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Posted

My tank is sitting on 50 % energy resist, i want to get it close to 90% to tank LR. Is that possible with set bonuses. 

Posted (edited)
5 hours ago, Frosty15 said:

My tank is sitting on 50 % energy resist, i want to get it close to 90% to tank LR. Is that possible with set bonuses. 

We gotta know your secondary powerset to have any clue if this is possible.  Your current build would probably help even more, but sets will help a whole lot.

 

To answer your question, I'm going with a very confidently solid "maybe".

 

Edited by The Trouble
Clarity!
Posted

Hyperstrike has been MIA for a while (Health troubles I think? There was a Dev post a while back confirming that he was safe and being looked after by family) so a direct response might not be forthcoming.

 

But in answer to the OP... reaching about 60-70% resistance to non-S/L on an INV Tanker is quite doable with IOs and ATOs. However going higher requires a fair bit of build sacrifice or specific melee powersets (like Staff) or alternating clicky buffs like Melee Core Hybrid and Rune of Protection.

 

There are some examples here (check the linked post and the next 10 or so replies)

 

That said... maybe just aim for Softcapped Defense with one foe in range of Invincibility plus 60% ish resistance then buy half a tray of Super Orange insps from the AH (or email them to yourself) before the LR mission?

  • Microphone 1
Posted (edited)

I assume you already have the Shield Wall and Reactive Defences uniques 
This page gives you all the sets that improve Energy Resistance through normal set bonuses:

https://homecoming.wiki/wiki/Category:Sets_that_improve_Energy_Resistance

(you can sort by value, and look at the slots)

 

Gauntleted Fist is a no-brainer.
4 x Shield Wall in Invincibility gives a good bonus

Unbreakable Guards are good - you can fit multiple sets.

Adjusted Targetting in Rage/Build Up?
3 Force Feedback in some attacks

 

You'll have fluctuating values due to the Reactive Defenses scaling buff and up to 3 +7% stacks of Might of the Tanker's proc bonus.

 

Don't also forget:

Rune of Protection (+18.75% for 1 min out of 3)

Wedding Band temp power (+30% for 2 hours)

Base Empowerment Buffs (+5%)
P2W Buff (+7.5%)

Orange pills, which are very cheap on the AH!

 

Getting to a flat 90% always on with Invulnerability is very hard, but there's lots of ways to be at 90% when you really need it. 

Edited by MonteCarla
  • Like 1
Posted (edited)

This is not my build, but I forget whose it is. At any rate, as far as resistances go, this build has the best I'd seen for Invulnerability. 

 

Hmm, won't let me upload....brb

 

Server issues won't let me upload... I'll try again later.

Edited by WuTang
Posted
21 hours ago, Frosty15 said:

My tank is sitting on 50 % energy resist, i want to get it close to 90% to tank LR. Is that possible with set bonuses. 

 

For Lord Recluse, you are going to want a fast recharging Dull Pain. The Energy Resist is not nothing, but my experience is that Dull Pain and Destiny Healing goes much further for Invuln tanking of LR. The MLTF is one of the few areas of the game where my Invulnerability Tanker ends up using Hasten (for Dull Pain).

Posted

I can post a few examples with different secondaries when uploading is fixed, but hitting 80-90% on all damage types is possible for invulnerability. As others mentioned, most of your e/n resist will come from set bonuses. 3 pieces of Unbreakable Guard (5 pieces if you want to close toxic psi resist holes), 4 piece Shield Wall in defensive powers (like Invincibility, Tough HIde, Weave, and Maneuvers), and splitting the Superior Gauntleted Fist set into 2 sets of 3 pieces to double up on the 6% e/n resist bonus. Pair this with cardiac or resilient core alpha incarnate to boost resists further, factor in SMoT, and add all the unique +resist IO's and you can easily reach 80-90% on e/n. 

  • Like 2
Posted

Those are some sick numbers in inv/dark...

 

I should look at my planned build for mine and take some pointers from you.

What this team needs is more Defenders

Posted

It's not without sacrifices elsewhere. Recharge is definitely on the low side and Dull Pain isn't really permanent, You could get a significant amount of recharge back if you remove all the slots from Maneuvers, give it LotG +rech, move the shield wall unique into Weave, and then distribute the 3 slots to Invincibility, CJ, and Tough Hide to slot 3 more LotG +rech. Still keeps you at soft cap with 1 foe in range and nets you +30% rech at the cost of 4.5% e/n resist. 

Posted

I'll add one more sample build for invuln/ice, this one I haven't built in game yet but do plan to once I settle on a final version that I'm happy with. I'm getting close to that point.

 

This one might not be as tough/resilient tanking AVs since /ice doesn't have a self heal like /dark does, but it should be near impossible for any mobs to ever bring this tank down with ice patch in the mix, which could also be more beneficial for teams in general when exemplaring for content. The main part I'm not yet happy with is that I wanted to include taunt in the build and ended up dropping GIS for it and moving the slots to Kick for the defensive set bonuses, but otherwise this version includes the LotG +rech slots that I mentioned in the previous post and adds Psionic Tornado with FF +rech proc to get Dull Pain permanent. With the auto +max HP accolades and DP, the HP will be just slightly shy of the tanker cap. 

 

The slotting of invuln can be done very similarly or even identically across any secondary pairing, but depending on the type of attacks the secondary provides (ST, AoE, range, target AoE), some of the secondary slotting or epic pool power choices may need small adjustments to reach near the resist cap and soft cap def with 1 foe in range.

 

image.thumb.png.0667baead234d8c6a4447293457f5c38.png

Tanker (Invulnerability - Ice Melee)5.mbd

Posted
On 8/4/2025 at 6:37 PM, Warshades said:

I'll add one more sample build for invuln/ice, this one I haven't built in game yet but do plan to once I settle on a final version that I'm happy with. I'm getting close to that point.

 

This one might not be as tough/resilient tanking AVs since /ice doesn't have a self heal like /dark does, but it should be near impossible for any mobs to ever bring this tank down with ice patch in the mix, which could also be more beneficial for teams in general when exemplaring for content. The main part I'm not yet happy with is that I wanted to include taunt in the build and ended up dropping GIS for it and moving the slots to Kick for the defensive set bonuses, but otherwise this version includes the LotG +rech slots that I mentioned in the previous post and adds Psionic Tornado with FF +rech proc to get Dull Pain permanent. With the auto +max HP accolades and DP, the HP will be just slightly shy of the tanker cap. 

 

The slotting of invuln can be done very similarly or even identically across any secondary pairing, but depending on the type of attacks the secondary provides (ST, AoE, range, target AoE), some of the secondary slotting or epic pool power choices may need small adjustments to reach near the resist cap and soft cap def with 1 foe in range.

 

image.thumb.png.0667baead234d8c6a4447293457f5c38.png

Tanker (Invulnerability - Ice Melee)5.mbd 43.49 kB · 3 downloads

Could Slotting a inv Brute this way reach similar resistances?  

 

 

Posted

I've reached almost 70% standing PSI resist with invuln (on a brute even!) so, getting energy resist to that point on a tanker should be fairly easy using set bonuses.

Posted (edited)
Quote

Could Slotting a inv Brute this way reach similar resistances?  

 

I am no build expert, by any means, but I do play a lot of Brutes (among my favorite AT's).  Brutes can get very good resistance, but you aren't going to get as high as a Tank.  Being the immovable object is the Tanks signature feature.  But Brutes can be quite tough, yes.  My own EM/INV brute looks like this before activating T4 Barrier:

Smashing/Lethal: 90%

Fire/Cold: 69.87%

energy/negative energy: 53.37%

Psionic: 31.72%

Toxic: 37.62%

 

When I fire my T4, this shoots up to 90% in everything for a few seconds, before gradually falling to just about 10% above the usual resistance values, until the power triggers again (I have it set to auto-fire) after the 2 minutes expire.

I imagine there are others (hyperstrike among them- sorry to hear they are feeling unwell these days, btw) who can do a much better job of building than I do, but the point is you can make a Brute easily tough enough to run a PUG (or even solo, for the most part) +4/8 content.

Edited by Triumphant
Posted (edited)
9 hours ago, Digital_Assassin said:

Could Slotting a inv Brute this way reach similar resistances?  

 

I don't think you'll reach 90% cap to everything like you can on Tanks, but you should still be able to reach high values. S/l resist should still be easy to cap.

 

There are a few things working against invuln Brutes reaching 90% resist to all. No SMoT proc which contributes a significant amount and can be easily double stacked, lower base resist values, and no way to double stack a 6% e/n resist bonus like tanks can from splitting Superior Gauntleted Fist into 2 sets of 3. You'd be looking at closer to 90% s/l resist and ~70% on other types, but I can play around with Brute invuln to see where I can get it to when I have time.

 

Edit: mid to upper 60s% range is where I was able to get resits other than s/l on a brute for invuln, this is with resilient core alpha slot on but without factoring the 5% def/resist from barrier T4. Counting barrier, you can hit 70% or very close to it for the other resists. 

Edited by Warshades
  • Like 1
Posted

LR only really ever kills me from the end drain and toggle drops. 
 

you can use unstoppable and barrier at the start. Barrier will be back up before the unstoppable crash. Use barrier right before the crash and you can retoggle before barrier goes to the next reduction after 30 seconds. Works fine for me. 
 

People like to poo poo unstoppable around here. It’s a good 1 slot power that mules good stuff. Shouldn’t need it all the time but it does come in handy sometimes. Most fights in the game don’t last 3 minutes anyway. 
 

ill have to check out some of the above builds tho they look cool. 

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