens too often and it's too annoying. No damage -or- defense drop. Not both. Super-Strength is nothing special that it deserves such drawbacks, but like Stone Armor it's an old mechanic.

 

A common trick is keeping Hand Clap for Rage drops. KD with Footstomp, Handclap for CC, whittle away those 10 seconds of waiting.

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13 minutes ago, Sovera said:

All sets care about Rage drop. Perhaps at most Invulnerability since it's such a beast. Don't fall into the mistake of thinking that resistance armors don't care about defense because they do. At 50% base chance for hitting us the mobs gain another 20%. We go from being hit 50% of the time to being hit 70% of the time. When that happens we take more damage and 90% resistances stop being enough.

 

His complaint was about the endurance crash. That is what I was addressing.

 

Quote

I'd also like to improve my damage output, but I dropped Rage from an earlier build because I found it frustrating to work with, particularly with the endurance crash.

 

 

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Just now, Sovera said:

Point.

Not that your point on Defenses is not something to keep in mind.

 

I do not generally notice it on my Brute but that is probably because Bio comes with a number of survivability powers--Ablative Armor,  DNA Siphon, and Parasitic Aura. Electrical Armor (Tankers don't get Energy Aura) doesn't have the same up its sleeve. Arguably Radiation Armor with Beta Decay might be the best option here if a rebuild is in mind and sticking with Super Strength.

 

Of course could go Rad Armor/Energy Melee too.

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23 minutes ago, Sovera said:

The unpredictability of it since we only have a tiny icon without even a timer on it, is what kills the set for me. If I had a nice timer I could just glance and see when the drop is happening I could at least plan around it. But it just happens too often and it's too annoying.

I have the damage bonus monitor running in the corner so I can see when it turns red and when the crash is over.

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Just now, Supertanker said:

I have the damage bonus monitor running in the corner so I can see when it turns red and when the crash is over.

But it doesn't say -when- it will turn red, which was what I was aiming that. If I know I'm going to drop in five seconds and I'm about to jump in then I would rather not spend the next 10 seconds surrounded by enemies while unable to hurt them and with a hefty defense debuff.

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1 minute ago, Sovera said:

But it doesn't say -when- it will turn red, which was what I was aiming that. If I know I'm going to drop in five seconds and I'm about to jump in then I would rather not spend the next 10 seconds surrounded by enemies while unable to hurt them and with a hefty defense debuff.

The icon flashes as a ten second warning. Not really noticeable on its own. but after a lot of playtime you get the hang of when to look for it.

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Was sort of hoping someone would reply with an example of an improved build instead of people coming in here to argue with each other about the endurance crash on Rage, or someone suggesting I reroll a character that I've had since before Homecoming had that one server wipe near launch.

Street Justice is the only alternative to Super Strength I could consider because I'm not a fan of EM's or MA's animations, even MA's alternates. You can change some of the kicks to not look like kicks but I wouldn't really call them punches. Even then though, I don't know if I would like StJ's builder-spender rotation. And again, really don't feel like rerolling.

18 hours ago, Erratic1 said:

I know you have one in Kick but you don't have anything else slotted in the power. Do you actually use it? The benefit in  Foot Stomp is its being checked against everyone hit by Foot Stomp. Knockout Blow is single target but has a fairly long recycle time. Not sure if you can scrounge up the slots for it (video is of a Brute with Bio Armor). 

I really don't use Kick, no. Like I said in my OP, I took the Fighting pool for Tough and Weave because I needed more defense and resistance bonuses. It really doesn't fit into my attack chain and deals poor damage relative to my other attacks. Hand Clap deals no damage at all but at least I can use it to keep knocking down enemies and interrupting their attack chains. If I could build in a different way to retain my almost literal invulnerability that didn't involve taking those powers, I'd love to learn how. Particularly if I can patch the Psi damage hole. I tried using positional defense caps to offset that, but I've read some enemies use abilities that don't have a positional defense check. It would be nice to know I was better protected from all forms of damage except the typeless stuff.

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4 minutes ago, Captain Citadel said:

I really don't use Kick, no. Like I said in my OP, I took the Fighting pool for Tough and Weave because I needed more defense and resistance bonuses. It really doesn't fit into my attack chain and deals poor damage relative to my other attacks. Hand Clap deals no damage at all but at least I can use it to keep knocking down enemies and interrupting their attack chains. If I could build in a different way to retain my almost literal invulnerability that didn't involve taking those powers, I'd love to learn how. Particularly if I can patch the Psi damage hole. I tried using positional defense caps to offset that, but I've read some enemies use abilities that don't have a positional defense check. It would be nice to know I was better protected from all forms of damage except the typeless stuff.

If you're not using Kick then the Force Feedback proc slotted in it will never fire. Its doing nothing for you.

 

As for Handclap, I appreciate the use of KB->KD in it but suspect it is unnecessary to your survival for the most part (like 99.5% of the time--made up number but want to get the qualitative sense across). Invulnerability boosts its Defense values based on the number of nearby foes so in a crowd most things probably aren't going to be able to hit you. I seem to recall, long, long ago on my DM/Inv  Scrapper leaving trash alive while fighting bosses to maintain my defenses. Of course in a group you cannot really rely on this as your teammates will be killing stuff around you. Even so, with higher resistances than Scrapper get you should be fine.

 

I am not a build god. But I may try to come up with something between doing work today and if nobody has posted anything by the time I'm done, if I have something I will post it.

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1 hour ago, Captain Citadel said:

Was sort of hoping someone would reply with an example of an improved build...

Minor change, I'll let you be the judge of the improvement. Drops Hurl (You run in and grab aggro, why are you throwing things?) in favor of Rage. 

 

Drops Hurl in favor of Rage (because without it Super Strength loses all meaning by comparison to any other secondary powerset). With the slots saved it ups the slotting where you have Unbreakable Guard, giving you more Toxic/Psionic resistance.

 

Spoiler

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-Max HP%(5), UnbGrd-EndRdx/Rchg(43)
Level 1: Jab -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Dmg/Rchg(7), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(9)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-EndRdx/Rchg(45)
Level 4: Dull Pain -- Pnc-Heal/+End(A), Pnc-Heal(17), Pnc-Heal/EndRedux(17), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(19), Pnc-Heal/EndRedux/Rchg(21)
Level 6: Haymaker -- SprMghoft-Rchg/Res%(A), SprMghoft-Dmg/EndRdx/Rchg(21), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg(23), SprMghoft-Dmg/Rchg(25), SprMghoft-Acc/Dmg/Rchg(25)
Level 8: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-EndRdx/Rchg(45)
Level 10: Unyielding -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam(31)
Level 12: Taunt -- MckBrt-Rchg(A), MckBrt-Taunt(31), MckBrt-Taunt/Rchg(33), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(33)
Level 14: Resist Energies -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-EndRdx/Rchg(45)
Level 16: Fly -- Flight-I(A)
Level 18: Hover -- LucoftheG-Def/Rchg+(A)
Level 20: Knockout Blow -- Hct-Dmg/EndRdx(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg(36), Hct-Dmg/Rchg(37)
Level 22: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg(39), LucoftheG-EndRdx/Rchg(39)
Level 24: Kick -- FrcFdb-Rechg%(A)
Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(43)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Hand Clap -- SuddAcc--KB/+KD(A), AbsAmz-Stun/Rchg(40), AbsAmz-Stun(42), AbsAmz-ToHitDeb%(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-Acc/Rchg(43)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(40), ShlWal-ResDam/Re TP(40)
Level 38: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dmg(46), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(48)
Level 41: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(50)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 47: Afterburner -- Flight-I(A)
Level 49: Conserve Power -- RechRdx-I(A)
Level 1: Gauntlet 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(15)
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 4: Ninja Run 
Level 50: Support Radial Embodiment 
Level 50: Ageless Core Epiphany 
Level 50: Agility Radial Paragon 
Level 50: Paralytic Core Flawless Interface 
Level 50: Mighty Radial Final Judgement 
Level 50: Longbow Core Superior Ally 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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A few observations.

Your S/L Resist is so high that you can turn off Tough.  The only thing it's providing you by being on is an End drain.
On a fully tricked out Inv/SS, I honestly haven't found a need for Conserve power in several years.

My recommended Slotting for health is Panacea +End/Numina +Regen/Miracle +End
You're grossly overslotted in your Defenses.  Yet you're only capping S/L.
No Rage.
Over-slotted on Hasten
Foot Stomp contraindicates the usefulness of Hover.
*Samuel L. Jackson Voice* Maneuvers? ON AN INVULN?!?!?!?
:classic_wink:
Hand Clap: Some people swear by it.  I find iblowing your carefully cultivated groups all over the map (and doing no damage) totally antithetical to Tanking.  Drop it.  You don't need it.


Here's how I go about it with my Invulnerability template
https://tinyurl.com/InvSSBaseline 

If you want to get a bit more Recharge, drop Fire Blast, take Assault.  Then six-slot Dull Pain with Preventative Medicine.

 


I also have a version that eschews the Global Recharge in favor of trying to maximize Resist as well.
https://tinyurl.com/SuperDurableInvSS 

 

As a follow-up.  I know you're going for a High-Recharge Tank.  And, on it's own, it's not TERRIBLE.
One suggestion I would add is:

On purples, eschew the flat DAMAGE enhancements.  You're still 89% damage, but subbing in the Damage Proc will boost your overall damage output.  Same thing goes for any of the original Purple class enhancements (Stuns, etc)

On Hurl, specifically, yank the flat DAMAGE enhancement and move the slot to Taunt.  It'll give you the 7.5% Recharge enhancement (remember, the 7.5% from the LOTG is a separate enhancement, so the "Rule of 5" doesn't apply.

 

Edited by Hyperstrike

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Also, here's a rework of your build based on my template.
And YES, it uses Maneuvers to make up Defense.  So I consider it a flawed build.

However.  Soft-capped S/L
43% E/N and F/C
Plus Diamagnetic Interface, tossing on a -5% ToHit Debuff.
Resist totals aren't the best.  But they don't suck. 
Basically, in large groups, he's a monster once Invincibility gets going.

I could mildly improve Global Recharge, but only by converting KO Blow to Hold IOs, neutering striking power.
+181% Global Recharge.  Not including the FF Proc in Kick.  Basically gives you Perma-Hasten +6 seconds and change.

Double Rage with a Recharge of 62 seconds.  Toss an Ageless T4 on there it becomes 52 seconds.
With double Rage (and Assault):

+105% ToHit
+46% Acc
+367% Damage

https://tinyurl.com/CapitadelHighSpeedRework-InvSS
 

Edited by Hyperstrike
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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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22 hours ago, Hyperstrike said:

A few observations.

Your S/L Resist is so high that you can turn off Tough.  The only thing it's providing you by being on is an End drain.
On a fully tricked out Inv/SS, I honestly haven't found a need for Conserve power in several years.

My recommended Slotting for health is Panacea +End/Numina +Regen/Miracle +End
You're grossly overslotted in your Defenses.  Yet you're only capping S/L.
No Rage.
Over-slotted on Hasten
Foot Stomp contraindicates the usefulness of Hover.
*Samuel L. Jackson Voice* Maneuvers? ON AN INVULN?!?!?!?
:classic_wink:
Hand Clap: Some people swear by it.  I find iblowing your carefully cultivated groups all over the map (and doing no damage) totally antithetical to Tanking.  Drop it.  You don't need it.


Here's how I go about it with my Invulnerability template
https://tinyurl.com/InvSSBaseline 

If you want to get a bit more Recharge, drop Fire Blast, take Assault.  Then six-slot Dull Pain with Preventative Medicine.

 


I also have a version that eschews the Global Recharge in favor of trying to maximize Resist as well.
https://tinyurl.com/SuperDurableInvSS 

 

As a follow-up.  I know you're going for a High-Recharge Tank.  And, on it's own, it's not TERRIBLE.
One suggestion I would add is:

On purples, eschew the flat DAMAGE enhancements.  You're still 89% damage, but subbing in the Damage Proc will boost your overall damage output.  Same thing goes for any of the original Purple class enhancements (Stuns, etc)

On Hurl, specifically, yank the flat DAMAGE enhancement and move the slot to Taunt.  It'll give you the 7.5% Recharge enhancement (remember, the 7.5% from the LOTG is a separate enhancement, so the "Rule of 5" doesn't apply.

 

Some explanation for why I made certain decisions:
Foot Stomp works with Hover at ground level, I like the power because it works for defense while giving me full freedom of movement in any conceivable direction with zero drift. I took FS for AoE damage. Hand Clap I find useful because with KB to KD slotted, I'm not throwing enemies all over the map. I just keep juggling them with knockdowns. The time they spend recovering from knockdown is time they can't be attacking anyone.

I took Maneuvers because I like Leadership buffs, thematically. It makes a good mule for LotG recharge.

I took Tough and Weave because they made good enhancement mules for a few unique bonuses. Frankly I loathe the entire Fighting pool because you have to take an attack power from it just to use the defensive toggles.

I know my S/L defense is overslotted but the rest of the defenses are deliberately above the softcap to account for buffed enemies in iTrial content. It was my understanding that you needed to go past 45% defenses to around 60% to account for their +ToHit buffs and/or defense debuffs. When I'm surrounded by mobs, Invincibility ramps up to achieve this.

I've conceded that I have to put Rage back in my build in order to actually dish out respectable damage, but I'd rather not put up with Rage and Hasten in the same build. Rage is a lot easier to put up with when I don't even have to think about using it. I also would rather not take Pyre Mastery because it doesn't fit thematically. I'm not a big fan of Hurl either because unlike Foot Stomp and Mighty Judgement, it doesn't function with Hover at all, even at ground level. Which seems like an oversight, but I don't know if the HC dev team wants to fix it.

 

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54 minutes ago, Captain Citadel said:

Foot Stomp works with Hover at ground level

 

Granted, but you have to expend attention and effort to make sure you remain "slammed".  Otherwise it just stops working.
I tend to Tank-lock too much.  And my builds are generally tight for pools.

 

54 minutes ago, Captain Citadel said:

Hand Clap I find useful because with KB to KD slotted, I'm not throwing enemies all over the map. I just keep juggling them with knockdowns. The time they spend recovering from knockdown is time they can't be attacking anyone.

 

With a 4 second Recharge, I'd be more likely to just pour the damage on with Foot Stomp.

 

54 minutes ago, Captain Citadel said:

I took Maneuvers because I like Leadership buffs, thematically. It makes a good mule for LotG recharge.

 

I know WHY you took it.  I just view taking Maneuvers on an Invuln as a bad compromise at best.

And I say that having done the same thing on my rework of your build.

 

54 minutes ago, Captain Citadel said:

I took Tough and Weave because they made good enhancement mules for a few unique bonuses. Frankly I loathe the entire Fighting pool because you have to take an attack power from it just to use the defensive toggles.


Yeah, I'm totally non-thrilled with that myself.
 

54 minutes ago, Captain Citadel said:

I know my S/L defense is overslotted but the rest of the defenses are deliberately above the softcap to account for buffed enemies in iTrial content. It was my understanding that you needed to go past 45% defenses to around 60% to account for their +ToHit buffs and/or defense debuffs. When I'm surrounded by mobs, Invincibility ramps up to achieve this.


Your Defenses were *not* above Soft-cap.  ONLY with Support Core toggled on.  Granted, it's set up such that you can immediately toggle it again when it expires.  But, standing idle, you're not soft-capped.  You're at 38/41%%

F/C caps at 3 enemies.
E/N caps at 5.

Again, I Tank-lock at the drop of an aggro.
So I like arranging things so I don't have to think about that.
This way I just belch in the enemy's faces and pound the snot out of them.  =)
 

54 minutes ago, Captain Citadel said:

I've conceded that I have to put Rage back in my build in order to actually dish out respectable damage, but I'd rather not put up with Rage and Hasten in the same build. Rage is a lot easier to put up with when I don't even have to think about using it. I also would rather not take Pyre Mastery because it doesn't fit thematically. I'm not a big fan of Hurl either because unlike Foot Stomp and Mighty Judgement, it doesn't function with Hover at all, even at ground level. Which seems like an oversight, but I don't know if the HC dev team wants to fix it.


Yeah.  Rageless SS is kinda like building a nuclear bomb in the picogram range.

You don't HAVE TO take Pyre.  Just pick something where you can choose the highest available Recharge enhancement.

As for not liking Hurl, the main problem is you're cutting yourself off from being able to affect enemies at range.

Sure, you can go the Superman route and do Energy Mastery and LBE.  But again, Conserve Power is mostly a wasted pick.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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How would you recommend setting up a build within certain constraints? For example without using Hasten, Laser Beam Eyes, or Hurl, and limiting the travel powers to the Flight pool? Not having a ranged attack is rarely an issue in my experience, so I don't mind dropping one. I can still use Taunt to hold a ranged mob's attention if there's some reason I can't just hover over to it and smash it to pieces. My primary build concerns are hitting def caps, shoring up resistances other than S/L (particularly the gaping Psi hole), and not gimping my damage too much. I don't necessarily need double Rage, but a single-stack perma-Rage without Hasten would be ideal for the whole "set it and forget it" convenience.

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Infinitum is definitely your Invuln guru so you're in good hands. I confess I don't mind not having a ranged attack as well. Martial Arts (with the animations swapped to punches) would help a fair bit moving away from the clunkyness that is Rage, and the extra 10% defense from Storm Kick is just generous to reach defense caps.

 

But I can imagine how badly themed it would be for a themed character, even if we don't roleplay calling it martial arts (I mean, I RPed a magic character using radiation blast colored a brilliant white and calling it magic blasts).

 

My one try at Invuln ended up so good it could tackle the ITF without even a heal and just relying on natural regeneration, so after that, yeah, more damage.

 

I still prefer the Fire Armor approach since dead things are not trying to hurt me back and it is sturdy 'enough' despite being one of the squishiest sets but this is unrelated to a themed build.

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