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Invul/Stone Melee


TungstenShark

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I have yet to try Invul (I know, I know) or Stone Melee so I thought I'd try them together. All of the credit on the Invul framework goes to folks like @Hyperstrikeand @Infinitum and any errors are definitely my own. With Stone Melee, I know Hurl Boulder is generally considered trash but I was not sure on Stone Mallet. Slotting worked perfectly with 5 attacks but I suspect I may need to find some additional slots and add Stone Mallet. I will wait and see what others say. I have a little too much S/L defense and I would love to find a way to bleed some of that off while leaving the Melee defense at the softcap (or very close). That's a puzzle I could not figure out. I also was not sure where best to slot the Gauntleted Fist ATO. And the Incarnates may not be optimal either. So...yeah, lots of questions.

 

Anyway, I would love some expert feedback on how to make this better. I should note, this is not a leveling build or the precise order I would take powers in, more of an "at 50" build for review.

 

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 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(7)
Level 1: Stone Fist -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(37), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(40)
Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(50), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(17)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 10: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), ImpArm-ResPsi(23)
Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(29)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37), ImpArm-ResPsi(37)
Level 18: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(31), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34)
Level 20: Fault -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33)
Level 24: Build Up -- GssSynFr--ToHit/Rchg(A)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A)
Level 28: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)
Level 30: Combat Jumping -- Rct-ResDam%(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A)
Level 38: Seismic Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Super Jump -- WntGif-ResSlow(A)
Level 47: Combat Teleport -- Wrp-+Special(A)
Level 49: Taunt -- PrfZng-Taunt/Rng(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(29), Pnc-Heal/+End(31)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Double Jump 
Level 50: Agility Core Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Core Embodiment 
Level 50: Longbow Core Superior Ally 
Level 50: Mighty Radial Final Judgement 
------------

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Edited by TungstenShark
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Think you'll find this build a bit more survivable overall.
Sure, less E/N/Tox/Psi Resist.
But superior Defense numbers and damage output.

With that comes reduced reliance on Dull Pain.

Also, changed your Teleport choice.  Make you more useful on a team.

Changed the order of power selection to make you exemp more gracefully.

 

As always, if S/L is above 90% without Tough, TURN OFF TOUGH.

  • Thumbs Up 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Thanks @Hyperstrike! Always love to see comments or a build from one of the experts, but it looks like you did not attach a build to your post. 🙂

 

Teleport was just a throw-in because I had one pick left. Honestly I probably should have chosen something that could mule a LotG instead. I would have loved to play around with Earth Mastery and maybe take Stalagmites, but did not have the slots left to do so.

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AH CRAP!

 

Spoiler

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 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
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), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7)
Level 1: Stone Fist -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11)
Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(17), Ags-Psi/Status(19), ImpArm-ResPsi(19)
Level 4: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25)
Level 6: Dull Pain -- Prv-Absorb%(A)
Level 8: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(29)
Level 10: Taunt -- PrfZng-Dam%(A)
Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31)
Level 14: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(33), RctArm-ResDam/Rchg(33), RctArm-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(34)
Level 16: Build Up -- HO:Membr(A), HO:Membr(34)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(36), Rct-ResDam%(36), GssSynFr--Build%(36)
Level 20: Kick -- FrcFdb-Rechg%(A)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(37)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 28: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(42)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 35: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45)
Level 38: Seismic Smash -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 41: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(50), SprEnt-Acc/Hold/End/Rchg(50), SprEnt-Rchg/AbsorbProc(50)
Level 44: Melt Armor -- AchHee-ResDeb%(A)
Level 47: Super Jump -- Lnch-+Special(A)
Level 49: Teleport Target -- WntGif-ResSlow(A)
Level 1: Gauntlet
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 50: Agility Core Paragon
Level 50: Degenerative Core Flawless Interface
Level 50: Ageless Radial Epiphany
Level 50: Melee Core Embodiment
Level 50: Longbow Core Superior Ally
Level 50: Mighty Radial Final Judgement
Level 47: Double Jump
------------

 

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  • Haha 2

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Thanks @Hyperstrike! Looks like some good changes. Couple of follow-up questions:

 

  • Hurl Boulder - Is this worth it with the long cast time over say Stone Mallet instead? The DPA numbers do look pretty good, which I had not expected, and a ranged attack does have some extra utility. Just seems like a tough one to fit into an attack chain. Guess I need to play around and see.
  • Char - Do you find the Hold helpful, or is this more of a set mule for the extra stats (which are great) and Absorb proc?
  • I did not see the Max HP Unbreakable Guard slotted in your build, but I suppose this can just be dropped in Tough since we do not need to activate it.

Great feedback as always!

Edited by TungstenShark
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You can always take another blast from the Pyre Mastery.
Char still does a bit of damage.  And a held enemy isn't doing damage to you or allies.
Max HP is nice.
But not really necessary.

  • Thumbs Up 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Additionally, it's one of those things that helps facilitate team play.
Again, you hold an enemy, it isn't escaping your cloud of aggro and bonking your teammates on the head.  Possibly giving them time for you to YOIINK! them out of danger with your TP power.

  • Thumbs Up 1

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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On 5/28/2022 at 2:28 PM, TungstenShark said:

I have yet to try Invul (I know, I know) or Stone Melee so I thought I'd try them together. All of the credit on the Invul framework goes to folks like @Hyperstrikeand @Infinitum and any errors are definitely my own. With Stone Melee, I know Hurl Boulder is generally considered trash but I was not sure on Stone Mallet. Slotting worked perfectly with 5 attacks but I suspect I may need to find some additional slots and add Stone Mallet. I will wait and see what others say. I have a little too much S/L defense and I would love to find a way to bleed some of that off while leaving the Melee defense at the softcap (or very close). That's a puzzle I could not figure out. I also was not sure where best to slot the Gauntleted Fist ATO. And the Incarnates may not be optimal either. So...yeah, lots of questions.

 

Anyway, I would love some expert feedback on how to make this better. I should note, this is not a leveling build or the precise order I would take powers in, more of an "at 50" build for review.

 

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 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Stone Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-EndRdx/Rchg(5), UnbGrd-ResDam/EndRdx/Rchg(5), ImpArm-ResPsi(7)
Level 1: Stone Fist -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(37), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Rchg/Res%(40)
Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(50), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), ImpArm-ResPsi(17)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 10: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), ImpArm-ResPsi(23)
Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(29)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37), ImpArm-ResPsi(37)
Level 18: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(31), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34)
Level 20: Fault -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(45), SprGntFis-Acc/Dmg/Rchg(46), SprGntFis-Dmg/EndRdx/Rchg(46), SprGntFis-Acc/Dmg/EndRdx/Rchg(46), SprGntFis-Rchg/+Absorb(48)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33)
Level 24: Build Up -- GssSynFr--ToHit/Rchg(A)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A)
Level 28: Tremor -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)
Level 30: Combat Jumping -- Rct-ResDam%(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 35: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A)
Level 38: Seismic Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dmg/EndRdx(45), Hct-Dam%(45)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Super Jump -- WntGif-ResSlow(A)
Level 47: Combat Teleport -- Wrp-+Special(A)
Level 49: Taunt -- PrfZng-Taunt/Rng(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(29), Pnc-Heal/+End(31)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Double Jump 
Level 50: Agility Core Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Core Embodiment 
Level 50: Longbow Core Superior Ally 
Level 50: Mighty Radial Final Judgement 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Try this one out and see how it does - I made one slight change to your build (the rest was very familiar) - I like to get melee defense above 45% - that way it gives invincibility time to saturate each damage type applicable - and once it does its lights out for the enemy because they cant touch you at that point with anything.  See with the build I posted - you are at 49% defense to everything melee - get in range fast like a tanker should and once you are saturated to 3 plus you are then softcapped to everything but Energy, Negative and psionic.  Get to 7+ saturation and you are softcapped to everything but Psionic - + melee defense still at 49%.  That is why Psionic and toxic resistances are important - because defense just doesn't cover them well.  Hyperstrike's build is great, but I wouldn't bet my life on 49% psi resistances and 18% psi defense - a hardened psi enemy will shred that build in a heartbeat - and toxic also for that matter.

 

I also like to hover at or above 70% res with everything but S/L which is always above 90 by default.  This way anything that might get through defense in the opening round of a fight will be more like a tickle fight - and that goes for psi/toxic or negative which are all exotics but found at increasing frequencies late game.  See it all ties together and the Keystone is the 49% melee defense - with the saturated defense on one side and the complete resistances on the other.  Which if you have Might of the tanker fully saturated you will be near 80% + to all at that point.  Combine all that together and you are unbeatable.

 

One thing that Hyperstrike misjudged is you aren't relying on dull pain at all with that setup you had - it is there for the slotting bonuses and also to cap HP when needed (Miss liberty TF vs Lord Recluse) - the heal really isn't ever needed on this build because its as I said unkillable unless you doze off and even then you are liable to wake up several hours later and still be standing there - the enemy having perished by exhaustion... lol

 

Having said all that I would stack this up against anything and reasonable sure that this one will out survive anything out there you might face.

 

Hope this helps and thanks for the shoutout!  :-)

Tanker - (Invul - Stone Melee).mxd

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