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Invul/Energy Melee Build Help Pls


Spazer

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Hello Community, 

 

Appreciate the help in advance, I am a total newbi when it comes to build and Med's hero planner, hence I could use your support pls. I took PLVRIZR build for Invul/SS and modified for Energy Melee. although Invul/SS is nice but I love to have AOE at early levels and I did play Invl/Energy melee during live. My aim is end game content, with taunt and fly, any modification will be highly appereciated.

 

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Jungar: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (3) Gladiator's Armor - TP Protection +3% Def (All)
  • (3) Impervium Armor - Psionic Resistance
Level 1: Barrage
  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (5) Superior Gauntleted Fist - Damage/RechargeTime
  • (5) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (7) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (7) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (9) Superior Gauntleted Fist - RechargeTime/+Absorb
Level 2: Temp Invulnerability
  • (A) Unbreakable Guard - +Max HP
  • (9) Unbreakable Guard - Resistance/Endurance
  • (11) Unbreakable Guard - RechargeTime/Resistance
  • (11) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (13) Unbreakable Guard - Endurance/RechargeTime
Level 4: Dull Pain
  • (A) Doctored Wounds - Heal/Endurance
  • (13) Doctored Wounds - Endurance/Recharge
  • (15) Doctored Wounds - Heal/Recharge
Level 6: Resist Elements
  • (A) Aegis - Resistance/Endurance
  • (15) Aegis - Resistance/Recharge
  • (17) Aegis - Endurance/Recharge
  • (17) Aegis - Resistance/Endurance/Recharge
  • (19) Aegis - Resistance
Level 8: Unyielding
  • (A) Unbreakable Guard - Resistance
  • (19) Unbreakable Guard - Resistance/Endurance
  • (21) Unbreakable Guard - RechargeTime/Resistance
  • (21) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 10: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (49) Perfect Zinger - Accuracy/Recharge
Level 12: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (23) Winter's Gift - Slow Resistance (20%)
Level 14: Resist Energies
  • (A) Reactive Armor - Resistance/Endurance
  • (23) Reactive Armor - Resistance/Recharge
  • (25) Reactive Armor - Resistance/Endurance/Recharge
  • (25) Reactive Armor - Resistance
Level 16: Whirling Hands
  • (A) Armageddon - Damage
  • (27) Armageddon - Damage/Recharge
  • (27) Armageddon - Accuracy/Damage/Recharge
  • (29) Armageddon - Accuracy/Recharge
  • (29) Armageddon - Damage/Endurance
  • (31) Armageddon - Chance for Fire Damage
Level 18: Invincibility
  • (A) Reactive Defenses - Scaling Resist Damage
  • (31) Shield Wall - Defense/Endurance
  • (31) Shield Wall - Defense
  • (33) Shield Wall - Defense/Endurance/Recharge
  • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 20: Total Focus
  • (A) Superior Blistering Cold - Accuracy/Damage
  • (33) Superior Blistering Cold - Damage/Endurance
  • (34) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (34) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (34) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (36) Superior Blistering Cold - Recharge/Chance for Hold
Level 22: Combat Jumping
  • (A) Shield Wall - Defense/Recharge
  • (36) Shield Wall - Defense/Endurance/Recharge
  • (36) Shield Wall - Defense
  • (37) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 24: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 26: Tough Hide
  • (A) Reactive Defenses - Defense
  • (37) Reactive Defenses - Defense/Endurance
  • (37) Reactive Defenses - Endurance/RechargeTime
  • (39) Reactive Defenses - Defense/RechargeTime
  • (39) Reactive Defenses - Defense/Endurance/RechargeTime
Level 28: Build Up
  • (A) Rectified Reticle - To Hit Buff
  • (48) Rectified Reticle - To Hit Buff/Recharge
Level 30: Tough
  • (A) Impervium Armor - Resistance/Endurance/Recharge
  • (39) Impervium Armor - Psionic Resistance
Level 32: Unstoppable
  • (A) Impervium Armor - Resistance/Endurance
  • (40) Impervium Armor - Resistance/Recharge
  • (40) Impervium Armor - Resistance/Endurance/Recharge
  • (40) Impervium Armor - Resistance
  • (42) Impervium Armor - Psionic Resistance
Level 35: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 38: Bone Smasher
  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (43) Superior Might of the Tanker - Damage/Recharge
  • (43) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (45) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (45) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (45) Superior Might of the Tanker - Recharge/Chance for +Res(All)
Level 41: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 44: Energy Transfer
  • (A) Kinetic Combat - Accuracy/Damage
  • (47) Kinetic Combat - Damage/Endurance
  • (48) Kinetic Combat - Damage/Recharge
  • (48) Kinetic Combat - Damage/Endurance/Recharge
Level 47: Conserve Power
  • (A) Recharge Reduction IO
Level 49: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 1: Gauntlet 
Level 1: Brawl
  • (A) Empty

Level 1: Sprint

  • (A) Quickfoot - Endurance/RunSpeed

Level 2: Rest

  • (A) Empty

Level 1: Swift

  • (A) Run Speed IO

Level 1: Hurdle

  • (A) Empty

Level 1: Health

  • (A) Miracle - +Recovery
  • (46) Panacea - +Hit Points/Endurance
  • (46) Numina's Convalesence - +Regeneration/+Recovery

Level 1: Stamina

  • (A) Performance Shifter - Accuracy/Recharge
  • (47) Performance Shifter - EndMod

Level 1: Energy Focus 


Level 50: Resilient Core Paragon 
Level 12: Afterburner 
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You use quite a few sets that I do not, but I don't feel like being critical about those. I'll call out some things I do differently:

 

I think the Stamina slotting should replace Acc/End with the %+Endurance piece. (2xIO at 50+5 would probably be better) Physical Perfection can take the Power Transfer %Heal.

 

I don't use any Numina pieces, including the Global.

 

I don't chase Impervium Armor set bonuses. IIRC I have four instances of the Psi defense piece dropped into various powers.

 

I have Dull Pain 6-slotted with Preventive Medicine. This is one of those powers I rarely use outside of extreme content, but I like the set bonuses and Max HP is kinda the tank thing.

 

I have Taunt 6-slotted with Mocking Beratement.  I find the set bonuses to be a better fit for an Invulnerable Tanker than Perfect Zinger... and I think the %damage proc in that set is a trap (for Taunt).

 

Whirling Hands is where I have four %damage procs, plus the Gauntleted Fist %+Absorb piece. In the 6th slot I have an HO for Acc/Dam (Nucleolus)

 

Here are some choices I make because eventually I find myself standing against only 1 enemy, so I don't specifically rely on being surrounded by enemies to boost my offense:

 

I prefer a 6-slotted Build Up with Gaussian's set. I have Invincibility slotted with a LotG, 2xShield Wall (boosted) and an HO Cytoskeleton (End/ToHit/Defense)

 

I slipped the Kismet +Accuracy (really +ToHit) into Tough Hide.

 

I don't use Conserve Power, instead I have Focused Accuracy. It is nothing special, but I have the Rectified Recticle +Perception piece in it.

 

You shouldn't need a Knockback Protection piece in Fly. If you are specifically worried about UBER Knockback, I'd move the slot such that you can use a second Steadfast Protection global and get a set bonus.

 

EDIT: Let me add this personal note about Knockback Protection... At one point I definitely felt like I wanted extreme levels of KB protection (I can't recall if I was pursuing 17 or higher) because I felt that it would be embarrassing have an Inv tank tossed around by the very few enemies that do that much KB... but it is possible to buy 90 minutes of 10KB protection from a SG base. Unyielding should get you 10, and I won't fault anyone for looking to cross the 12 KB threshhold (from a set bonus like Gladiator's Armor... which can be boosted to 50+5) or from a single +4 piece, but I wouldn't compromise a build just for that level of KB protection.

 

Edited by tidge
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Here is the build I would use if I had an Invul/nrg tank(I have a Invul/SS, and WP/NRG instead). It may not be the most uber build for either defense, or offense, but it should be a nice simple balanced build, and oh, btw, it has 100% recharge/slow debuff resist(It's amazing!), and 85% ToHit/60% perception debuff resists(from Focused Accuracy).

 

Weave would be a nice power to get, and would add almost 8% DEF to all, but I'd rather take 2 more attacks than having to take 2 nearly useless powers for this build(kick/Tough) to get to it. That may be just me, though. I just pop a purple if I need it for the very rare occasion I need a little more defense.

 

I've always wondered how the Guassians +Build Up proc works in Invul, but if you find it worth it, you could take a slot out of Energy Punch for it, but you'd lose a little Psi Resist.

 

Anyways, I hope at least this can give you some ideas for your build.

 

Happy Tanking,

-Pep

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance
  • (3) Unbreakable Guard - Resistance/Endurance
  • (3) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (5) Unbreakable Guard - RechargeTime/Resistance
  • (48) Impervium Armor - Psionic Resistance

Level 1: Barrage

  • (A) Kinetic Combat - Accuracy/Damage
  • (5) Kinetic Combat - Damage/Endurance
  • (7) Kinetic Combat - Damage/Recharge
  • (7) Kinetic Combat - Damage/Endurance/Recharge
  • (9) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (9) Mako's Bite - Accuracy/Endurance/Recharge

Level 2: Energy Punch

  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (17) Mako's Bite - Accuracy/Endurance/Recharge

Level 4: Bone Smasher

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (17) Superior Blistering Cold - Damage/Endurance
  • (19) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (19) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (21) Superior Blistering Cold - Recharge/Chance for Hold
  • (21) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

Level 6: Dull Pain

  • (A) Doctored Wounds - Heal/Endurance
  • (23) Doctored Wounds - Endurance/Recharge
  • (23) Doctored Wounds - Heal/Recharge
  • (25) Doctored Wounds - Recharge
  • (25) Doctored Wounds - Heal/Endurance/Recharge
  • (27) Doctored Wounds - Heal

Level 8: Unyielding

  • (A) Unbreakable Guard - Resistance
  • (27) Unbreakable Guard - Resistance/Endurance
  • (29) Unbreakable Guard - RechargeTime/Resistance
  • (29) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (31) Unbreakable Guard - +Max HP
  • (31) Impervium Armor - Psionic Resistance

Level 10: Combat Jumping

  • (A) Reactive Defenses - Scaling Resist Damage

Level 12: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 14: Resist Physical Damage

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

Level 16: Whirling Hands

  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (33) Eradication - Damage/Recharge
  • (33) Eradication - Accuracy/Damage/Recharge
  • (33) Superior Avalanche - Accuracy/Damage/Endurance
  • (34) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge

Level 18: Invincibility

  • (A) Shield Wall - Defense/Endurance
  • (34) Shield Wall - Defense
  • (36) Shield Wall - Defense/Recharge
  • (36) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 20: Total Focus

  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (36) Superior Gauntleted Fist - Damage/RechargeTime
  • (37) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (37) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (37) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (39) Superior Gauntleted Fist - RechargeTime/+Absorb

Level 22: Taunt

  • (A) Perfect Zinger - Chance for Psi Damage

Level 24: Resist Energies

  • (A) Aegis - Psionic/Status Resistance
  • (39) Aegis - Resistance
  • (39) Steadfast Protection - Resistance/+Def 3%

Level 26: Tough Hide

  • (A) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 28: Build Up

  • (A) Adjusted Targeting - Recharge
  • (40) Adjusted Targeting - To Hit Buff/Recharge
  • (40) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 30: Resist Elements

  • (A) Impervium Armor - Psionic Resistance

Level 32: Hasten

  • (A) Recharge Reduction IO

Level 35: Power Crash

  • (A) Eradication - Accuracy/Recharge
  • (42) Eradication - Accuracy/Damage/Endurance/Recharge
  • (42) Eradication - Accuracy/Damage/Recharge
  • (42) Superior Avalanche - Accuracy/Damage
  • (43) Superior Avalanche - Damage/Endurance
  • (43) Superior Avalanche - Recharge/Chance for Knockdown

Level 38: Energy Transfer

  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (43) Superior Might of the Tanker - Damage/Recharge
  • (45) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (45) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (45) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Might of the Tanker - Recharge/Chance for +Res(All)

Level 41: Focused Accuracy

  • (A) Adjusted Targeting - To Hit Buff
  • (46) Adjusted Targeting - To Hit Buff/Endurance
  • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge

Level 44: Laser Beam Eyes

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (47) Superior Winter's Bite - Damage/RechargeTime
  • (47) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (47) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (48) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
  • (48) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

Level 47: Physical Perfection

  • (A) Preventive Medicine - Chance for +Absorb

Level 49: Unstoppable

  • (A) Impervium Armor - Psionic Resistance

Level 1: Brawl

  • (A) Empty

Level 1: Gauntlet


Level 1: Sprint

 

 

Edited by Pep Rally
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  • 4 weeks later
On 3/5/2022 at 12:51 PM, Pep Rally said:

I've always wondered how the Guassians +Build Up proc works in Invul, but if you find it worth it, you could take a slot out of Energy Punch for it, but you'd lose a little Psi Resist.
 

 

Seems to work, I think pretty well, but unfortunately I'm testing other things as well and haven't really pinned that down yet. But, I will say that PZ's PSi damage does fire off (doesn't seem to be all the frequently or affect many of the mobs, but it does work (so based off that, I'm going to say Guassian's works about the same).

 

Btw, thanks for posting your Invuln build. I was wondering if I could give Tough/Weave a miss on my latest experiment and I'll be using your build as a template.

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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On 3/5/2022 at 2:51 PM, Pep Rally said:

Here is the build I would use if I had an Invul/nrg tank(I have a Invul/SS, and WP/NRG instead). It may not be the most uber build for either defense, or offense, but it should be a nice simple balanced build, and oh, btw, it has 100% recharge/slow debuff resist(It's amazing!), and 85% ToHit/60% perception debuff resists(from Focused Accuracy).

 

Weave would be a nice power to get, and would add almost 8% DEF to all, but I'd rather take 2 more attacks than having to take 2 nearly useless powers for this build(kick/Tough) to get to it. That may be just me, though. I just pop a purple if I need it for the very rare occasion I need a little more defense.

 

I've always wondered how the Guassians +Build Up proc works in Invul, but if you find it worth it, you could take a slot out of Energy Punch for it, but you'd lose a little Psi Resist.

 

Anyways, I hope at least this can give you some ideas for your build.

 

Happy Tanking,

-Pep

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

 

Small problem Pep.  You've got Invincibility capped out.

And yes, it's very performant that way.
But as you lose enemies, your defenses fall off sharply.

This build pretty much delivers equivalent or better Defense from ZERO enemies and in a crowd, can Incarnate Soft-Cap itself.

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Glowy-Fingers: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7)
Level 1: Barrage -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(7)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13)
Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33), GssSynFr--Build%(34)
Level 20: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Rchg/HoldProc(36)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 28: Build Up -- RctRtc-Pcptn(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 38: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(40), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Dmg/EndRdx/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Rchg/Res%(42)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(43), SprEnt-End/Rchg(43), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Rchg/AbsorbProc(45)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(48)
Level 47: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Fly -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 49: Afterburner
Level 50: Agility Core Paragon
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Also, on the DPS calculator:

Original build: 207.5509 DPS and 1.506312 EPS
Yours: 157.8843 DPS and 1.296168 EPS
Glowy Fingers: 269.722 DPS and 1.797616 EPS

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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15 hours ago, Warboss said:

 

Seems to work, I think pretty well, but unfortunately I'm testing other things as well and haven't really pinned that down yet. But, I will say that PZ's PSi damage does fire off (doesn't seem to be all the frequently or affect many of the mobs, but it does work (so based off that, I'm going to say Guassian's works about the same).

 

Btw, thanks for posting your Invuln build. I was wondering if I could give Tough/Weave a miss on my latest experiment and I'll be using your build as a template.



It's not too bad.  Granted, if the enemy is out at range, it could hurt.
But the second you have a single enemy in melee distance, you're set.
 

Spoiler

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Glowy-Fingers No FIghting: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7)
Level 1: Barrage -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(7)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13)
Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
Level 18: Invincibility -- ShlWal-Def(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33), ShlWal-Def/EndRdx/Rchg(33), GssSynFr--Build%(34)
Level 20: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Rchg/HoldProc(36)
Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39)
Level 28: Build Up -- RctRtc-Pcptn(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 32: Fly -- WntGif-ResSlow(A)
Level 35: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(40), SprEnt-End/Rchg(40), SprEnt-Acc/Hold/End(40), SprEnt-Acc/Hold/End/Rchg(42), SprEnt-Rchg/AbsorbProc(42)
Level 38: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(45)
Level 41: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)
Level 44: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 47: Assault -- EndRdx-I(A)
Level 49: Tactics -- EndRdx-I(A), ToHit-I(50)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 50: Agility Core Paragon
Level 49: Afterburner
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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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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Thanks Hyper, I'll check it out.

Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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On 4/4/2022 at 7:08 AM, Hyperstrike said:

Small problem Pep.  You've got Invincibility capped out.

And yes, it's very performant that way.
But as you lose enemies, your defenses fall off sharply.

This build pretty much delivers equivalent or better Defense from ZERO enemies and in a crowd, can Incarnate Soft-Cap itself.

  Hide contents

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Glowy-Fingers: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7)
Level 1: Barrage -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(7)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(13)
Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15), SprGntFis-Dmg/EndRdx/Rchg(17), SprGntFis-Acc/Dmg/EndRdx/Rchg(17), SprGntFis-Rchg/+Absorb(19)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(19), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
Level 16: Whirling Hands -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(31)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(33), GssSynFr--Build%(34)
Level 20: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Rchg/HoldProc(36)
Level 22: Kick -- FrcFdb-Rechg%(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 28: Build Up -- RctRtc-Pcptn(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 32: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 38: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(40), SprMghoft-Acc/Dmg/Rchg(40), SprMghoft-Dmg/EndRdx/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Rchg/Res%(42)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(43), SprEnt-End/Rchg(43), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(45), SprEnt-Rchg/AbsorbProc(45)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(48)
Level 47: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Fly -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 49: Afterburner
Level 50: Agility Core Paragon
------------

 

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Also, on the DPS calculator:

Original build: 207.5509 DPS and 1.506312 EPS
Yours: 157.8843 DPS and 1.296168 EPS
Glowy Fingers: 269.722 DPS and 1.797616 EPS

 

I know how Invincibility works, and it's never been a problem for my survivability with all the resists backing it up.

 

I'm not sure how much I trust that DPS calculator. When I used the automagical mode it didn't even use Barrage, or Energy Punch. In game, I use these all the time to finish off foes. EP is especially nice since it's animation is so fast, and it's DPA is almost as good as Bone Smashers'.

 

You also must have had Build-Up on for your build when you did the DPS Calc.

 

My build with Build-up turned on : 218.2 DPS and 1.296 EPS

My Build with Build-up, and the build-up proc added to Invince : 278.54 DPS

 

It really depends how often that proc fires. I just don't like relying on random chance, so I've never used it in the past. Foes are arrested quick enough for me anyways.

 

Using less END/SEC is also a plus for my build(with no End Drain resistance), as well as better accuracy, and To Hit Debuff Resist/Perception.

 

Mine also has a 1510 HP heal every 124s vs 750 HP every 148s,  3534 MaxHP(37HP/S regen) vs 3195 MaxHP(30HP/S regen), 60% PSI resist vs 14%( although yours has like 10% more psi DEF/ 14% more positionals).

 

On mine, you also get to use the new NRG melee cone, Power Crash which hits 6 more foes when you are in Energy Focus mode!!

 

I never die on my tanks(once they get IO'd out), so taking a variety of powers is fun for me.

 

Anyways, have fun out there.

 

 

 

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On 4/3/2022 at 3:17 PM, Warboss said:

 

Seems to work, I think pretty well, but unfortunately I'm testing other things as well and haven't really pinned that down yet. But, I will say that PZ's PSi damage does fire off (doesn't seem to be all the frequently or affect many of the mobs, but it does work (so based off that, I'm going to say Guassian's works about the same).

 

Btw, thanks for posting your Invuln build. I was wondering if I could give Tough/Weave a miss on my latest experiment and I'll be using your build as a template.

 

NP. I pretty much always skip Tough/Weave. My only toon that has them atm is my SR/SJ Tank I just respec'd from Aid Self into Fighting as an experiment, and I usually leave Tough/Weave off anyways.

 

I can hit 90% S/L resist on my Fire, Dark, Elec, WP, Invul, and Rad Tanks without Tough, and Bio can do it in Defensive Adaptation, and Shield with OwtS active so not really essential.

 

 

 

 

 

 

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4 hours ago, Pep Rally said:

 

I know how Invincibility works, and it's never been a problem for my survivability with all the resists backing it up.

 

I'm not sure how much I trust that DPS calculator. When I used the automagical mode it didn't even use Barrage, or Energy Punch. In game, I use these all the time to finish off foes. EP is especially nice since it's animation is so fast, and it's DPA is almost as good as Bone Smashers'.

 

You also must have had Build-Up on for your build when you did the DPS Calc.

 

My build with Build-up turned on : 218.2 DPS and 1.296 EPS

My Build with Build-up, and the build-up proc added to Invince : 278.54 DPS

 

It really depends how often that proc fires. I just don't like relying on random chance, so I've never used it in the past. Foes are arrested quick enough for me anyways.

 

Using less END/SEC is also a plus for my build(with no End Drain resistance), as well as better accuracy, and To Hit Debuff Resist/Perception.

 

Mine also has a 1510 HP heal every 124s vs 750 HP every 148s,  3534 MaxHP(37HP/S regen) vs 3195 MaxHP(30HP/S regen), 60% PSI resist vs 14%( although yours has like 10% more psi DEF/ 14% more positionals).

 

On mine, you also get to use the new NRG melee cone, Power Crash which hits 6 more foes when you are in Energy Focus mode!!

 

I never die on my tanks(once they get IO'd out), so taking a variety of powers is fun for me.

 

Anyways, have fun out there.



Preference I guess.

I prefer to be above soft-cap with zero enemies in range.  Mainly because pure Typed and pure Positional are rarer than hens' teeth.
Then, if something's dumb enough to close to melee range, I'm immediately in danger of "suffering" Incarnate soft-cap, and in mass groups I accrue a huge buffer against DefDebuff.

In the Dream Doctor arc, I can jump into the Mott/BP ambush mission at +4x8 and NOT immediately die.  WITHOUT using Incarnates or Inspies.

Again, one of my guiding principles is "There is no "overkill".  There is only "kill" with ever-greater confidence levels.."

And such a setup provides high confidence levels for me.

Does this make 99% of the content in the game superfluous?
Yep!
But I'm a Tank!
They're SUPPOSED to nuke me from orbit!
How ELSE will I wake up in the morning?

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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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On 4/12/2022 at 5:54 PM, Pep Rally said:

NP. I pretty much always skip Tough/Weave. My only toon that has them atm is my SR/SJ Tank I just respec'd from Aid Self into Fighting as an experiment, and I usually leave Tough/Weave off anyways.

 

One of my Inv Tanker builds has the Fighting pool (for Tough & Weave)... they are primarily for Enhancement purposes. For a lot of content I also run with several of the powers toggled off.

 

I am always tempted to use an alternate build that doesn't have the Fighting pool (to have more Leadership pool powers for teammates) but what stops me is (selfishness!)

  • I feel like the Enhancement bonuses from slotting Tough/Weave offer noticeable improvements to the build
  • I'm not sure PUGmates would notice my support (from Leadership pool) as much as they would notice my Tank suffering (in hard content).
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2 hours ago, tidge said:

 

One of my Inv Tanker builds has the Fighting pool (for Tough & Weave)... they are primarily for Enhancement purposes. For a lot of content I also run with several of the powers toggled off.

 

I am always tempted to use an alternate build that doesn't have the Fighting pool (to have more Leadership pool powers for teammates) but what stops me is (selfishness!)

  • I feel like the Enhancement bonuses from slotting Tough/Weave offer noticeable improvements to the build
  • I'm not sure PUGmates would notice my support (from Leadership pool) as much as they would notice my Tank suffering (in hard content).

 

Can you post your build so I can see the enhancement(or do you mean set) bonuses that Tough/Weave provide?

 

I don't take Leadership very often except on support toons, unless Focused Accuracy is not available, then I take Tactics. I don't feel the END cost justifies the pitiful numbers Tanks get on Leadership powers. I think it's 4% DEF to all if you slot up Maneuvers.

 

You would probably be better off slotting up attacks(for ACC,RECH,ENDREDUX,DMG) to do more damage(especially AoEs) to defeat foes, and gather more/new aggro, and enhancing any active control(stuns, KD, holds,etc).

 

I pretty much start out by trying to 6 slot attacks/click heals, 4 slot toggles/buildup, and 2-3 slot passives, then tweak to taste to get the Set bonuses that complement the powersets I'm using.

 

You might be able to get some similar, or even different set bonuses that are still helpful by shifting those slots to other powers.

Edited by Pep Rally
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Tough is just 4x Unbreakable Guard (I like the 2-piece bonus), and the tiny bit of Smashing/Lethal Defense (4-piece) is fine, plus the Enhancement values are fine for when I actually use the power. I use three instances of 4x Unbreakable Guard in that build (Temp Inv, Unyielding)... ED (for Resistance) is hitting Unyielding hard, but I accept it.

 

Weave is trivial: One LotG Global +Recharge, with a second LotG piece for more Defense. Tankers are one of the few ATs for which I can believe the little bit more +Regeneration (2nd piece of LotG) makes a difference, because of the Tanker HP cap.

 

Ultimately my build is objectively less AWEZOMBE than others (with 1 enemy in range, no ATO %procs, no scaling resistances) because defenses are below the non-Incarnate cap, and aside from S/L the Resistances are ~37% (Psi/Tox) to  ~46% (S/L/F/C/E/N) ... which just means I have to pay more attention when playing "hard" (50+, Incarnate) content...  that Tank still has the Master of MLTF badge, which is not quite the hardest job to Tank but is what I would say is the metric for Tanks. (cue every non-Tank player who has "tanked" Lord Recluse)

 

Even so, that build has yet to have problems with ANY Ouro +4/x8 content (provided enhancements are in play!) aside from "kill speed". Frankly: I would prefer to run exemplared missions with level 50s instead of running Incarnate content with the same team.... which is why I am always on the bubble about going "all in" for Leadership buffs... I simply have too much fun running Penny Yin TF PUGs at max diff!

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This build is great.

 

On the subject of Tankers operating as team buffers, IMO one of the best powers a Tanker can take that gives meaningful team contribution is Soul Mastery > Darkest Night. The version Tankers get is is identical to a Controller, -30% Damage and -15% ToHit (enhanceable), with an excellent 25ft radius. But Tankers have built in mezz protection to keep it from dropping, so I'd say it's a lot better for them than for Dark Affinity players.

Edited by oedipus_tex
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On 4/12/2022 at 9:39 PM, Hyperstrike said:





In the Dream Doctor arc, I can jump into the Mott/BP ambush mission at +4x8 and NOT immediately die.  WITHOUT using Incarnates or Inspies.

 

 

Which mission has ambushes?

 

I just did the arc on +4x8 with my Invul/SS that has a similar build to the one I posted above, and made it all the way to the Embodiment of Mot AV, but wasn't doing enough damage to overcome his regen at +4 so I quit after a few minutes of him not even scratching me.

 

I did have to use Dull Pain a few times when there were multiple Rad bosses/Lts in a mob that would tank my defense to about -60% DEF, or when Rage crashed.  The only Incarnate power I used was my judgement Mighty, and no inspirations.

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6 hours ago, oedipus_tex said:

This build is great.

 

On the subject of Tankers operating as team buffers, IMO one of the best powers a Tanker can take that gives meaningful team contribution is Soul Mastery > Darkest Night. The version Tankers get is is identical to a Controller, -30% Damage and -15% ToHit (enhanceable), with an excellent 25ft radius. But Tankers have built in mezz protection to keep it from dropping, so I'd say it's a lot better for them than for Dark Affinity players.

 

I've also seen it used to herd to great affect.

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13 minutes ago, Pep Rally said:

 

Which mission has ambushes?

 

Dream Doctor: Destroy A God.

Once Mot eats several of your NPC compations and barfs you up, you have a kill-all of about 8-10 groups of BP.

And +4x8 can be brutal.

 

13 minutes ago, Pep Rally said:

 

I just did the arc on +4x8 with my Invul/SS that has a similar build to the one I posted above, and made it all the way to the Embodiment of Mot AV, but wasn't doing enough damage to overcome his regen at +4 so I quit after a few minutes of him not even scratching me.

 

I did have to use Dull Pain a few times when there were multiple Rad bosses/Lts in a mob that would tank my defense to about -60% DEF, or when Rage crashed.  The only Incarnate power I used was my judgement Mighty, and no inspirations.

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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My main is Invuln/Energy Melee.

 

I'm always looking for a tougher build, but it seems no one ever takes Energy Mastery. For this character Laser Beam Eyes are a must. (Yeah, I know.) I usually take Focused Accuracy and Physical Perfection as well.

 

If anyone has a good build with those things included, or even just some tips, I'd appreciate it.

Being constantly offended doesn't mean you're right, it means you're too narcissistic to tolerate opinions different than your own.

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12 hours ago, PeregrineFalcon said:

My main is Invuln/Energy Melee.

 

I'm always looking for a tougher build, but it seems no one ever takes Energy Mastery. For this character Laser Beam Eyes are a must. (Yeah, I know.) I usually take Focused Accuracy and Physical Perfection as well.

 

If anyone has a good build with those things included, or even just some tips, I'd appreciate it.

Check out the build i posted a few posts up - Nova Infinitum - doesn't have LBE but could be swapped in.  I usually take energy/body mastery on most of mine.

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My original Tanker is Inv/Energy Melee/Energy Mastery. I don't use latest MIDS, so any build wouldn't be much help. (sorry) I play all levels of content, here is the rough baseline I use.

 

I have a couple of builds with the character, the primary is basically:

Resist Physical Damage: (2 slots) Steadfast Protection, Impervium Armor

Temp Invulnerability: (5 slots) 4xUnbreakable Guard, Impervium Armor

Dull Pain: (6 slots) 6xPreventive Medicine

Resist Elements: (1 slot) Impervium Armor

Unyielding: (4 slots) 4xUnbreakable Guard

Resist Energies: (4 slots) 3xGladiator's Armor, Impervium Armor

Invincibility: (4 slots) 3xShield Wall, Impervium Armor

Tough Hide: (4 slots) 2xLotG, Kismet, Reactive Defenses (%Scaling Resistance)

 

The secondary is basically:

Barrage:  5 slots (Superior) 5xMight of the Tanker (NB: the ATO %+Resistance is not really effective here)

Bone Smasher: 5 slots (Superior)  5xGauntleted Fist

Whirling Hands: 6 slots: Nucleolus (HO), Fury of The Glad (%-Res), Superior Gauntleted Fist (%Absorb), Armageddon (%Fire), Perfect Zinger (%Psi), Eradication (%Energy)

Taunt: 6 slots 6xMocking Beratement

Build Up: 6 slots 6xGaussian's

Total Focus: 6 slots 4xMako's Bite, Perfect Zinger (%Psi), Touch of Death (%Negative)

Energy Transfer: 6 slots 5xHeactomb, Touch of Death (%Negative)

 

The Epic is

Focused Accuracy: 1 slot Cytoskeleton (HO)

Laser Beam Eyes: 6 slots (Superior) Winter's Bite

Physical Perfection: 1 slot Power Transfer (%Heal)

 

Hopefully you can figure out which Globals and %procs are used when not called out. I try to add more Global +Recharge from LotG mules.

 

That base has room for 6 more power picks, with IIRC 15 more slots. I typically have 2 in Health (Panacea, Numina) and 2 in Stamina (Performance Shifter) and a travel power (With Slow Resist). I usually don't have slots to dedicate to Energy Torrent (it would come at either level 47 or 49 anyway), and I would want to %proc it. I also don't have a good spot (or slots) for Power Crash, which I would also try to %proc (and put the Might of the Tanker ATO %+Res in it) . I like Taunt, and I like the 6xslot bonuses from Mocking Beratement, but those slots could be freed up. If the Travel power is skipped, that frees an extra power pick. Many folks recommend adding the Gaussian's %Build Up piece to Invincibility, which can also free slots... but I greatly prefer it in a (high recharge) Build Up, because it is usually in one-on-one combat that I want the reliable boost (Bosses, AVs, GMs). I'd never have less than 3 slots in Build Up if I can help it (the Gaussian's %Build Up, plus max recharge).

 

I usually grab Leadership powers for LotG Mules, and I try to have a 2-slot Hasten for those times when the build will be tanking something REALLY hard (to help with Dull Pain recharge time), otherwise I find that Hasten really isn't needed. 3 picks from the Fighting pool can add more Resistance and Defense (and opportunities for set bonuses), but except for very difficult content I don't find those to be that necessary. 

 

I think there is a balance to be decided on... if you want to solo, hard, high-level content with large spawns... then powers like Taunt and the Leadership pool are probably less important that more Res/Def and more AoE (Power Crash, Energy Torrent) would probably help more. I may use the third build to experiment with such a build!

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  • 3 months later

I got the chance this weekend to put my fledgling Inv/EM tank through some action.  I was level 17 sidekicked to a pair of SG mates in their 50's (Energy Blaster and Defender with Fire shields) who let me tank (read, let me try to herd and hold aggro and such without dying) because I am still new to melee as a whole and tanking specifically.  She did pretty good, I didn't die and kept the aggro off the squishies so they didn't die.  My damage (when I actually hit) was almost zero as they were +5 to me but they let me test the waters and I practiced herding and corner pulls and I felt better about tanking.

 

But this forum post has given me a lot of ideas and tips on how to make her better since she is now level 26.  And these were Freakshow so S/L obviously was part of the reason I fared as well as I did.  So thanks everyone for this specific forum post.  I will continue to follow it and maybe post how I build when I get there.

Girls of Nukem High - Excelsior - Tempus Fabulous, Flattery, Jennifer Chilly, Betty Beatdown, Totally Cali, Two Gun Trixie

Babes of War - Excelsior - Di Di Guns, Runeslinger, Munitions Mistress, Tideway, Hard Melody, Blue Aria

 

Several alts and of course my original from live on Freedom, High Beam Prime (someone else has her non OG name)

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