*UPDATED* Invulnerability Tanker, the first 20 levels
UPDATE for Issue 20 including inherent Fitness
Since I wrote this a couple of years ago the Dev's have seen fit to grant every AT in the game with a sizable buff by making the entire Fitness pool inherent. What this means for all of us is that we no longer need to devote three power choices to acquire the Stamina power thus giving us far more flexibility in our builds, particularly in our pre-level 20 builds. Because we no longer need to shoehorn Hurdle/Health/Stamina in by level 20 we're free to get powers that help our durability and/or our offense.
As an added bonus we also got a brand new inherent ability, Bruising. This ability was added to our Tier one attack and it applies a -20% resistance debuff on our target for 10 seconds. What that means in plain English is that the enemy you hit with your tier one attack will take more damage, an attack that would normally do 100 points of damage would hit a Bruised enemy for 120 points of damage. It's not just your damage either, you've softened up that baddie so your Blaster teammate can hurt him more as well.
Now, on to the revised guide:
I've seen people asking about just how to build their Invuln tanker, and I thought I'd post a mini-guide to help new tankers through the first 20 levels. Many Invuln tankers end up with very substandard builds in the early levels, mainly because they had no idea what the critical powers to get were. This guide applies to any secondary you might want to pair with your Invulnerable tanker.
Those of you who already know the game can skip this part.
For those just joining us I should probably digress a bit and discuss the way damage and your powers work in the game. First, you need to know that damage comes in different types, with Smashing and Lethal being most common (abbreviated S/L) while other types such as Energy, Negative, Fire, Cold, Toxic and Psi being less common (E/N, F/C, T, P). Defenses and resistances typically protect against a pair of damage types hence they're referred to as S/L for a power that protects from Smashing & Lethal, E/N for a power that protects from Energy & Negative and so forth.
Expanding on that a bit any attack that uses punches, kicks, hammers or anything like that is what we would call "smashing" damage. "Lethal" damage includes things like guns, knives, swords, claws and similar. "Energy" damage is things like electricity, lasers and other "light" attacks while "negative" would be dark attacks. An example of negative damage is the blasts that the Skul's gang in the low levels use. "Fire" and "cold" are pretty self explanatory, fireballs and flamethrowers are fire while ice bolts are cold. "Psi" is the catagory that mental attacks fall under and it's quite rare in the game. "Toxic" is poison attacks and it's the rarest damage in the game.
Smashing and Lethal are the most common damage types and those you'll encounter most often throughout the entire game; from the figures I've seen roughly 70% of all damage falls into that category. Energy and Negative would be the second most common damage and it accounts for about another 20% of what you'll face while Fire, Cold and Psi are quite rare. Toxic is almost nonexistent outside of a very few situations, although you'll face a fair amount early dealing with Vahzilok (sp?). After level 20 Toxic nearly vanishes from the game until a few high level encounters in the 40's.
Here's an outline for your Invuln tanker's early career:
A good thumb rule for building an Invulnerable Tanker would be something like this:
Level 1 - Temp. Invulnerability & tier one attack - TI is one of the four most vital powers in your build so get it right away. It provides three times the protection that your other choice, Resist Physical Damage, does (30% S/L resistance vs 10%). The Tier one attack is an example of Hobson's Choice although thanks to the new Tanker inherent power of Bruising it's usefulness has climbed dramatically.
Level 2 - Dull Pain - This is another of your four cornerstone powers; I wouldn't delay it much and given the lack of choices this is, in my opinion, the ideal time for it. It provides a huge heal for you and it drastically increases your total hit points for 2 minutes after you hit it.
Level 3 - 2 slots available, place in TI or Dull Pain.
Level 4 - Tier 2 or 3 attack depending on your secondary, some you're better off with one over the other. For most secondaries the Tier 3 is the better choice.
Level 5 - two slots into your level 4 attack
Level 6 - Your travel power prerequisite. (For Fly that would be Air Superiority or Hover, for Super Jump that would be Combat Jumping, for Super Speed it would be Hasten and for Teleport it would be Recall Friend)
Level 7 - 2 slots to distribute, candidates are Temp. Invuln, Dull Pain or your level 4 attack.
Level 8 - Unyielding - this is your Mez protection and the third and arguably most vital of your cornerstone powers and you want to take it ASAP. With this power active you're almost totally immune to all hold, sleep, knockback, immobilize and stun effects and it provides minor S/L resistance and a bit more E/N/F/C resistance.
Level 9 - 2 slots in Unyielding
Level 10 - Taunt, you have to wait until 18 for your taunt aura. Alternately whichever of your attacks you didn't get at level 4.
Level 11 - 2 slots to distribute, candidates for them are TI, DP and your attacks.
Level 12 - This is an "open" selection, good candidates are Resist Physical Damage or Boxing (from the Fighting Pool, you'll need that pool if you want to build for maximum durability)
Level 13 - 2 slots available, by this point you're probably starting to notice endurance being an issue so I'd put them into Stamina.
Level 14 - Travel power (Fly, Super Jump, Super Speed or Teleport)
Level 15 - 2 slots available
Level 16 - This is an "open" selection, good choices are RPD, Boxing or Tough (Fighting Pool) or another power.
Level 17 - 2 slots available
Level 18 - Invincibility - this is the fourth of the cornerstone powers in your build and should be taken immediately. It provides a large amount of defense that increases with the number of baddies around you, provides a tohit bonus that also increases with the number of baddies around you so it's easier to hit them and it's your taunt aura so it attracts attention and makes the baddies STAY clumped around you.
Level 19 - 2 slots in Invincibility
Level 20 - Another "open" selection, candidates are your tier 5 or 6 attack, another power from the Fighting Pool or a power of your choice.
Level 21 - 2 slots available
At this point you should have roughly the following:
TI - 4 slots
Tier 1 attack - 3-4 slots
Dull Pain - 5 slots
Tier 3 or 2 attack - 5 slots
Unyielding - 3-4 slots
Invincibility - 3 slots
Stamina - 3 slots
Your other powers are fine with the default slot for now, you may look to add some to them later on in the build. Now on your slotting... I would suggest slotting TI & Unyielding with 3 resist/1 endred, Dull Pain should get 3 recharge/2 heal and your attacks should get 1-2 accuracy/2-3 damage and 1 endred. Invincibility should get 2-3 defense/1 endred. You'll save more end with one endred in an attack than you will by slotting 2 endred in ALL of your toggles, so keep that in mind if you have end problems.
That pretty well covers your bases to level 20, from there on it will depend on your secondary. Boxing/Tough/Weave from the Fighting Pool are needed if you want to maximize your durability, thanks to Inherent Fitness you can get them early now. Also be sure and pick up Tough Hide at level 26, it's a nice chunk of endurance-free defense. I recommend fitting in Resist Energies sometime, probably in the 20's... it can wait until very late if you're really tight on your build though. Resist Elements is entirely skippable. If you're building for the defense soft cap (see the guide in my sig) you may find Unstoppable to be skippable as well.