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Posted

kind of borrowed this from someone else save for the patron powers and slotted IOs

 

Not sure about the building of it so was wondering if I could get input ..

 

https://api.midsreborn.com/legacy/download?uc=1655&c=705&a=1410&f=HEX&dc=78DA75944B4F135114C7FFD399D2425B5E6D79432D8250902A7E021301A3D28444E39654BD62E3A4256D51BB171F3B458D1BF1B130111F9FC08DCF9D6E7C01FA195013353E36E369CF1CBD8530499BDF3DF7DC73FFFF33776EEACC58F0F5ABC9DD30827BEC74A1307D289D3DA9F2FED45C315DCCE4B2A027B4D7CE9D2E8D4C64B2332A5FF051A487B3A6C7D471952DA8E4BEECA9393BABF2E923193B532CB5BBD329652B951CA78999120F109ACAE5ECE44466E64491CA052BA349959EA5415D65707056A96301CEB2CB694DE3B399A3C9A9525E4DA7D285A2CA97DA48412FFDDED4D29F01791C2F85693860C1831E81188385B8C02E1318B55083568A745BF0D75597211CF4B8290986B7B493A1A59806BE73953AFC6008E297C06F778AEA9ABA3C1367ADCA4C3DE605CE3134E2BCC00586665C6478477B7BB532F0628D37784F333E5D954FFC378BFF88F88F88FF00A9AAD5CBD5A2C0261F2780805E2E20265BC4640B7E32B489DB65D210D2178544439B68E8100D1DA221481A1AF4CE34E0069BEDC2A2C04D861EDC12B82D70876185F66ED2CA584D881A95992D88081C305DF8C610C712DB6D2411615D4418972C37E5B2C002C3565C11B82A708DC143DF43F4FFD97010C53C6F40AF03ADD05AD32AFDEC937EF6493FFBA49FABE4A95D3F8CEDE2699B78AA27E19DFA1BECC422ED18A6B34D3B76EB8BBB372C6EA194989E12DB90D2EBE3EFE85F4A2F8651991910682009FD7AEFFAF1C1745396055618125815F828F089A19C31A875C83B8827DCD5213C157826F09C613B5E08BC6428D71FD6D50CE39EA42C318CE0BEC00381870C3BF088A1AC2EA99749C2F4BA29968097611435023E013F4380DAB7533345834ED7B7557DD1385D16F4C7A9041D07939BC4A72C7D3DC50D8EAFADBBC124FFF326F12FEBE2747AE22CD18FC3860BFBF95BFDBAF176BCEE71AFBE0586BB43D5721DBA27AA5AE0FCA1C0A8EEFC2F154AD7C2

 

thanks

invul-energy.mbdFetching info...

  • Like 1
Posted

Barrage can be skipped. 
Taunt is optional.
Dull Pain should be 6-slotted with Preventive Medicine.
Weave could use more slots, LotG is good but also put 4-pc Shield Wall there.
Tough Hide could use more slots, same deal with Weave. One LotG, and 4-pc Shield Wall. 
Invincibility is another that could be one LotG + 4-pc Shield Wall.
You could use some Impervium Armor +Psi res, since that is Invul's weakness. Put one in Resist Physical Damage, Resist Elements, Tough. Unstoppable can also take one as a mule FYI. These 4 would get your psi resist into the mid 60s, you're currently at 37%. 
Your attacks are missing out on some proc opportunities. You just 6-slotted everything, but instead could 2-3 slot + procs for the rest.

Here's what I've been using to give you an idea of what I'm talking about.
 

Tanker (Invulnerability - Energy Melee).mbdFetching info...

  • Like 2
Posted
  On 4/9/2025 at 6:48 PM, purexedz said:


You could use some Impervium Armor +Psi res, since that is Invul's weakness.

Expand  

 

This isn't really true anymore, Invulnerability's base Psi resistance is only 5% lower than the other non-S/L damage types. So you can slot the Impervium Armor IOs, but there's other options. I prefer six-slotted purple sets so you get the 6% Psi resist, plus 6% Toxic resist, and also 10% Recharge at the fifth slot. My Invulnerability Tanks generally have over 70% Psi resist without using any Impervium Armor (and also before the Might of the Tanker proc).

Posted

This is my Invuln/EM Tanker, it was a Pre-page 5 build tweaked slightly for page 5 revisions.

 

This build leans into the Psi Resistance, but as noted by @Biff Pow Psi isn't really a "hole" for Invulnerability Armor.

 

Taunt isn't really optional IMO, although it doesn't need to be slotted. The Inv/EM combination isn't a great one for leveraging the radius changes to Tankers, and my own experience has been that Tankers want at least one of Taunt, Combat Teleport (or equivalent) or Fold Space, with really short cooldown times to grab aggro, especially when friends are in trouble. There are a bunch of enemies that will ONLY make ranged attacks (and otherwise stand in place), so the Taunt -Range effect helps the team (in addition to drawing them into Invincibility range).

 

I almost never toggle on all of the resist/defense powers, and Dull Pain ends up not being used all that often... each of these tends to come out in "hard content", this build has plenty "Master of..." badges FWIW.

 

The one tweak I might suggest is pulling one of the Impervium Armor pieces and adding another %Heal from Power Transfer (to Stamina). This character predated a slight fix that (now) allows multiple %Heal pieces to "work", because....

 

For "hard(er) mode", the one thing I like about my build here is that with Tanker HP, %Heal, Regeneration and Scaling Damage Resistance there isn't much of a need to worry about taking damage... so when this character has Tanked for characters that probably were not really up for whatever challenge (i.e. ally buffs were skipped) it was able to hang tough. When a single ally bring team buffs, a character like this one easily crosses all the thresholds of interest (resistances, defenses), so the extra "heal from damage taken" ends up making up a LOT of difference. This build passes a few opportunities to increase +MaxHP from set bonuses, but with Dull Pain triggered I'm pretty sure it hits the cap. YMMV, but teh power comes so early in the build that I didn't feel the need to chase those.

 

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