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Posts
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Sorry about that, I left off the "data chunks". Here they are:
Force Tank:
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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Devastator:
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4581;994;1328;|
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|-----------------------------------------------------------------------------|
Reinforced:
| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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(Man, those things are even uglier grouped together like that.) -
And finally (for now), here is what I call the "Reinforced Tank" build. It boosts defenses to all damage types, especially Psionic, and adds decent Regen and Recovery.
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Level 1: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(13), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(45)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 2: Punch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(5), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), P'ngFist-Acc/Dmg(9), P'ngFist-Acc/Dmg/Rchg(17), P'ngFist-Acc/Dmg/EndRdx/Rchg(34)
Level 8: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(27), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(45), ImpArm-ResPsi(46)
Level 10: Taunt -- Taunt-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Level 22: Knockout Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(23), P'ngS'Fest-Dmg/Rchg(23), P'ngFist-Acc/Dmg(25), P'ngFist-Acc/Dmg/Rchg(25), P'ngFist-Acc/Dmg/EndRdx/Rchg(33)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33), DefBuff-I(33)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Handclap -- Acc-I(A)
Level 32: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(42), Aegis-Psi/Status(42), ImpArm-ResDam/Rchg(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResPsi(50)
Level 35: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(43), ImpArm-ResPsi(43)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(48), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Acc/Dmg/EndRdx/Rchg(50), Dev'n-Hold%(50)
Level 49: Combat Jumping -- DefBuff-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% DamageBuff[*]+6.75% Defense(Smashing)[*]+3% Defense(Lethal)[*]+7.73% Defense(Fire)[*]+7.73% Defense(Cold)[*]+6.15% Defense(Energy)[*]+6.15% Defense(Negative)[*]+19.3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6.13% Defense(AoE)[*]+18% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+20% Enhancement(RechargeTime)[*]+91.4 (4.88%) HitPoints[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 23.3%)[*]+MezResist(Immobilize) (Mag 22.8%)[*]+MezResist(Sleep) (Mag 26.6%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.2%)[*]+12.5% Recovery[*]+74% Regeneration[*]+1.26% Resistance(Fire)[*]+1.26% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+1.26% Resistance(Toxic)[*]+19.3% Resistance(Psionic)[*]+15% RunSpeed[/list] -
Next up is a build I call the "Devastator", so named because it focuses on the main bonuses found in the Devastation Set: Regeneration, Damage, and Psionic Defense. The Devastator Tank has only small bonuses to most damage types, but huge increases to Psionic attacks, both Defense and Resistance. This is also a very offensive build: not only is there +19% in Damage bonuses, several attacks have a 20% chance at doing extra damage.
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-EndRdx/Rchg(46), ImpArm-ResPsi(48)
Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(11), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(34)
Level 2: Punch -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(34)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(40)
Level 6: Air Superiority -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(34)
Level 8: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(27), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-EndRdx/Rchg(50), ImpArm-ResPsi(50)
Level 10: Taunt -- Taunt-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Invincibility -- RedFtn-Def(A), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Level 22: Knockout Blow -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(23), Mako-Acc/Dmg(23), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 24: Resist Physical Damage -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(42)
Level 26: Tough Hide -- RedFtn-Def(A), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(50)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Resist Energies -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(42), ImpArm-ResPsi(43)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A)
Level 35: Resist Elements -- ImpArm-ResDam(A), ImpArm-ResDam/Rchg(43), ImpArm-ResPsi(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Super Speed -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+19% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3% Defense(Energy)[*]+3% Defense(Negative)[*]+19.3% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6.13% Defense(AoE)[*]+4.5% Max Endurance[*]+9% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+5% Enhancement(RechargeTime)[*]+154.6 (8.25%) HitPoints[*]+MezResist(Held) (Mag 8.8%)[*]+MezResist(Immobilize) (Mag 17.6%)[*]+MezResist(Terrorized) (Mag 2.2%)[*]+12.5% Recovery[*]+54% Regeneration[*]+3.78% Resistance(Fire)[*]+3.78% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+1.26% Resistance(Toxic)[*]+22.5% Resistance(Psionic)[/list] -
I thought I would post some Invention-based builds, using Mid's Hero Designer (which is a great program, check it out!) So if you're stuck trying to decide on what IOs to focus on, hopefully these ideas can help.
Note that in my builds I will just have three Common Heal IOs in Health, but I would actually recommend the "Big Three" Unique IOs be put in there- Regenerative Tissue: +Regen, Numina's Convalescence: +Regen, +Recovery, and Miracle: +Recovery. I've left these out for two reasons: 1) To give a better idea of the +Regen and +Recovery bonuses from the build without these IOs skewing the results, and 2) Because they're really expensive and you'll probably put off getting them until very last (if at all.)
First up is what I call the "Force Tank" build, as it uses plenty of Reactive Armor and Kinetic Combat IOs. The Force Tank specializes against the most common attack types in the game: Smashing, Lethal and Energy, with only small bonuses against the more exotic attack types. And as with all my Invention builds, there is a lot of +Regeneration bonuses.
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Energy Mastery
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(11), P'ngS'Fest-Acc/Dmg(19), P'ngS'Fest-Dmg/EndRdx(34)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(34)
Level 4: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(15), Numna-Heal/EndRdx(15), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-EndRdx/Rchg(40)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(34)
Level 8: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(31)
Level 10: Taunt -- Taunt-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Flight-I(A), Flight-I(19), Flight-I(31)
Level 16: Health -- Heal-I(A), Heal-I(37), Heal-I(37)
Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(36)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), P'ngS'Fest-Acc/Dmg(25), P'ngS'Fest-Dmg/EndRdx(33)
Level 24: Handclap -- Acc-I(A)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(33), DefBuff-I(33)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 32: Unstoppable -- S'fstPrt-ResDam/Def+(A), RechRdx-I(46)
Level 35: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Dev'n-Acc/Dmg(46), Dev'n-Dmg/EndRdx(46)
Level 47: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+18% Defense(Smashing)[*]+9.25% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+14.3% Defense(Energy)[*]+3% Defense(Negative)[*]+6.13% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+6.13% Defense(AoE)[*]+32% Enhancement(Accuracy)[*]+15% Enhancement(RechargeTime)[*]+131 (10.9%) HitPoints[*]+MezResist(Immobilize) (Mag 16.5%)[*]+6.5% Recovery[*]+86% Regeneration[*]+3.13% Resistance(Negative)[/list] -
[ QUOTE ]
Yes but SOs are not really the standard anymore. What I'm really asking I guess is 'is there a noticable difference between the set of 50 lvl. Crushing Impact and lvl 30 Kinetic Combats and Slugging Poundfests?'
[/ QUOTE ]
Damage-wise, I don't think the difference is very noticable due to ED, but with level 50 Crushing Impacts Acc/End/Rech all get up near 70%. So that's better, but only really noticable on a power like KO Blow (because of its long recharge.)
If maxing out your Accuracy, Damage, etc. is more important than set bonuses, then definitely go with Crushing Impact (plus it has great set bonuses of its own), but honestly I don't think you'll feel any less effective with lower level sets. Also, with lower level sets, you can exemplar down and still have their bonuses. -
Mini-Update
In case you haven't heard: the aura attached to the Impervium Armor Psi Resist IO has been removed in Issue 10 (currently on Test)!
Also, I thought I'd mention a small change I've made to my Issue 9 build I posted above. After playing around with different set ideas, I decided to remove the fourth slot I added to Flight at level 40, and add a fourth slot to Unstoppable instead.
My only reason for that fourth Flight slot was to have a slot for the "Freebird" Endurance IO, and get the 8% Regen bonus. So I've gone with three common Flight IOs instead, dropping the Regen bonus.
I've used the fourth slot I added to Unstoppable for the Steadfast Protection Unique IO: Resistance/Defense. I put it there because I didn't want to break up any sets I already have in other Resist powers, and also because Unstoppable doesn't really need a Resistance boost, so it doesn't matter what level of IO you get. Heck, put a level 10 in there. The 3% Defense bonus that comes with it is always on, whether you have Unstoppable running or not.
Comments? Questions? -
[ QUOTE ]
Something I haven't noticed (maybe I missed it). Invincibility is also your taunt aura. HIGHLY useful, especially in light of Gauntlet's repeated borkage.
[/ QUOTE ]
You're right, I forgot to mention that in my original guide. Just another reason why it's a must have power!
Thanks for bringing that up! -
-
Jason Rowe kind of made me feel sad at first, but then I thought, that's who these kind of games are perfect for. In-game, he can be who he wants to be, no one sees his disability and feels sorry for him (like I did when I first saw the picture.) I imagine virtual worlds can be a great outlet, they allow people who are constantly treated as different to be treated just like everyone else for awhile.
-
So everybody, poke your Facebook friends and tell them to log into their old myspace accounts to check out the CoH page.
-
Other
As far as the "SuperTank" is concerned, there is two remaining types of Invention Sets- Healing (used in Dull Pain and Health) and Flight (guess what it's used in?) Powers like Taunt, Rage, Swift, Stamina and Conserve Energy have no corresponding Invention Set.
Healing
Healing Sets are a bit tricky to recommend. There's a few Unique IOs that I'd obviously recommend if you can get them (and put all three in Health), but for the purposes of this guide I'll assume you can't afford them and haven't yet been lucky enough to have one drop. (The Unique IOs are Regenerative Tissue: +25% Regeneration, Miracle: +15% Recovery, and Numina's Convalesence: +20% Regeneration/ +10% Recovery.)
So putting them aside, for Dull Pain I recommend two options. The first is simply to six-slot Doctored Wounds. It's a nice set that seems made for Dull Pain (it's heavy on Heal and Recharge.) The second option is good for builds trying to max out Regeneration bonuses, and I'd use it for Health as well:
Combo 2: (Dull Pain and Health)
Numina's Convalesence: Healing
Numina's Convalesence: Healing/Recharge
Numina's Convalesence: Healing/Endurance
Triage: Healing/Recharge
Healing/Endurance/Recharge
(Dull Pain should just use a common Recharge IO for its sixth slot)
Total Set Bonuses (All five in Dull Pain, first three in Health):
+28% Regeneration
+3.76% Maximum Health
Flight
And finally, Flight. This one is easy- slot two "Freebird" IOs, one Endurance and one Flight. This will give a +8% Regeneration bonus. Use common Flight IOs for the other two slots.
That's it for the update. I hope my method of presentation wasn't too confusing, I honestly had no idea how I should present the Invention information. Feel free to give ideas of better ways to present the information and I'll redo it.
As always, post any questions you have and give advice of your own. I'd love to hear what you other SuperTanks are doing with Inventions! -
Defense Combos
You have two types of defense sets: Resistance (Temp Invulnerability, Unyielding, and the passive Resist powers) and Defense (Invicibility and Tough Hide). Most of these powers don't get much slotting until late in your hero's career, so you can't make use of many Set Bonuses until then. However, there may be some special IOs you can use to give added effects.
Resist Damage
Normally I would recommend the "Impervium Armor" set for its great defense against Psionics, but it has one big problem. The special "+Psi Resistance" IO has a special effect attached to it, a pulsing glow, which means if you put it in a passive power you're stuck with that effect all the time. So until that is changed, I'm not taking the Impervium set, but you might be okay with it.
The other two decent sets are Aegis, which buffs your run speed (which is fairly "Super") and gives some fire/cold Defense, and Reactive Armor, which gives some extra typed Defense. For these combos, I assume Temp Invulnerability and Unyielding are four-slotted, while Resist Physical Damage, Resist Energies and Resist Elements are three-slotted.
Combo 1: (TI, Unyielding, RPD, ResEng, ResEle)
Impervium Armor: Psionic Resistance
Impervium Armor: Resistance
Impervium Armor: Resistance/Endurance
(Temp Invulnerability and Unyielding should just use a common Resist IO for the 4th slot.)
Total Set Bonuses (All three IOs in all five powers):
15% Resistance to Psionic Damage
+12.5% Recovery
+9.4% Psionic Defense
Combo 2: (TI, Unyielding, RPD, ResEng, ResEle)
Aegis: Resistance
Resistance/Endurance
Resistance/Recharge
(Temp Invulnerability and Unyielding should just use a common Resist IO for the 4th slot.)
Total Set Bonuses (All three IOs in all five powers):
+25% Run Speed
+7.9% Fire and Cold Defense
Combo 3: (TI, Unyielding, RPD, ResEng, ResEle)
Reactive Armor: Resistance
Reactive Armor: Resistance/Endurance
Reactive Armor: Resistance/Recharge
Reactive Armor: Resistance/Endurance/Recharge
Total Set Bonuses (All four in TI and Unyielding, first three in the passives):
5.5% Reduce Immobilization
+6.25% Energy Defense
+2.5% Lethal Defense
Defense
The best Defense set is "Luck of the Gambler", it gives nice Recharge and Regeneration bonuses, so I would obviously recommend it. But, it might be hard to get or extremely expensive. So I'll add a second option, "Gift of the Ancients", which... isn't terrible.
Combo 1: (Invincibility and Tough Hide)
Luck of the Gambler: Defense/Increased Recharge Speed
Luck of the Gambler: Defense
(Invincibility only)Luck of the Gambler: Defense/Endurance
(Invincibility only)Luck of the Gambler: Defense/Recharge
(Tough Hide should just use a common Defense IO for the 3rd slot.)
Total Set Bonuses (All four in Invincibility, first two in Tough Hide):
+15% Recharge for all your powers
+20 Regeneration
+1.13% Maximum Health
+9% Accuracy for all your powers
Combo 2: (Invincibility and Tough Hide)
Gift of the Ancients: Defense/Run Speed
Gift of the Ancients: Defense
Gift of the Ancients: Defense/Endurance
(Invincibility only)Gift of the Ancients: Defense/Endurance/Recharge
Total Set Bonuses (All four in Invincibility, first three in Tough Hide):
[b]+15% Run Speed
+4% Recovery
5% Fire Resistance
+1.8% Maximum Endurance -
Attack Combos
It may seem strange to start with attack combinations in a Tanker guide, but they are your heaviest slotted powers in early levels, so they will be the first place you start looking for possible Set Bonuses. By level 25, you should already have Jab, Punch, Air Superiority and KO Blow all five-slotted, and that provides some interesting possibilties. They should all be six-slotted by level 34, then of course you add Footstomp later and other powers depending on your choices (I assume most "SuperTanks" will want Laser Beam Eyes!)
Melee Damage
You have four Melee Damage attacks, giving you the opportunity to stack Set Bonuses so they become really noticable. There's two different combos I recommend: pure Crushing Impact, or a mix of Kinetic Combat and Pounding Slugfest.
Combo 1: (Jab, Punch, Air Superiority and KO Blow)
Crushing Impact: Accuracy/Damage
Crushing Impact: Damage/Endurance
Crushing Impact: Damage/Recharge
Crushing Impact: Accuracy/Damage/Recharge
Crushing Impact: Accuracy/Damage/Endurance
Crushing Impact: Damage/Endurance/Recharge
Total Set Bonuses (All six IOs in all four powers):
8.8% Reduce Immobilization
+4.52% Maximum Health
+28% Accuracy for all your powers
+20% Recharge for all your powers
10% Resistance to Psionic Damage
Combo 2: (Jab, Punch, Air Superiority and KO Blow)
Kinetic Combat: Accuracy/Damage
Kinetic Combat: Damage/Endurance
Kinetic Combat: Damage/Recharge
Kinetic Combat: Damage/Endurance/Recharge
Pounding Slugfest: Accuracy/Damage
Pounding Slugfest: Damage/Endurance
Total Set Bonuses (All six IOs in all four powers):
11% Reduce Immobilization
+6% Maximum Health
+15% Smashing Defense
+32% Regeneration
(Note: I recommend replacing Kinetic Combat: Damage/Recharge in Jab with Kinetic Combat: Chance to Knockdown. It's just cool.)
So which is better? Crushing Impact has great bonuses to Accuracy and Recharge, but Kinetic/Pounding has a great buff to Smashing Defense (the most common attack type in the game) and nice Regen bonus. Combo 1 works well with other sets that add Psionic defenses, Combo 2 works well with other +Regen bonuses.
PBAoE Damage
You have one Point-Blank Area of Effect attack: Footstomp. No need to give options here, the "Scirocco's Dervish" set is the best option, you will want to slot all six IOs from the set in Footstomp. However, getting all six may not be easy. What I did was manage to slot four Scirocco's Dervish IOs, then use a couple "Cleaving Blow" IOs to fill in the rest while I wait.
Total Set Bonuses (six-slotted Scirocco's Dervish in Footstomp):
+10% Regeneration
3.13% Resistance to Neg. Energy Damage
+9% Accuracy for all your powers
+3.13% Area of Effect Defense
+3.13% Psionic Defense
Ranged Damage
If you used my build guide, you'll eventually have access to two Ranged Damage attacks: Laser Beam Eyes and Hurl. In these combos, I assume Hurl is four-slotted (so it doesn't get the last two IOs listed), but you may want to switch powers around so it can be six-slotted, up to you. Combo 1 gives you a crazy amount of Regeneration bonuses, while Combo 2 gives a few different bonuses.
Combo 1: (Laser Beam Eyes and Hurl)
Devastation: Accuracy/Damage
Devastation: Damage/Endurance (or maybe "Chance to Hold" for fun)
Entropic Chaos: Accuracy/Damage
Entropic Chaos: Damage/Endurance (or maybe "Chance to Heal" for fun)
Volley Fire: Accuracy/Damage
Volley Fire: Damage/Endurance
Total Set Bonuses (All six in Laser Eye Beams, first four in Hurl):
+48% Regeneration
Combo 2: (Laser Eye Beams and Hurl)
Thunderstrike: Accuracy/Damage
Thunderstrike: Damage/Endurance
Thunderstrike: Accuracy/Damage/Recharge
Thunderstrike: Accuracy/Damage/Endurance
Devastation: Accuracy/Damage
Devastation: Damage/Endurance (or maybe "Chance to Hold" for fun)
Total Set Bonuses (All six in Laser Eye Beams, first four in Hurl):
+4% Recovery
+5% Energy Defense
+14% Accuracy for all your powers
+12% Regeneration
Stuns
And finally, there's Handclap. I recommend putting two "Rope A Dope" IOs in it for the +6% Regeneration bonus. -
Build Guide
Here's my basic build for Issue 9. It's not too different from earlier builds in this guide, so if you used one of them, you probably don't need to respec. If you're starting a new Tanker, this build will work just fine for leveling up.
As always, feel free to make changes to fit your style. I know many of you prefer taking Haymaker instead of Punch, which is fine, anytime I mention "Punch" later in this guide, just substitute Haymker. They both take the same Invention Sets. And the final power is completely optional, I took Hurl just to get access to another Ranged Damage Set. You may want to take something else to access a different set (Combat Jumping or Maneuvers for Defense Sets, for example.)
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: SuperTank
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
+---------------------------------------------
01 => Jab ==> Acc(1),Acc(3),Dam(3),Dam(11),Dam(19),EndCost(34)
01 => Temp Invulnerability ==> EndCost(1),DamRes(11),DamRes(13),DamRes(13)
02 => Punch ==> Acc(2),Acc(5),Dam(5),Dam(9),Dam(17),EndCost(34)
04 => Dull Pain ==> Rech(4),Rech(15),Rech(15),Heal(31),Heal(31),Heal(42)
06 => Air Superiority ==> Acc(6),Acc(7),Dam(7),Dam(9),Dam(17),EndCost(34)
08 => Unyielding ==> EndCost(8),DamRes(27),DamRes(27),DamRes(37)
10 => Taunt ==> Taunt(10)
12 => Swift ==> RunSpd(12)
14 => Fly ==> EndCost(14),Flight(19),Flight(31),Flight(40)
16 => Health ==> Heal(16),Heal(37),Heal(37)
18 => Invincibility ==> EndCost(18),DefBuff(21),DefBuff(21),DefBuff(36)
20 => Stamina ==> EndMod(20),EndMod(36),EndMod(36)
22 => Knockout Blow ==> Acc(22),Acc(23),Dam(23),Dam(25),Dam(25),EndCost(33)
24 => Resist Physical Damage ==> DamRes(24),DamRes(43),DamRes(46)
26 => Tough Hide ==> DefBuff(26),DefBuff(42),DefBuff(42)
28 => Rage ==> Rech(28),Rech(29),Rech(29)
30 => Resist Energies ==> DamRes(30),DamRes(43),DamRes(48)
32 => Unstoppable ==> Rech(32),Rech(33),Rech(33)
35 => Resist Elements ==> DamRes(35),DamRes(43),DamRes(48)
38 => Foot Stomp ==> Acc(38),Acc(39),Dam(39),Dam(39),Dam(40),EndCost(40)
41 => Conserve Power ==> Rech(41)
44 => Laser Beam Eyes ==> Acc(44),Acc(45),Dam(45),Dam(45),Dam(46),EndCost(46)
47 => Hand Clap ==> Acc(47),DisDur(48)
49 => Hurl ==> Acc(49),Acc(50),Dam(50),EndCost(50)
+---------------------------------------------
01 => Sprint ==> Empty(1)
01 => Brawl ==> Empty(1)
02 => Rest ==> Empty(1)
-
Welcome to my Issue 9 / Inventions update for the "SuperTank" guide!
Inventions are a very interesting addition to the game, and can give your Tank a lot of extra abilities and power. But they're very tricky to give advice on, because there's so many different factors that can't be accounted for in a guide- your hero's amount of Influence, fluctuating market prices and general availability of different recipes and salvage. It's very easy to tell someone to put "Luck of the Gambler" IOs in Tough Hide, it's much tougher to actually do it.
So to keep this guide as simple as possible, I'll just offer a single basic build which can be used as a skeleton for adding Inventions (but can also be used with regular Single Origins or Common IOs) then give advice on different Invention "combos" available and bonuses they give.
I don't give any exact levels for IOs- some max out at 25 or 30, some aren't available until those levels or later. Generally, level 25 IOs or better are good enough, with slight increases in power as you get higher. With special IOs that add an extra effect (Change to Knockdown, Chance to Heal, etc.), level doesn't matter, grab whatever is available. (Remember you will lose abilities and set bonuses when exemplared below the minimum levels for accessing powers and Enhancements.)
So when should you start inventing/buying Invention Sets? That depends on what sets you want and when they're available, and how much Influence you have at your disposal. I'd say don't even bother thinking about it until level 25s become available at level 22, just save up and earn Influence by selling your Salvage and Recipes. And even then, you might want to wait longer. Don't be afraid to try different things, even when your broke you're only one lucky drop from being rich again. Have fun and happy inventing!
I. Build Guide
II. Attack Combos
III. Defense Comnos
IV. Other -
D'oh! Nothing for me, either.
-
Thanks! I hope you keep having fun!
And if anyone is checking out this guide looking for an Issue 9 Update, it will probably be a little while yet. Right now I'm leveling up a new Tank in this new Inventions-filled world to see what it's like. Once I get some good, "SuperTank"-specific ideas, I'll report back here.
In the meantime, any other Inv/SS Tanks out there, feel free to contribute your own Invention-based builds and ideas! -
This is great news. My level 50 had 13 million in outstanding bids that disappeared (taking the Influence with them). I just assumed it was lost forever, it's cool to hear I may get it back!
-
[ QUOTE ]
you know you could bind the w key to +forwad and put the emote after it right?
Like /bind w "+forward$$em flypose1" and you'll fly with flypose1 all the time (mostly, sometimes you tap w to get from old to the one you want) and you'll have no problem running since the emote only works on fly.
[/ QUOTE ]
I tried this for awhile and it sometimes led to awkward posing while stopping or landing, so I moved the flight pose to the "r" (autorun) key instead and I prefer that. But thanks for the idea!
(Guess I should add the bind for anyone else who might want to try it: /bind r "autorun 1$$e flypose1") -
[ QUOTE ]
How well does the Super Jump version compare to the new I8 version?
[/ QUOTE ]
Honestly, I can't really say. I'm not a big fan of Superjump myself, but I often get requests for a build that uses it. I would imagine it plays pretty much the same though, except for those couple extra levels it takes to get KO Blow. Also, Haymaker instead of Air Superiority would give a slower, but just as efficient, attack chain. Of course, there's nothing stopping a Superjumper from taking AS anyways. -
[ QUOTE ]
I'm using this build, but I'm wondering how well this build solos at higher levels?
[/ QUOTE ]
Soloing is never much of a problem (I soloed the new Faultline EBs with this build), and it just gets easier and easier as you get into higher levels. -
[ QUOTE ]
If you get the "Saturday Morning Cartoons" music CD, they have a remixed version of that song combined with the Johnny Quest theme.
[/ QUOTE ]
By Reverend Horton Heat, great version! I loved that CD.
Then I remembered it was over 11 years it came out, and now I feel so very, very old... -
Here's my "official" Issue 8 SuperTank build. It's a very basic mix of offense and defense. Feel free to copy it or use it as a base for your own ideas.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: The SuperTank! (I8)
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)Rechg(31)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Heal(34)Heal(34)
06) --> Air Superiority==> Acc(6)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)Rechg(31)
08) --> Unyielding==> EndRdx(8)DmgRes(27)DmgRes(27)DmgRes(37)
10) --> Taunt==> Taunt(10)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14)Fly(19)Fly(34)
16) --> Health==> Heal(16)Heal(37)Heal(37)
18) --> Invincibility==> EndRdx(18)DefBuf(21)DefBuf(21)DefBuf(36)
20) --> Stamina==> EndMod(20)EndMod(36)EndMod(36)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(31)
24) --> Resist Energies==> DmgRes(24)
26) --> Tough Hide==> DefBuf(26)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)TH_Buf(40)
30) --> Resist Elements==> DmgRes(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Physical Damage==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
If you want to swap in other powers, the passive Resists are probably the most droppable. You might want Handclap, or maybe Hasten and Superspeed, possibly the Leadership Pool, whatever. It's your character, build them how you like and have fun! -
Here's a build for a "SuperTank" with the Leadership Pool.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Heal(31)Heal(31)Heal(40)
06) --> Air Superiority==> Acc(6)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)
08) --> Unyielding==> EndRdx(8)DmgRes(34)DmgRes(34)DmgRes(34)
10) --> Taunt==> Taunt(10)
12) --> Swift==> Fly(12)
14) --> Fly==> Fly(14)Fly(21)Fly(31)
16) --> Health==> Heal(16)
18) --> Invincibility==> EndRdx(18)DefBuf(19)DefBuf(21)DefBuf(27)
20) --> Stamina==> EndMod(20)EndMod(37)EndMod(37)
22) --> Knockout Blow==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(25)Rechg(27)
24) --> Assault==> EndRdx(24)EndRdx(36)
26) --> Tactics==> EndRdx(26)EndRdx(36)TH_Buf(36)TH_Buf(37)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)
30) --> Tough Hide==> DefBuf(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Physical Damage==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
-
Hey there! I thought I'd update my guide with some other build ideas. Like the others, I just did them up to level 40, and just use them as a guideline, you don't necessarily have to follow them exatly. If you have any questions, ask away!
Here's one using Superjump instead of Flight:
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> EndRdx(1)DmgRes(11)DmgRes(13)DmgRes(13)
01) --> Jab==> Acc(1)Dmg(3)Dmg(3)Dmg(11)EndRdx(19)
02) --> Punch==> Acc(2)Dmg(5)Dmg(5)Dmg(9)EndRdx(17)Taunt(34)
04) --> Haymaker==> Acc(4)Dmg(7)Dmg(7)Dmg(9)EndRdx(17)Rechg(34)
06) --> Dull Pain==> Rechg(6)Rechg(15)Rechg(15)Heal(23)Heal(23)Heal(36)
08) --> Unyielding==> EndRdx(8)DmgRes(31)DmgRes(31)DmgRes(31)
10) --> Taunt==> Taunt(10)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Hurdle==> Jump(16)
18) --> Invincibility==> EndRdx(18)DefBuf(19)DefBuf(21)DefBuf(21)
20) --> Health==> Heal(20)Heal(40)
22) --> Stamina==> EndMod(22)EndMod(37)EndMod(37)
24) --> Knockout Blow==> Acc(24)Dmg(25)Dmg(25)Dmg(27)EndRdx(27)Rechg(34)
26) --> Tough Hide==> DefBuf(26)DefBuf(36)DefBuf(36)
28) --> Rage==> Rechg(28)Rechg(29)Rechg(29)TH_Buf(33)TH_Buf(37)
30) --> Resist Energies==> DmgRes(30)
32) --> Unstoppable==> Rechg(32)Rechg(33)Rechg(33)
35) --> Resist Elements==> DmgRes(35)
38) --> Foot Stomp==> Acc(38)Dmg(39)Dmg(39)Dmg(39)EndRdx(40)Rechg(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
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