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Last Updated: 2008-05-17 06:00:02 EST
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Invulnerability / Fire Melee Guide |
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Written by Tiffany Seville
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Tiffany
(Tiffanator) Seville’s Inv/Fire Guide for Testing I6
==================================================
Attributions:
Thanks to Finuilas, Vilance, Axterix and Smersh for their suggestions.
Thanks to Buffy for her excellent Tanker Information for I5.
Issue 5 brought a lot of change to the Invulnerability Tank. Now,
we’re faced with Enhancement Diversification (i.e. ED) in I6.
ED has a
more subtle effect on the Inv/Fire tanker. Invulnerability is affected
heavily by ED because so many of its powers are either
single-enhaceable or are effectively single-enhancable. This guide is
an attempt to both highlight these changes for the experienced tank, as
well as provide some guidance to a player playing a tank for the first
time.
Table of Contents
I've divided this guide into the following sections:
- Summary of Enhancement
Diversification changes
- Inv/Fire Powers Overview -
an overview of the Invulnerability Primary and Fire Melee Secondary
powers
- Build Strategies - a more
detailed approach to Inv/Fire build strategies
- Tanker Basics - an
explanation of some basic game mechanics to help those new to tanking
- Appendix One: Summary of
Issue 5 changes
For experienced Tankers
Enhancement Diversification Summary
Enhancement Diversification limits the bonus provided to a power by a
single enhancement type. The basics are explained in CuppaJo’s post in Dev Digest.
Basically it boils down to you receive very little additional benefit
for putting more than three of the same type of enhancement in a single
power.
The following list summarizes how ED may affect an Inv/Fire build
(note: all calculations were done using Circeus’s Enhancement Spreadsheet
and assume even-lvl SO’s):
- Smashing/Lethal
damage resistance: ~70% with 6-slotted TI, UY, and RPD; ~66% with
3-slotted TI, UY, and RPD; ~95% with 6-slotted TI, UY, RPD, and Tough;
~90% with 3-slotted TI, UY, RPD, and Tough. Yes, you need Tough if you
want to cap S/L.
- Fire/Cold/Energy/Negative
Energy/Toxic damage resistance: ~29% with 6-slotted UY and Rel/REn,
~27% with 3-slotted UY and REl/REn
- Invincibility 3-slotted
DefBuf with
requires eight foes in melee range instead of six to floor minion
accuracy (using tested numbers for Invincibility)
- 3-slotted Tough Hide
provides ~8% DEF instead of 11% DEF
- Dull Pain can no longer be
made permanent
- attack slotting must be
diversified in order to achieve DPS results similar to what was seen
before ED
- Stamina is limited to appx
2/3rds of
its previous 6-slotted full potential. Note that in light of this, ED
also introduces a 13% across the board endurance cost reduction for all
powers
- Hasten can no longer be
made permanent
How to adapt
With ED, there is little benefit in slotting single-enhancable
powers beyond the first three slots. Invulnerability is one of the
hardest hit sets because it has four such powers. If your I5 build
burned a lot of stamina or relied on perma-Hasten for a complete attack
chain, you’re in for some tweaking.
- Decide how much
S/L RES you want. If you want to hit the 90% cap, you will need to take
and three-slot TI, UY, RPD, and Tough. Yes, time to dive into the
Fighting Pool again. If good S/L RES is enough, you can get to 78% with
three-slotted TI, UY, and Tough or 66% with three-slotted TI, UY, and
RPD.
- Decide how much non-S/L RES
you
want. Fewer options here. You can reach 27% with three-slotted UY and
REl/REn. If you leave these powers at their base slot, you still get
21%. You decide how many of the other six slots you want to allocate.
You may be surprised to find ED leaves you with enough spare slots to
three-slot them all, anway.
- If you burned endurance
even with
6-slotted Stamina and Conserve Power, start thinking about slotting
EndRdx into your attacks and maybe into your toggles. This may take
some play testing and it may depend on other toggles you run in battle
(e.g. CJ, Hover, etc). My end use is pretty comfortable with
three-slotted Stamina and one EndRdx in all my attacks, but you mileage
may vary. If you start slotting toggles, hit them in the following
order: Tough, UY, TI, Invinc
.
- If you had perma-Hasten,
perma-DP, or 6-slotted Health, start thinking about freeing up those
extra slots.
- Decide how you want to
re-slot your
attacks. 3-Damage/1-Accuracy/2-Recharge is the popular wisdom for the
best way to retain your DPS. This depends a bit on how tight your
attack chain was and whether or not you had perma-Hasten. Other viable
options might include 2-Acc or even 1-TntDur.
Invulnerability Primary Powers
==================================================
Resist Physical
Damage
RPD provides you with base 7.5% RES to smashing and lethal damage
(S/L). It is a passive power, which means you don’t have to
click or
toggle it for it to be active. Instead, it is always active and costs
no endurance to maintain.
RPD is only enhancable with DamRes enhancements. As a result, it
is not recommended you devote more than three slots to this power.
Three-slotted with even-level enhancements, RPD will offer 8.625% S/L
RES (TO’s), 9.75% S/L RES (DO’s), or 11.7% S/L RES
(SO’s).
Recommendation: Taking and slotting RPD depends on
two
things: 1.) What is your target for S/L RES and 2.) How much S/L do you
want to have in the early levels.
If hitting the cap is important to you (and i'm talking absolutes
here, not 89% but 90% or greater), you should be aware that you will
need TI, RPD, UY and Tough (from the Fighting power pool) to get there
with ED. You also can't hit the cap until you get access to SO's, so
that should be considered for timing these powers in your build.
Of course, you don't have to hit the S/L RES cap. S/L damage is by
far the most common in CoH and if you don't hit the cap, you may need
to rely on your DEF a bit more heavily than tanks who do. However, you
can survive reasonably well below the S/L RES cap.
I have always advocated somewhere near 70% S/L RES as a good rule
of thumb for where a tank should be. With ED, there are two ways to do
this. First, if you want to stick to your primary, you can get 66% S/L
RES by taking TI, UY, and RPD and 3-slot them. Another alternative
would be 78% S/L RES by taking and three-slotting TI, UY, and Tough. At
a minimum, I expect most Inv tankers to at least take and three-slot TI
and UY. That provides a base minimum ~55% S/L RES.
This puts RPD in an awkward position. At 15% base, Tough is by far
the better choice for damage resistance. Of course, Tough is a toggle,
so it costs endurance to use, while RPD does not. Tough is also harder
to fit into a build, because it requires one pre-requisite from the
Fighting pool and isn’t available until lvl 14.
Taking all of this into account, I think we’re left with
three
things to consider when deciding whether or not you want to take RPD:
- If you want to get to the
S/L RES cap, you will have to take and three-slot RPD, along with TI,
UY, and Tough
- If you want decent (~70%)
S/L RES
you can either do TI+UY+RPD or TI+UY+Tough. If you can wait until the
later levels and don’t mind the endurance cost of Tough, the
TI+UY+Tough path is probably a better choice. If you expect to have
endurance problems and can’t afford to give up two power
choices in
your build, consider the TI+UY+RPD route.
- If you want to have the
most S/L
RES you can in the early levels (pre-20), you should fit RPD into your
build in the first 10 levels or so
Temporary
Invulnerability
TI provides a base 30% RES to S/L when active. It is a toggle
power, which means it costs endurance to keep running. Plus, it can be
turned off by things that de-toggle, like status effects, PvP Brawl, or
endurance drain.
TI is enhancable with damage resistance, endurance reduction, and
rechage enhancements. TI really recharges too quickly for recharge to
be useful. However, it has a moderate endurance cost, so endurance
reduction may be worth considering, especially with the reduced
effectiveness of Stamina post-ED.
Three-slotted with even-level damage resist enhancements, TI will
provide: 34.5 S/L RES (TO’s), 39% S/L RES (DO’s),
or 47% S/L RES
(SO’s). Note that six-slotted with SO’s, TI does
reach almost 50% S/L
RES.
Recommendation: 3-slotted TI is likely to be
considered a
necessity for an Inv tanker in I5. As mentioned earlier, S/L is the
most common damage type in Paragon City, and without TI, you
won’t get
beyond 21% S/L RES. In my builds, this is the first power I take and I
usually target having it 3-slotted by lvl 10. Since it has such a high
base, even TO’s and DO’s actually provide some
benefit for this power.
For example, at lv 12, if you can afford three DO's, this power will
get you to 39% S/L RES.
Some folk will likely slot one endurance reduction in TI. I have
even seen builds with two. At the moment, folk don’t really
have a good
feel for endurance costs in an ED world. For now, plan to slot
endurance reduction as needed. It is certainly more effective to slot
EndRdx in attacks first. However, if you still find you need to reduce
your endurance use, the next target should be your toggles. The
currently published endurance costs for the toggles are 0.38/s for TI,
0.4 for UY, 0.28 for Invinc, and 0.5 for Tough, so the order for
slotting EndRdx in toggles is Tough, UY, TI, and Invinc.
Dull Pain
When activated, DP increases your health by 40% and provides some
healing. Its worth reading Stupid_Fanboy’s Dull Pain: How it works, How to use it
guide.
Recommendation: Most tanks will recommend taking DP
in I5.
There are three major considerations that lead to this. First, in the
early levels, when your defenses are fairly undeveloped, 40% more hit
points goes a long way towards improving your survivability.
Second, post-I4, an Inv tank simply cannot develop strong non-S/L
RES. At the later levels, when non-S/L damage becomes more prevelant,
DP provides an extra buffer of damage you can take and still survive.
Finally, perhaps the most compelling reason is DP affects your
regeneration rate. The amount of health you regenerate is actually a
percentage of your overall health. So, the greater your total health,
the more health you recover per second. If you combine DP with
3-slotted Health, you can significantly boost your regen rate when DP
is active. If you're taking a build approach that does not cap S/L RES
or only includes very minimal non-S/L RES, you should consider the DP
and Health combination.
Resist Elements
REl provides a base 7.5% RES to Fire/Cold/Toxic damage. Like RPD, REl
is a passive power, so it is always active.
REl is only enhancable with DamRes enhancements. As a result, it is
not recommended you devote more than three slots to this power.
Three-slotted with even-level enhancements, REl will offer 8.625%
F/C/T RES (TO’s), 9.75% F/C/T RES (DO’s), or 11.7%
F/C/T RES (SO’s).
Recommendation: REl got hit pretty hard in I5 and
then got
hit a bit more with ED. With the drop in REl and UY, 3-slotted UY and
REl will only get you 27.57% F/C/T RES. In I4, the same combination
used to reach 88%. You will notice this difference.
This change has resulted in three main strategies for approaching
REl. A lot of folk feel the drop is significant enough to warrant
leaving REl out of their builds entirely. If you do take REl, many
tanks are finding ED leaves them with so many unused slots, they may as
well 3-slot it, even though the relative benefit is fairly small. A
third strategy might be to take it and leave it with the base slot. The
path you take is purely personal preference.
It should be noted that most of the significant non-S/L
damage-dealing foes don’t pop up until later in the game, so
many folk
put off getting REl until the mid-to-late 20’s. The
prevalence of
Vahzilok missions in the early game may change this, now that REL and
UY have Toxic RES. However, you can certainly survive without REl
through the early levels.
Unyielding
UY provides status protection, RES to S/L (5% base) and
Fire/Cold/Energy/Negative/Toxic (10%), and a 5% DEF debuff –
yes, you
will be hit 5% MORE with UY active.
UY is enhancable with damage resistance, endurance reduction, and
rechage enhancements. UY really recharges too quickly for recharge to
be useful. However, it has the highest endurance cost of all the Inv
primary powers, so endurance reduction may be worth considering,
especially with the reduced effectiveness of Stamina post-ED.
Three-slotted with even-level enhancements, UY provides: 5.75% S/L
and 11.5% non-S/L RES (TO’s), 6.5% S/L and 13% non-SL RES
(DO’s), or
7.8% S/L and 15.6% non-S/L RES (SO’s).
Recommendation: For the status protection alone,
this power
is worth taking. There are a broader collection of opinions on whether
or not its worth slotting. On the plus side, slotting this power
provides additional RES for seven different damage types, even though
its not a lot of additional RES per slot. You can certainly survive
with this power single-slotted.
In my builds, I take UY as soon as its available and 3-slot it
eventually. I tend to keep UY on all the time, so my philosphy is why
not get the most out of it. Furthermore, my builds tend to slot
defensive powers before offensive powers.
UY also takes EndRdx enhancements. As mentioned in the section on
TI, you should slot these as needed. Certainly, since UY has the
largest cost of all toggles in the Inv Primary, it will be one of your
first candidates.
Resist Energies
REn provides a base 7.5% RES to Energy/Negative Energy damage. Like RPD
and REl, REn is a passive power, so it is always active.
REn is only enhancable with DamRes enhancements. As a result, it is
not recommended you devote more than three slots to this power.
Three-slotted with even-level enhancements, REn will offer 8.625%
En/Neg RES (TO’s), 9.75% En/Neg RES (DO’s), or
11.7% En/Neg RES (SO’s).
Recommendation: Go back to the recommendation
section for Resist Elements and substitute F/C/T for En/Ng as
appropriate.
Invincibility
Invinc provides a DEF and ACC bonus for every foe, up to 14, in
melee range. According to the Devs, it provides 1.5% S/L/F/C/En/Eg/T
typed DEF for each foe. Testing seems to indicate if provides 3.5%
melee DEF. I’m going to stick with the Tested numbers in this
guide,
but I’m a bit biased. Testing also indicates it provides
around 3% ACC
per foe in melee range.
In addition to its buffing effects, Invinc is also a Taunt aura, i.e.
it Taunts foes within melee range.
Three-slotted with even-lvl DefBuf enhancements, Invinc provides:
4% DEF per foe (TO’s), 4.55% DEF per foe (DO’s), or
5.5% DEF per foe
(SO’s).
Invincibility is slottable with defence buff, accuracy buff,
endurance reduction, recharge, and taunt duration enhancements.
Invincibility’s recharge is short enough to make recharge
enhancements
effectively useless. However, all other enhancements are viable.
Three-slotted with even-lvl AccBuff enhancements, Invinc provides:
3.45% ACC per foe (TO’s), 3.9% ACC per foe (DO’s),
or 4.7% ACC per foe
(SO’s).
Recommendation: In I5, Invinc arguably becomes the
most
important power in the Inv Primary. Think about it this way
… if you
three-slot Invinc with DefBuf SO’s, each foe in melee range
will give
you 5.5% DEF. In order to floor a minion’s to-hit, you will
need to get
eight foes in melee range. That’s pretty amazing …
just eight foes in
melee range and suddenly every minion pounding on you has no better
than a 5% chance to hit.
My recommendation is to take this power and three-slot it with
DefBuf’s as quickly as possible. Three-slotted with
SO’s, you’ll need
just 8 foes in melee range to floor even-con minions. Unslotted, it
will take nearly 13. I wouldn’t get fanatical about it, tho.
Many folk
do perfectly well without slotting Invinc for DefBuf at all. I just
personally think is a small investment for a pretty big gain if you
plan to be on teams amidst large numbers of foes fairly often.
Invincibility is fourth on the list of toggles to slot for
endurance reduction. Slot Tough, UY, and TI first before putting one
here.
Accuracy buff and taunt duration are worth considering for slots
beyond the first three. Accuracy has the same advantage as DefBuf. If
you plan to be teaming a lot and expect to be surrounded by many foes,
you’ll get an even bigger boost from these slots.
Don’t forget about
TntDur.
Tough Hide
Tough Hide is a passive power that provides base 5% S/L/F/C/En/Neg
typed DEF. As a passive power, it takes no endurance and is always
active.
Tough Hide only accepts Defense Buff enhancements, so it is recommended
you stop at three slots.
Three-slotted with even-level DefBuf enhancements, TH provides 8% DEF
(SO’s).
Recommendation: Taking TH and leaving it
single-slotted is
enough to counter the DEF debuff in UY. If you take it and 3-slot it,
you’ll get an 8% DEF bonus. In combination with UY and
Invinc, this
means one fewer foe in melee range needed for Invinc to floor minion
accuracy.
In my builds I typically take TH late and leave it single slotted.
With ED, I think there will be enough slots in most builds to 3-slot
it. If you consider the numbers, its certainly a better power to slot
than UY. In fact, I would suggest if you decide to not slot UY or
eliminate REl and REn from your build, you should consider
three-slotting TH.
Unstoppable
Unstoppable is a click power that provides a base 70% RES to
S/L/F/C/En/Ng/T. In addition, it provides status protection and
improves your endurance recovery rate. It comes with a price
… when it
subsides, you are left with 10% health and no endurance.
Recommendation: I expect some debate about the
importance of
US in I5. It is certainly worth taking for emergency situations. Not
only does it provide great RES, but it provides toggle-less
RES
… it is a click power. So, as long as it is active, its
benefits cannot
be de-toggled. This can be a great advantage by itself in PvP and
against endurance draining foes, like Malta Sappers.
In I5, its also a power that temporarily time-warps your tank
back to I4. For the three-minute duration of US, you will easily be
able to cap RES in S/L/F/C/En/Ng/T. In fact, two DmgRes in US allow you
to reach the cap for all seven of its damage types without any other
powers. Of course, US's end boosting effect means most tanks won't
bother to turn off their other powers when they click US, so this may
be overkill. If you have single-slotted UY and one DmgRes in US, you'll
still be over the cap for everything. In fact, six-slotted UY with and
no DmgRes in US still gets you over in most damage types and close in
S/L.
Because of its inherent high RES, US can be a great boon against
non-S/L AV's, who appear in droves in the 40+ levels. These foes can do
significant non-S/L damage, and since they're single foes, Invinc won't
help much. US will let you tank them for three minutes. Just be warned,
a lot of AV battles will last longer than three minutes, so be prepared
to have enough fire-power along to keep the battle short, or have a
plan that allows your teammates to pick up the slack when you disengage
from battle just before US drops.
Another option is to slot US with Recharge enhancements. I have
heard a number of tanks plan builds around keeping US active as much as
possible – certainly a viable strategy; one which can free up
a lot of
slots and power choices! Note that, as of I5, US cannot be made
permanent.
Fire Melee
==================================================
Fire melee has the advantage of being the secondary with the most
area-of-effect (AoE) attacks. For this, its pays two noticeable prices.
First, unlike most other Tanker secondaries, it doesn’t have
any status
effect attacks, i.e. you won’t get any attacks that disorient
or
knockdown foes. Second, in the later game, you find a reasonable number
of foes with pretty good Fire resistance.
This might be a good time to talk about general offensive slotting
strategy. ED has had a major effect on how tanks slot their offenses.
Prior to ED, many tanks five or six-slotted their main attacks with
Damage enhancements catering to the philosophy that a defeated foe is
one you don't need to resist or defend against.
With ED, this is no longer a viable strategy. Instead, most folk
will now have to decide what to slot their attacks with beyond the
first three damage enhancement slots.
You will likely still want to six-slot your main attacks, but you
may find some of those slots filled with ACC, TntDur, and EndRdx
enhancements. For example, my personal approach is to slot most of my
attacks with one EndRed, one Acc, one Recharge, and three Dmg. The
EndRdx helps keep my endurance drain rate managable without needing
Conserve Power. However, don't discount the possibility of TntDur in
attacks. In I4 this wasn't terribly common practice because there
wasn't a limit to the number of foes affected by Taunt. My current
I5+ED build has TntDur in FSC and Combustion, to help with aggro
management.
For some specifics, Cactus and Dracomicon posted a nice ED slotting
guide for Fire Melee in the tanker forum in their Surviving ED - Slotting for Inv/Fire
post.
Scorch
Scorch is a single target attack that does minor Fire damage with a
chance of doing a small amount of follow-on Fire damage-over-time
(DoT).
Recommendation: Well, you have to take it, so
there’s really
no point, right? I will say something about slotting, tho. A lot of
folk recommend leaving this one unslotted. By level 40, there are
typically enough other more powerful attacks available that this one
comes out of your attack chain so, outside of a respec, some folk feel
slots are just wasted in Scorch.
Still, this is an attack you're likely to use heavily in the first
20 - 30 levels, which is a pretty significant amount of time. Axterix
pointed out to me that, if you plan on only six-slotting only one
attack in the first 20 levels, Scorch really has a slight advantage
over Fire Sword. You can use it a little more frequently, which gives
it an advantage for Gauntlet (Punchvoke), it does a bit better DPS
(damage-per-second), and it uses slightly less endurance. It is also
true that, of all Tanker Secondaries, Scorch is probably one of the
better mandatory attacks.
Fire Sword
Fire Sword is a single-target attack which does moderate Fire/Lethal
damage and also does Fire damage over time.
Recommendation: Many Inv/Fire Tankers recommend
skipping FS
in favor of relying more heavily on the later AoE attacks. This is a
perfectly viable strategy that frees up one power in the early levels.
If you find yourself to be the impatient type, like me, you may
find relying on just Brawl and Scorch frustrating. So, in my builds i
take FS to round out my early attack chain.
Taunt
Taunt is an auto-hit ranged power that allows you to take the aggro
from the targeted foe and the next four closest foes (i.e. five total).
Even with the new limited number of affected foes, Taunt is still a
powerful tool for managing aggro.
Recommendation: A lot of controversy surrounded
Taunt in I4,
and its likely to just get worse in I5. Many folk feel the foe limit
makes Taunt unnecessary in light of other aggro management tools like
Punchvoke (Gauntlet) and Invincibility. Others feel with the reduced
defensive stance in I5, they may not be able to survive the aggro,
anyway. For those who still take it, there’s much debate over
when to
take it. Is it worth taking before you’ve built enough
defense to
survive its use or do you wait until you've built up reasonable
defense? At what point do you cross that line?
Personally, I like to take Taunt when its available. In the early
levels, your choices are limited, and I find level 4 to be a convenient
time to grab it, even if I don’t use it right away. In I4, I
had enough
defense to use Taunt by around lvl 12-14. In I5, my early testing seems
to indicate this hasn’t changed too much. Maybe 14-16 to be
safe.
However, taking Taunt early becomes a bit more problematic in I5 as
there are actually some competing choices with RPD, DP, and FS.
If you decide not to take Taunt, learn to use your other aggro
management skills effectively. Switch between foes to take advantage of
Gauntlet (Punchvoke). Take advantage of Invincibility's taunt aura.
Please try to be a good judge of how effective you are at doing this.
If you find you simply can't manage aggro without Taunt, either take it
or make sure to let your teammates know. Other AT's have always
expected Tanks to manage team aggro, and some tanks even report being
kicked from teams simply because they do not have Taunt. I’m
not
suggesting you let other players dictate your build and play style for
you, but its something to be prepared for. And remember, you can avoid
a lot of angst by simply telling your teammates what to expect.
On slotting, I would suggest slotting Taunt with recharges,
especially if you aren't picking up Hasten. Taunt may only affect five
foes, but each time you use it you can affect a different set of five.
So having it available more often can help you manage a greater number
of foes.
Combustion
Combustion is a moderate Fire damage DoT PBAoE (point-blank area of
effect) attack, i.e. its an AoE attack with you at its center.
Recommendation: There are two things that surprised
me about
this power when I picked it up. First, at 15', Combustion has a great
radius and can affect a large number of foes around you. Second, it
starts out a bit slow for its endurance cost. Although Axterix has
pointed out to me that its cost is only a little worse than FS and its
more efficient if you can reliably hit three foes around you.
I will suggest Combustion should be part of your build at some
point. Fire Melee is a strong AoE secondary, and Combustion is one of
the two must-have AoE's in the set. If you have held off on
single-target attacks in your early build, take Combustion when it
becomes available and get it slotted.
Breath of Fire
BoF is a cone of fire you breathe from your mouth. It does Fire
damage in a reasonably narrow cone, but has the benefit of increased
base accuracy.
Recommendation: I’ve only had BoF in one
of my builds and
only for a short time before I respec-ed it out. Its not that horrible
an attack, it just isn’t as good as the other AoE’s
in the set. Plus,
it comes at a very awkward time, when you’re busy trying to
make sure
to fit in a travel power and get set up to have Stamina. I still miss
taking out Clockwork "Gears" with this power, tho.
Build Up
Build Up boosts your accuracy and damage for 10 seconds.
Recommendation: Not essential, but it is a good
power. You
should be aware it can’t be made perma. I had a long
discussion with
somebody about this once that I need to dig up and add here. The
conclusion, however, was I don’t recommend adding more slots
to it.
Fire Sword Circle
FSC is a moderate Fire/Lethal damage PBAoE attack. It has a shorter
radius than Combustion, but it does more damage. When you use it, you
will notice a strange pause between when the animation completes and
when you can do something.
Recommendation: FSC in combination with Combustion
makes for
great Inv/Fire tanking. I would recommend both powers 6-slotted. You
may seriously want to consider EndRed in these, even if you
don’t use
them in other attacks.
Incinerate
Incinerate is a single-target high Fire damage DoT attack.
Recommendation: When you get into the later game,
you start
to get opportunities to fight powerful single foes, like
AV’s. In these
battles, it helps a great deal to have the strong single-target Fire
attacks. I definitely recommend taking Incinerate as part of your
single-target attack chain.
Also, Axterix has pointed out to me that Incinerate is incredibly
end efficient. It has the second-highest DPE of any Tanker Secondary
attack, without the HP penalty.
Incinerate does take some getting used to, because the damage is
spread out over a longer time frame than most other DoT’s. It
takes
some experience to get comfortable knowing Incinerate will do enough to
take a particular foe out and you can switch to another foe.
That’s
probably the biggest downside to Incinerate –
you’ll find you waste its
DoT damage because you’ll swing again or a teammate will take
out a foe
that would otherwise be defeated by the follow-on DoT.
Greater Fire Sword
GFS is the strongest single-target attack in the set. Like FS it
does a combination of Lethal and Fire damage and has a Fire DoT. Like
FSC, it has a noticeable pause after the animation completes which can
be unnerving.
Recommendation: I’d suggest taking GFS for
the same reasons
as Incinerate. In the late game, Incinerate and GFS will take a
significant role in your battles with powerful single foes. Early on, I
quickly make Scorch/FS/Incin my single-target attack chain. When GFS
comes along, its easy to change to FS/Incin/GFS. Regardless of which
single-targets you take, GFS and Incin are going to be the best
damage-dealers.
Power Pools
==================================================
I’m not going to spend a lot of time on Power Pools. In my
mind,
they’re largely personal preference. I will comment on a
couple
specific powers.
Tough – As mentioned earlier, if you want
to cap S/L RES,
with ED you now need to include Tough in your build. Tough has a base
of 15% S/L RES, so 3-slotted with even-level DamRes SO’s, it
provides
23.63% S/L RES. Tough has a high endurance cost, tho (0.5/s as of I5),
so you may want to consider adding a slot for EndRdx if you find
slotting EndRdx in your attacks isn’t sufficient.
Stamina – I’ll always recommend
Stamina somewhere between
lvl 20 and 24. You can certainly do without it, but you’re
life will be
a lot easier with it.
Health – I would recommend slotting
Health. In combination
with Dull Pain, this will take your regen rate to a point where you can
ignore a decent amount of incoming damage, at least during the times
Dull Pain is active.
[I]Hasten[/I] – With ED, you can no longer have perma-Hasten.
I
expect this will result in many folk eliminating it from their build.
Hasten still has some value, but it becomes situational, for example
against foes that can slow your recharge rate.
[I]Weave[/I] – Weave provides positional DEF. As a result, it
does
not stack with Invincibility and Tough Hide. Because of this,
there’s
really very little reason to take it as it will only help in situations
where Invinc and Tough don’t already apply, for example
against Psionic
attacks.
Air Superiority – Fire Melee notably lacks
a status effect
power, i.e. a power that disorients, stuns, knockdowns, or otherwise
prevents a foe from fighting for a short time. If you're interested in
flying as a travel power, consider AS as a prerequisite. It has a very
high probability of knocking down a foe. Personally, i just don't like
AS for some odd reason, so i'd recommend you try it on Test for a bit
before you commit to it.
Tips for the new Tanker
==================================================
- It doesn’t help
to
have good resistance unless you know what kind of damage
you’re being
dealt. There’s a small menu at the top of your Chat window.
Click on
“1”, “2”,
“3”, or “4”. A new window will
pop up. Click on the “Add Tab”
button in the middle of it. You will get a pop-up window that asks you
to configure your new chat window. Select “Damage
Received” on the
right-hand side and click on the “Add” button then
click the “OK”
button. This will create a chat window that will always tell you how
much you’re being hurt and (usually) by what type of damage.
Use this
to gauge your survivability in combat. If you have low Energy RES and
you’re seeing a lot of Energy damage, ask your teammates for
help or
start being more conservative in battle.
- Learn to use Invincibility.
The
more foes in melee range, the better your defensve. Depending on how
you've slotted Invinc, this will mean somewhere between 8 and 13 foes.
If you're on a team, most of the groups you find should be sufficient
size you merely need to jump in the middle and do your thing.
You may, however, find situations where in order to improve your
survivability, you need to gather enough foes. For example, if you're
facing a somewhat spread-out group of foes that includes a strong
non-S/L boss. You may need to gather the minions along with the boss in
order to improve your chances. Axterix points out, that the actual
process of gathering leaves you pretty vulnerable. While you're
gathering, you are likely to be subject to more ranged attacks, which
Invinc provides less defense against.
- Be flexible. There are a
lot of
powers that show up in the lvl 18 to 28 range that you're going to want
to slot and you can't slot them all at the same time. Slot them as you
need them. For example, its probably not worth slotting endurance
reduction in toggles until you actually find you have an endurance
problem.
Build
Strategies:
For
goodness sake, take this build advice with a grain of salt! I will try
to provide some broad strategies applicable to different playstyles,
but my advice is necessarily influenced by my personal views of the I5
Inv/Fire Tanker. You may certainly find my advice doesn't meet your
individual needs, but hopefully some of this will be useful anyway.
Overall Strategy
With
the advent of I5, the importance of various powers in the
Invulnerability primary shifted a bit and with ED, it shifted some
more. It is easy to divide the available powers into three broad tiers,
with the top tier including the most useful powers in the set and the
bottom tier covering the most optional. These tiers are the basis for
all of my build strategies, regardless of their individual goals.
Top tier Powers
Primary:
Invincibility and Temporary Invulnerability should be first on your
list for taking and slotting. TI is still the strongest S/L RES power
and Invinc is now the best tool in your Primary for protection. The
more you slot Invinc, the fewer foes you need in melee range to floor
villain accuracy.
Secondary: Fire Sword Circle and Combustion
should be first on your list for 6-slotted attacks. AoE attacks are the
specialty of Fire Melee and these two are the best in the set.
Middle tier Powers
Primary:
Now it gets trickier ... powers you probably want to take, but slotting
is more controversial: Unyielding, Dull Pain, Tough, Tough Hide, and
Health. Most of these powers have been weakened by ED. The newcomer is
Tough, since you cannot cap S/L RES without taking and three-slotting
it. Tough is certainly not required, but I believe ED does move it into
the middle tier.
Secondary: Greater Fire Sword and Incinerate are
attacks you will probably want to have and to slot heavily. In the
later levels, having high-damage single target attacks becomes
important, both for taking out individual threats among groups of foes
(like that non-S/L damage-dealing boss crowded among the eight minions
you have in melee range) and for tanking massive threats like AV's and
monsters.
Bottom tier
Primary: Resist Energies,
RPD, and Resist Elements. You can probably survive without these
depending on your play style. If you're a defensive player, you
probably want to take them, but you may choose not to slot them.
As
mentioned before, you will need three-slotted RPD to get to the S/L
cap. However, since you can get pretty good S/L RES with TI, UY, and
Tough, some folk may find they don’t have room in their build
for it.
With ED, taking and three-slotting REn and REl may become more popular,
since it only costs four additional slots.
Secondary:
You have to take Scorch, and its a decent attack among all the
mandatory tanker secondary attacks, but i would certainly classify it
with Fire Sword and Breath of Fire as the most optional attacks in the
set.
You may note that Unstoppable, Taunt, and Build Up are not
included in the tiers. None of these three powers is necessary, but
they do tend to be a source of constant debate among tanks. I have seen
builds and playstyles that rely heavily on them and have likewise seen
those that do not.
Build Goals
When you start developing a build, you should have an overall strategy
and a collection of goals to support that strategy.
Consider
things like, how much RES do you want to have and when? Is it important
for you to get the most defense out of your build early or to start out
with enough offense to have a full attack chain by lvl 12? How heavily
do you want to rely on Invincibility for overall defense? Do you plan
to play mostly with teams and use a team-focused build or do you need a
build for solo-only play or somewhere in between.
Your answers to all these questions affect how you build your hero.
Let’s look at some specifics.
]Early RES Aggressive Build
If
you start building with the strategy of taking and slotting all your
RES powers as early as possible, you might end up with a build like
this:
---------------------------------------------
Exported from Ver: 1.5.8.0 of the CoH Hero Builder
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)
DmgRes(3)
DmgRes(5)
01) --> Scorch==> Acc(1)
Rechg(7)
Dmg(7)
Rechg(11)
Dmg(11)
Dmg(13)
02) --> Resist Physical Damage==> DmgRes(2)
DmgRes(3)
DmgRes(5)
04) --> Taunt==> Taunt(4)
06) --> Boxing==> Empty(6)
08) --> Unyielding==> DmgRes(8)
DmgRes(9)
DmgRes(9)
10) --> Swift==> Run(10)
12) --> Hover==> Fly(12)
Fly(13)
14) --> Fly==> EndRdx(14)
Fly(15)
Fly(15)
Fly(21)
16) --> Tough==> DmgRes(16)
DmgRes(17)
DmgRes(17)
18) --> Invincibility==> DefBuf(18)
DefBuf(19)
DefBuf(19)
20) --> Health==> Heal(20)
Heal(21)
22) --> Stamina==> EndRec(22)
EndRec(23)
EndRec(23)
24) --> Resist Elements==> DmgRes(24)
DmgRes(25)
DmgRes(25)
26) --> Resist Energies==> DmgRes(26)
DmgRes(27)
DmgRes(27)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
This
build ends up with 55.25% S/L RES by lvl 12 (if you can afford the
DO’s) and jumps to 74.75% S/L RES at lvl 17 with the addition
of Tough.
It also gains 13% non-SL RES at lvl 12 (with DO’s). When
SO’s become
available at lvl 22, this build reaches 97% S/L and picks up 27% F/C/T
RES at lvl 25 and 27% En/Neg RES at lvl 27 with REl and REn,
respectively.
As a consequence, however, Stamina gets pushed out to
lvl 22 and the build is reduced to a single attack from its secondary
for quite some time. The build also skips Dull Pain, which can be a
useful survival tool in the early levels. Resist Elements and Energies
are available sooner, but taking them would mean delaying a travel
power or Stamina even longer. Even skipping Taunt at lvl 4 wouldn't
bring them in sooner, since neither is available that early.
This
may be an ideal build for a very team-centric tank who wants to grab
aggro for her team as early as possible, but it does come at the cost
of slower-paced solo-ability.
Early Moderate Build
Here's a nice moderate build:
---------------------------------------------
Exported from Ver: 1.6.2.0 of the CoH Hero Builder
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)
DmgRes(3)
DmgRes(5)
01) --> Scorch==> Acc(1)
EndRdx(3)
Dmg(7)
Rechg(13)
02) --> Fire Sword==> Acc(2)
EndRdx(5)
Dmg(7)
Rechg(13)
04) --> Taunt==> Rechg(4)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8)
DmgRes(9)
DmgRes(9)
10) --> Resist Physical Damage==> DmgRes(10)
DmgRes(11)
DmgRes(11)
12) --> Hover==> Fly(12)
14) --> Fly==> Fly(14)
Fly(15)
Fly(15)
16) --> Health==> Heal(16)
Heal(17)
Heal(17)
18) --> Invincibility==> DefBuf(18)
DefBuf(19)
DefBuf(19)
20) --> Stamina==> EndRec(20)
EndRec(21)
EndRec(21)
22) --> Dull Pain==> Rechg(22)
Rechg(23)
Rechg(23)
24) --> Combustion==> EndRdx(24)
Acc(25)
Dmg(25)
Rechg(27)
Dmg(27)
26) --> Build Up==> Rechg(26)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
This
build also ends up with 55.25% S/L RES by lvl 12 (if you can afford the
DO’s) and 13% non-SL RES at lvl 12 (with DO’s), but
it stays there
until SO's are available. When SO’s become available at lvl
22, this
build reaches 66.7% S/L and 15.7% F/C/T RES. These are slightly weaker,
but certainly the S/L RES is still strong enough for most situations.
As
a consequence, however, Stamina gets pushed out to lvl 22 and the build
is reduced to a single attack from its secondary for quite some time.
The build also skips Dull Pain, which can be a useful survival tool in
the early levels. This may be an ideal build for a very team-centric
tank who wants to grab aggro for her team as early as possible, but it
does come at the cost of slower-paced solo-ability.
Offense-oriented Build
If you want to go the route of offense as the best defense, you might
put together a build like:
---------------------------------------------
Exported from Ver: 1.6.2.0 of the CoH Hero Builder
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)
DmgRes(3)
DmgRes(5)
01) --> Scorch==> Acc(1)
Dmg(3)
Rechg(7)
Dmg(9)
EndRdx(13)
Dmg(17)
02) --> Fire Sword==> Acc(2)
Dmg(5)
Rechg(7)
Dmg(9)
EndRdx(15)
Dmg(19)
04) --> Dull Pain==> Rechg(4)
Rechg(23)
Rechg(25)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8)
10) --> Combustion==> EndRdx(10)
Acc(11)
Dmg(11)
Dmg(13)
Dmg(15)
Rechg(17)
12) --> Hover==> Fly(12)
14) --> Fly==> EndRdx(14)
16) --> Health==> Heal(16)
Heal(23)
Heal(25)
18) --> Invincibility==> DefBuf(18)
DefBuf(19)
DefBuf(21)
TH_Buf(27)
20) --> Stamina==> EndRec(20)
EndRec(21)
EndRec(27)
22) --> Build Up==> Rechg(22)
24) --> Taunt==> Rechg(24)
26) --> Resist Energies==> DmgRes(26)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
With
DO's at level 12, this build reaches 44.5% S/L RES and 11% non-S/L RES.
With SO's at level 22, this build reach 53.1% S/L, 12% non-SO, and then
jumps to 21% En/Neg when it picks up Ren at 26. In exchange for
slightly worse defense, it gets three six-slotted attacks and BuildUp,
and gets them a few levels earlier than the moderate build.
Current 50 Build
Finally, here's an example build i'm testing with as a prespective
build for my lvl 50 Inv/Fire:
---------------------------------------------
Exported from Ver: 1.6.2.0 of the CoH Hero Builder
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1)
DmgRes(3)
DmgRes(5)
01) --> Scorch==> EndRdx(1)
Acc(3)
Dmg(5)
Rechg(7)
Dmg(9)
Dmg(13)
02) --> Dull Pain==> Rechg(2)
Rechg(7)
Rechg(9)
Rechg(13)
Heal(37)
Heal(45)
04) --> Taunt==> Rechg(4)
Rechg(46)
06) --> Swift==> Run(6)
08) --> Unyielding==> DmgRes(8)
DmgRes(11)
DmgRes(11)
10) --> Boxing==> Empty(10)
12) --> Hover==> Fly(12)
Fly(45)
Fly(46)
Fly(46)
14) --> Fly==> EndRdx(14)
Fly(15)
Fly(15)
Fly(37)
16) --> Tough==> DmgRes(16)
DmgRes(17)
DmgRes(17)
EndRdx(21)
18) --> Invincibility==> DefBuf(18)
DefBuf(19)
DefBuf(19)
TH_Buf(37)
Taunt(43)
TH_Buf(45)
20) --> Health==> Heal(20)
Heal(21)
Heal(23)
22) --> Stamina==> EndRec(22)
EndRec(23)
EndRec(25)
24) --> Resist Physical Damage==> DmgRes(24)
DmgRes(25)
DmgRes(27)
26) --> Combustion==> EndRdx(26)
Acc(27)
Dmg(29)
Dmg(29)
Rechg(34)
Taunt(34)
28) --> Tough Hide==> DefBuf(28)
DefBuf(36)
DefBuf(40)
30) --> Fire Sword Circle==> EndRdx(30)
Acc(31)
Dmg(31)
Dmg(31)
Rechg(33)
Taunt(34)
32) --> Resist Energies==> DmgRes(32)
DmgRes(33)
DmgRes(33)
35) --> Resist Elements==> DmgRes(35)
DmgRes(36)
DmgRes(36)
38) --> Incinerate==> EndRdx(38)
Acc(39)
Dmg(39)
Dmg(39)
Rechg(40)
Dmg(40)
41) --> Greater Fire Sword==> EndRdx(41)
Acc(42)
Dmg(42)
Dmg(42)
Rechg(43)
Dmg(43)
44) --> Build Up==> Rechg(44)
47) --> Unstoppable==> DmgRes(47)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------
Basic Info for Beginners
If
you’re new to being a Tank or have previously shied away from
CoH game
mechanics, now may be the time to learn a few new things. Issue 5
brings a series of changes to Inv/Fire and its difficult to fully
appreciate them without a basic understanding of how things work in the
game.
RES and DEF
==================================================
There are two basic types of defense in CoH: Resistance
(RES) and Defense (DEF).
Resistance
affects the damage you take from an attack. If you have resistance and
an attack against you is successful, it will do less damage. For
example, say you have 25% RES to Fire attacks and a Demon shoots you
with fire for 100 points of damage. That 100 point attack will only do
75 points of damage to you.
An important thing to note about
Resistance is its specificity to damage type. There are eight types of
basic damage: Smashing, Lethal, Fire, Cold, Energy, Negative Energy,
Toxic and Psi. The Invulnerability powers typically provide RES to only
one or two damage types, which makes it important to have a general
feel for how resistant you are to each type and to gain some experience
in what type of damage certain foes specialize in.
Tankers
cannot have more than 90% RES to any type of damage. Even if your
powers give you an accumulated RES over 90%, you will always take 10%
of the damage an attack does. For example, say you have 110% RES to
Fire and a Demon shoots you for 100 points of damage. That attack will
still do 10 points of damage to you even though you have 110% RES. This
is known as the resistance cap. For Kheldians, the
RES cap is 80% and for all other AT’s its 75%.
In
addition to the eight types of basic damage, there are two unusual
types you may be interested in. Untyped damage is damage that cannot be
resisted. There aren’t many things that can do Untyped Damage
in the
game. Hamidon is one prime example. Nictus damage is a special kind of
damage only Kheldians experience. You won’t need to be
concerned with
Nictus damage as an Inv Tank.
On the other side of the coin is
Defense. Defense affects how successful a foe will be in hitting you.
If you aren’t hit, it doesn’t matter how much RES
you have, you won’t
take any damage. Of course, on the other hand, if you are hit, but
don’t have any RES, you’ll take full damage.
Different types of foes
have a different base chance of hitting you. Your DEF is subtracted
from that chance resulting in a final chance of being hit. For example,
if you have a 15% DEF bonus and a villain has a base 50% accuracy, the
villain will have a 35% chance to hit you.
No matter how much DEF you have, a foe will always have a 5% chance of
hitting you. This is known as the to-hit floor.
For example, if you have 65% DEF and you’re being attacked by
a villain
with a 50% chance of hitting you, the villain will still have a 5%
chance to hit you.
DEF is either [I]typed[/I] or
[I]positional[/I]. Typed DEF only applies to a specific type of damage,
for example 25% DEF to Fire damage. Positional DEF depends on whether
the attack is a melee attack or a ranged attack. Anglican has an
excellent Guide to Defense that you can
check for all the details.
Tankers
tend to have typed DEF. For example, Invincibility is DEF to
S/L/F/C/En/Neg/T (note Psi is missing). For attacks that have multiple
types, only the highest typed DEF counts. So, if you have 10% DEF to
Fire and 20% DEF to Lethal and a villain attacks you with Fire Sword
(mixed-type Lethal and Fire), you get 20% DEF to the whole attack, i.e.
both the Fire and Lethal components.
As an Inv Tanker, your
primary powers are focused on providing you with RES and DEF. Its
important to understand the basic concepts behind these defenses so you
can make choices on how you select and slot your powers.
==================================================
Appendix One Issue 5 Summary
I
left this here as a reference for folk who have been gone since Issue
4, to help them understand what has changed in the recent past. For the
full details, please check Buffy's Guide reference above. The following
list summarizes the major changes affecting Inv/Fire tanks in Issue 5:
- Resist Physical
Damage – was 12.5% RES to Smashing/Lethal, now 7.5%
RES to Smashing/Lethal
- Temporary
Invulnerability – was 32.5% RES to Smashing/Lethal,
now 30% RES to Smashing/Lethal
- Resist Elements
– was 20% RES to Fire/Cold, now 7.5% RES to Fire/Cold/Toxic
- Unyielding
– was 20% RES to Smashing/Lethal/Fire/Cold/Energy/Negative,
now 5% RES
to Smashing/Lethal and 10% RES to Fire/Cold/Energy/Negative/Toxic. The
status protection and 5% DEF debuff remain unchanged
- Resist Energies
– was 20% RES to Energy/Negative, now 7.5% RES To
Energy/Negative
- Invincibility
– now 3.5% melee / 1.5% ranged DEF for every foe in melee
range up to
14 (Note: current official statement from the Devs is this is supposed
to be 1.5% melee and probably 0.75% ranged DEF for each foe in melee
range but testing appears to prove otherwise)
- Tough Hide
– now 5% DEF to all but Psionic
How to adapt:
So you’ve tried I5 and you’re dying a lot or
feeling less like a Tank – what to do:
- Stop
the pain! Fix your S/L RES. You probably need to respec to get back to
the S/L cap if you didn’t put more than one slot in TI in I4.
Get TI
6-slotted and use Buffy’s Guide (referenced above) to choose
your
preferred method for getting the rest.
- Change
your tactics! Get Invinc slotted with DefBuf. In I5 you have become an
Invincibility Tanker. Take advantage of the DEF it provides. If its
6-slotted, you probably only need 5-6 foes in range to be able to read
the newspaper.
- Think about
getting and slotting Tough Hide. Its only 5% base DEF, but add that to
Invincibility and now you need fewer foes in melee range to floor
minion accuracy.
- Think about
getting perma-DP and 6-slotted Health. You’ll be amazed how
much this
combination helps against non-S/L groups. With the drop in non-S/L RES,
you’re going to take more damage. With DP and Health, it will
heal
pretty quickly if its not too significant.
- Decide
how much non-S/L RES you want. Slotting UY, REl, and REn is less
effective in I5. Do you want to spend these slots even with their
smaller return or are you going to take a different approach, like
greater offense.
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