Invuln/SS Build for Comments


Cass_

 

Posted

Hi all,

I've been busy grinding my character and I'm now up to lvl 13. I made a slight mistake and ended up picking swift instead of hurdle, which then prompted me to plan out my character build up to lvl 50 so that I did not make any more mistakes. Basically, now that I've got my plan I would like feedback or comments to let me know if its any good, what are the pitfalls, where could it be better etc.

I don't know if Leadership is a good idea, but in my mind I see my character as a bit of a leader so these skills sounded really good.

Let me know what you think:

Hero Plan by Designer Hero
Program Version: 1.62
Data File Version: August 20, 2005
Designer Hero Home Page

Adamantine: Level 50 Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool Set: Speed
Power Pool Set: Fitness
Power Pool Set: Leadership
Ancillery Pool Set: Energy Mastery

Hero Profile
Level 1: Prestige Power Slide -- Run (A)
Level 1: Temp Invulnerability -- ResDam (A), ResDam (3), ResDam (3), ResDam (5), ResDam (5), ResDam (7)
Level 1: Jab -- Dmg (A), EndRdx (46), EndRdx (48)
Level 1: Brawl -- Dmg (A)
Level 1: Sprint -- Run (A)
Level 2: Punch -- Dmg (A), EndRdx (46), EndRdx (46)
Level 2: Rest -- RechRdx (A)
Level 4: Dull Pain -- RechRdx (A), RechRdx (7), RechRdx (9), RechRdx (9), Heal (15), Heal (17)
Level 6: Flurry -- Dmg (A), EndRdx (40), EndRdx (45)
Level 8: Unyielding -- ResDam (A), ResDam (11), ResDam (11), ResDam (13), ResDam (13), ResDam (15)
Level 10: Swift -- Run (A)
Level 12: Resist Physical Damage -- ResDam (A)
Level 14: Taunt -- Taunt (A), RechRdx (48), RechRdx (50)
Level 16: Resist Elements -- ResDam (A), ResDam (17), ResDam (25), ResDam (29), ResDam (31), ResDam (33)
Level 18: Invincibility -- DefBuff (A), DefBuff (19), DefBuff (19), DefBuff (21), DefBuff (21), DefBuff (23)
Level 20: Super Speed -- Run (A)
Level 22: Resist Energies -- ResDam (A), ResDam (23), ResDam (25), ResDam (29), ResDam (31), ResDam (33)
Level 24: Hand Clap -- Dsrnt (A), EndRdx (40), EndRdx (43)
Level 26: Tough Hide -- DefBuff (A), DefBuff (27), DefBuff (27), DefBuff (31), DefBuff (33), DefBuff (34)
Level 28: Health -- Heal (A), Heal (34), Heal (34), Heal (36), Heal (36), Heal (36)
Level 30: Stamina -- RecInc (A), RecInc (37), RecInc (37), RecInc (37), RecInc (39), RecInc (39)
Level 32: Maneuvers -- DefBuff (A), RechRdx (48)
Level 35: Assault -- RechRdx (A), RechRdx (50)
Level 38: Hurl -- Dmg (A), EndRdx (39), EndRdx (40)
Level 41: Conserve Power -- RechRdx (A), RechRdx (42), RechRdx (42), RechRdx (42), RechRdx (43), RechRdx (43)
Level 44: Foot Stomp -- Dmg (A), EndRdx (45), EndRdx (45)
Level 47: Tactics -- ToHit (A), RechRdx (50)
Level 49: Vengeance -- DefBuff (A)


 

Posted

Do not six slot your powers with a single enhancement type. Three tops. The extra slots your putting in are practically worthless: your getting a very small return on your investment. Put those slots elsewhere.

You may want to pick up Tough from the fighting pool to increase your S/L resists as much as possible. I'm not 100% sure if its needed, I abandonded my Tank with ED.

Oh, Recharge reductions are pointless in Assault.. Put Endurance reduction enhancements in there.


 

Posted

i would agree with Question, also, you haven't taken KO blow, your single most effective attack, take it, it's amasing. hand clap is near useless, as these days you need to team with controlers, all of whom have holds and this will jsut disrupt them. Hurl is up to you, though i hate how slow it is.

For the toggles on Inuvl i double slot for ends reduction, and 3 slot Damres/def buff (depending on which the power takes) i also have the passives 3 slotted just to bring the other damage res lvls up, but is is negitable.

Attacks, Mine all have 3 damage and 1 ends reduction, with a recarge rate and acc buff on Footstomp and KO blow. i also took rage, which seems to be about a 50% damage buff, and it improves accuady while active, it is best uesed towards the ned of a figth, to give you an finshing off rought, this is because the down cycle is unavoidable, so you need to be free of a fight befor it ends, or you could well be in trouble.

Waiting till 30 for stamina is a strange way to go, you will need it long before then, get it at twenty, as does waiting till 20 for SS, get you travel power ASAP, it is an enormous boon. the teens will seem dull becuase of all the pool powers you have to get, but it is worth it when in the 20+ range, the char jsut gets better and better.

Also the accuracy toggle from the EM Ancillery pool is good jsut for that extra buff to acc, but again, that is personal tastes.

But in the end, your tanker will only be really good against smash/leathal damage, and there sod all you can do about it.


 

Posted

Cheers for the comments guys. You're advice has been duely noted. Gonna mess about a bit and see what I can do and I may post a version 2 to further comments.

Will deffo bring the passives down to 3 slots if thats all it needs so that I can add them to attacks.

Thanks again.


 

Posted

Hi guys,

Messed about a bit and came up with this. What do you think?

Hero Plan by Designer Hero
Program Version: 1.62
Data File Version: August 20, 2005
Designer Hero Home Page

Adamantine: Level 50 Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool Set: Speed
Power Pool Set: Fitness
Power Pool Set: Leadership
Power Pool Set: Fighting
Ancillery Pool Set: Energy Mastery

Hero Profile
Level 1: Prestige Power Slide -- Run (A)
Level 1: Temp Invulnerability -- ResDam (A), ResDam (3), ResDam (3), EndRdx (5), EndRdx (5), EndRdx (7)
Level 1: Jab -- Dmg (A), Dmg (46), Dmg (46), EndRdx (46)
Level 1: Brawl -- Dmg (A)
Level 1: Sprint -- Run (A)
Level 2: Punch -- Dmg (A), Dmg (34), Dmg (40), EndRdx (43)
Level 2: Rest -- RechRdx (A)
Level 4: Dull Pain -- Heal (A), Heal (7), Heal (9), RechRdx (9), RechRdx (15), RechRdx (15)
Level 6: Flurry -- Dmg (A), Dmg (34), Dmg (40), EndRdx (42)
Level 8: Unyielding -- ResDam (A), ResDam (11), ResDam (11), EndRdx (13), EndRdx (13), EndRdx (25)
Level 10: Swift -- Run (A)
Level 12: Resist Physical Damage -- ResDam (A), ResDam (17), ResDam (17)
Level 14: Taunt -- Taunt (A), RechRdx (31), RechRdx (33)
Level 16: Super Speed -- Run (A)
Level 18: Health -- Heal (A), Heal (19), Heal (19)
Level 20: Stamina -- RecInc (A), RecInc (21), RecInc (21)
Level 22: Invincibility -- DefBuff (A), DefBuff (23), DefBuff (23), EndRdx (25), EndRdx (27), Taunt (27)
Level 24: Knockout Blow -- Dmg (A), Dmg (34), Dmg (37), EndRdx (40), Acc (43), RechRdx (45)
Level 26: Tough Hide -- DefBuff (A), DefBuff (33), DefBuff (33)
Level 28: Resist Elements -- ResDam (A), ResDam (29), ResDam (29)
Level 30: Resist Energies -- ResDam (A), ResDam (31), ResDam (31)
Level 32: Boxing -- Dmg (A), Dmg (48), Dmg (48), EndRdx (48)
Level 35: Tough -- ResDam (A), ResDam (36), ResDam (36), EndRdx (36), EndRdx (37), EndRdx (37)
Level 38: Foot Stomp -- Dmg (A), Dmg (39), Dmg (39), EndRdx (39), Acc (43), RechRdx (45)
Level 41: Conserve Power -- RechRdx (A), RechRdx (42), RechRdx (42)
Level 44: Maneuvers -- DefBuff (A), DefBuff (45), EndRdx (50)
Level 47: Assault -- EndRdx (A)
Level 49: Tactics -- ToHit (A), ToHit (50), EndRdx (50)

Cheers.


 

Posted

There have been a couple of posts about this kind of build recently, and as mentioned in one of those threads there is a reasonable up to date (Issue 6) guide on the US forum here:
Invul guide


About your build, I don't think it's worth 6 slotting some of the armours like TI. I would put those extra three slots in your attacks rather than reduce endurance use in your armour.

One of the things that I found out about Super Strength is that Punch probably isn't worth taking, it's better to wait and take Haymaker and then Knockout Blow; likewise Hasten is probably more useful than Flurry (although Flurry is funnier).

I would definitely take Rage it makes a huge difference and combined with your big attacks like Knockout Blow it makes you into a very powerful attacker.

There was a bit of misinformation about Hand Clap - it will not disrupt controller Holds but it does have a significant knockback which will throw villains away from you - something you probably don't want. The Stun component of the power is very effective though.


 

Posted

seems like an intersting build mate, play it, see how it works, there are always 3 respecs if you unhappy with it later on, other than that, good luck in the game.


 

Posted

Im not sure you need three end reducers in those toggles. I'd gor for 3/2 slotting myself, and invest the extra slots in attacks.


 

Posted

the guide filth has come up with and attached is bang on! and cool advice too!


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.