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Invuln/SS build, advice?


Werner

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A friend just got his Invulnerability / Super Strength Tanker up to level 50 and is ready to pimp it out, no expenses spared. So I've been trying to figure out a build for him, but I never tank, which makes it more likely than usual that I'm missing some things. 

 

One big thing I could be missing is the prevalence of different damage types in incarnate content. My memory is that there was a lot more energy damage than in the rest of the game, so a large portion of the build is devoted to energy defense and resistance. If my memory is wrong, then the build probably needs some major retooling. 

 

To confirm something I thought I heard - you can +5 PvP IOs without losing the set bonuses when exemplared, right? They always behave as if attuned, just like purples? Or is it only purples?

 

If I've looked up and calculated the Superior Might of the Tanker proc chance correctly, it's 5PPM, and has a proc chance of about 35% per enemy, which makes it almost certain to fire when Foot Stomping in a large crowd? Here's the calculation:

 

AreaFactor   = (11*arc + 540)*radius/40000 + 1 = (11*360+540)*15/40000 + 1 = 2.6875
EnhncRechg = ignores global recharge (?) = 20 / (100% + 119.48%) = 9.112
ProcChance  = (EnhncRechg + Activation Time)*PPM / 60 / AreaFactor = (9.112 + 2.1) * 5 / 60 / 2.6875 = 34.77%

 

Some notes:

 

  • Intended as an incarnate and +4x8 team tank, go anywhere, do anything, never die, keep the team alive
  • 59% SLFCEN defense with only one enemy in range of Invincibility for incarnate AV fights. That also gives some wiggle room for defense debuffs when surrounded, as should Diamagnetic Core's -5% to-hit in Foot Stomp.
  • Hard-capped SLFCEN resistance - if he's hit Melee Core, and has only 1000 hit points left, and Superior Might of the Tanker was triggered by Foot Stomp.
  • I want him to have perma Dull Pain. I didn't calculate how the recharge will be affected with Hasten not being perma, but I suspect it's fine. If not, it won't drop for long.
  • He insists on two-slotted Super Jump because quality of life
  • His favorite attacks in order - Foot Stomp, Jab, any fast-recharging ranged attack (Fire Blast in this build), Knockout Blow, Haymaker (I kinda shafted Haymaker)
  • He doesn't want Rage
  • He told me he was fine with having the psionic hole, so I didn't try to plug it, even though there are a number of ways I could have improved the situation. But with 36% 32% 32% positional defenses, -5% to-hit from Diamagnetic, capped hit points, massive regeneration on demand, and if necessary eating purples, I'm hoping he can weather psionic attacks, even if he's clearly much weaker against them than other damage types. Well, toxic is ugly too, of course.
  • I'm not specifically avoiding purple sets in the build. It just ended up that way.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Rigger: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- GldArm-3defTpProc(A)
Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7)
Level 2: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/EndRdx/Rchg(40)
Level 4: Dull Pain -- DctWnd-Heal/Rchg(A), Pnc-Heal/Rchg(13), NmnCnv-Heal/Rchg(13)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-Max HP%(19)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 10: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(15), SprGntFis-Acc/Dmg/Rchg(15)
Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(25), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(27), MckBrt-Rchg(29)
Level 14: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(31)
Level 16: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Knock%(23)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), ShlWal-Def(33), ShlWal-Def/Rchg(33), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(34)
Level 20: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(34), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(36), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-Acc/Rchg(36)
Level 22: Tough -- HO:Ribo(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(37), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(39), Ksm-ToHit+(50)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 30: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(40)
Level 32: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42)
Level 35: Tactics -- HO:Cyto(A)
Level 38: Foot Stomp -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-Dmg(42), FuroftheG-Acc/Dmg/End/Rech(43), FuroftheG-Dam/End/Rech(43), SprMghoft-Rchg/Res%(43)
Level 41: Char -- SprEnt-Acc/Hold/End/Rchg(A), SprEnt-Acc/Hold/End(45), SprEnt-End/Rchg(45), SprEnt-Hold/Rchg(45), SprEnt-Acc/Hold(46), SprEnt-Rchg/AbsorbProc(46)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
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 -- Clr-Stlth(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(9), Prv-Absorb%(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 50: Melee Core Embodiment 
Level 50: Rebirth Radial Epiphany 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Void Radial Final Judgement 
Level 0: Task Force Commander 
Level 50: Agility Core Paragon 
------------

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Thank you for any thoughts and advice. 

Edited by Werner
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Honestly, I think you overdid it. Nobody's tanking archvillains all alone in Incarnate trials, you always have support and buffs from teammates, and there's no real need to aim for that 59% defense soft cap. I would just drop the Fighting pool from the build and pick up some other powers. Hand Clap is a great power now with a KB-to-KD IO and a Force Feedback proc, and slots for it would open up from dropping Weave. You could grab Hover or Stealth to keep the LotG mule slot that's currently in Weave. And if you/your friend do in fact decide to aim for only 45% defense to all, there's some slots you could repurpose. You won't need the two-slot Zephyr in Super Jump, so you can move a slot from there. You wouldn't need the 2 Basilisk Gazes in Knockout Blow, and you could put a Gauntleted Fist proc there, or pick up Punch to replace Boxing and put the entire Gauntleted Fist set in KOB (you won't need Kinetic Combats in both if you're shooting for 45%). Without the Gauntleted Fist set in Haymaker, you could move the Blistering Cold set from Jab to Haymaker and put something else in Jab.

 

Really, a lot of options open up if you decide to go for 45% defense instead of 59%. My Inv/SS tanker is only 45% to S/L with one foe in Invincibility, needing 5 foes to hit 45% to Energies and still short of 45% to Fire/Cold with 10 foes, and I tank incarnate trials with no issues whatsoever. 59% is neat to hit, but hardly necessary.

  • Thanks 1
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1 minute ago, Caulderone said:

Superjump maxes out at 78.18 MPH.  (https://paragonwiki.com/wiki/Travel_Powers)

It does that with 1 L50 Jump IO in Hurdle and 1 L50 End/Jump in SJ.   At least, according to the Mids Reborn planner 2.6.0.3, which I'm pretty sure is calculating it correctly.

It's maxed out with just one level 35 IO, even. I guess what he's after is more jump height?

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17 minutes ago, Vanden said:

It's maxed out with just one level 35 IO, even. I guess what he's after is more jump height?

True.  The jump Height does go up by 50+ feet with the 2nd IO.  I ignored that, just looking at travel speed.  I could see that mattering to some folks.

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I'll ask him about Super Jump, if the height/distance is what matters, or if he thought the extra slot would make him faster.

 

Thank you. Still processing the idea of this being too much defense, and contemplating what I could get in a trade, such as more psionic resistance. As a minor tweak to at least break me out of the 59% or bust mindset, I swapped 1.25% EN defense to get 2.5% EN resistance. I made other minor tweaks. Haymaker is better slotted, and I fit the Superior Gauntleted Fist proc into Foot Stomp. I meant for it to be there or in Jab, but somehow lost it along the way and didn't notice. Little number differences here and there. Significantly higher melee defense, but that's just a side effect - I can't imagine there's much psionic/toxic/untyped melee damage out there. Anyway, here's where it stands at the moment, and I'm only stopping because I'm going to bed, not because I think this is done.

 

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Edited by Werner
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Me: "Super Jump... we've already maxed your speed with the first slot. I'm guessing height translates directly to distance, and that you want distance and height, but if all you wanted was speed, we can save a slot. Do you think 59% SLFCEN defense with a single enemy in range is overkill? ... dropping SLEN to 57.x%... opened up enough flexibility to improve damage and decrease endurance use. You'd still soft cap with two enemies in range."

 

Friend: "What would you do with the extra slot from Super Jump? I want to know what I'm exchanging. I don't care about extra damage. Rigger is an indestructible taunt bot. So 59% is not overkill. Plus we hate being debuffed, do we not? Being debuffed to squishiness is not tanky. We are tanky."

 

So I put the 59% SLFCEN back in there, and after a little further discussion, kept the two-slotted Super Jump, but at least was able to keep the better slotting of Haymaker and Foot Stomp. Hopefully endurance will be OK with all the procs and with Taunt not taking any endurance.

 

If he isn't already, I'll encourage him to monitor his defense to see how often in practice it ever falls below the soft cap. If he finds that he's usually well over, maybe we can do version 2 of the build were we lower defense and pick up some other things. 

 

Final version 1:

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Rigger: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- GldArm-3defTpProc(A)
Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7)
Level 2: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/EndRdx/Rchg(9)
Level 4: Dull Pain -- DctWnd-Heal/Rchg(A), Pnc-Heal/Rchg(13), NmnCnv-Heal/Rchg(15)
Level 6: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx(17), UnbGrd-Max HP%(17)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21)
Level 10: Haymaker -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(23), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(27), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(29), MckBrt-Rchg(29)
Level 14: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(50)
Level 16: Boxing -- Empty(A)
Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(33), ShlWal-Def(33), ShlWal-Def/Rchg(33), ShlWal-Def/EndRdx(34), ShlWal-Def/EndRdx/Rchg(34)
Level 20: Knockout Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(34), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(36), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(37)
Level 22: Tough -- EndRdx-I(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(37), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(39), ShlWal-ResDam/Re TP(39), Ksm-ToHit+(39)
Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 30: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(40)
Level 32: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42)
Level 35: Tactics -- HO:Cyto(A)
Level 38: Foot Stomp -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-Dmg(42), ScrDrv-Dmg/EndRdx(43), SprGntFis-Rchg/+Absorb(43), SprMghoft-Rchg/Res%(43)
Level 41: Char -- SprEnt-Acc/Hold/End/Rchg(A), SprEnt-Acc/Hold/End(45), SprEnt-End/Rchg(45), SprEnt-Hold/Rchg(45), SprEnt-Acc/Hold(46), SprEnt-Rchg/AbsorbProc(46)
Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
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 -- Clr-Stlth(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(9), Pnc-Heal/+End(11), Prv-Absorb%(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: The Atlas Medallion 
Level 50: Melee Core Embodiment 
Level 50: Rebirth Radial Epiphany 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Void Radial Final Judgement 
Level 0: Task Force Commander 
Level 50: Agility Core Paragon 
------------

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		|-------------------------------------------------------------------|

 

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