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Posts
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Quote:Great point, I'm probably going to edit that thank you.I do have one quibble about this post, that I am surprised someone else hasn't noted.
An MM can and does "run in." I solo almost exclusively on one of my MMs, and I ran on Unyielding before, and now I run on +1/x3 (give or take) and do just fine. I have also "tanked" for the team with that character, granted that if the team takes too long in getting in there, I will have issues. If I took the time to IO him out (which I won't do), I am sure I could make him a pretty awesome force. -
Quote:I totally agree with you, although my typing may not be the best, I agree that a wall of text is very annoying.In a second I'm going edit this post and reply to Darkness using your edit because it's sooo much easier to read lol.*shakes head*
I can't believe I actually read all of that.
Basically? Wall of Text = Bad. Try to use line breaks, also, there is a key (called [Shift]) that makes some letters capitalized. Generally, these are important words, and they also tend to begin sentences. Also, articles are your friends too, words like "a" and "the."
Translation:
Quote:Perhaps you missed the part where I said that Tanking is a mindset not an AT... Anyone who distracts the mobs, debuffs them to death or controls them in order to make it safe for the team to handle without taking the Alpha is a Tank.
And if the Tank doesn't have the star? What is the leader going to say on every mob: "OK, Tank, go in we are ready"? ‘Tis slow and unnecessary. If the Tank sets the pace, you will quickly figure out how best to support him. I feel constantly pressured to press forward, even though there are straggler mobs. It seems to me that tanking is an art of pacing the team, monitoring agro and knowing when to advance to the next spawn (which is when the mob size and remaining danger is minimal).
Too slow = Boring
I feel if the Tank keeps a quick pace and mobs are dying quickly and the tank is pushing onward, toward the team-wipe-edge then the team will have a blast: the Defenders are doing their thing, the Scrappers/Blasters are killing like mad and the Trollers are doing double duty (controlling and buff/debuffing). I hate waiting for buffs before a mob rush. Just buff during combat as the team should be reasonably close (but not too close to the Tank due to mobs’ AOEs) to the tank for all to get buffed. Buff on the way as I say.
I did a Posi TF in 2.5 hours on an 8 man team...that was a killer pace pre-i16! Everyone had fun... and I knew when to push the envelope. Sometimes it went poorly and 1-2 would die, but it was rare and the pace wasn’t "too safe" and therefore boring.
1. for the first paragraph, huh? By saying anyone who, and I quote,"Anyone who distracts the mobs, debuffs them to death or controls them in order to make it safe for the team to handle without taking the Alpha is a Tank." This sounds like your describing a friggin troller man. You really need to grasp an Idea of what a tank.
2. Again I must say huh?!?!?! Are you telling me that all the person with the star says is go in there tank and do your thing? That is definately not a leader. Yeah the leader may say that but the leader only says that when the team is ready...like after the other teammates are ready and have finished doing what they need to do. EX: Buffing, confusing the crowd, or even just getting pets out.
3. "Too slow=boring" yeah if your an out of control 10 year old ADD kid sheesh man. Sometimes a team need to move fast and then sometimes a team needs to move slow. You can't always use the same tactic of running in head first with a tank leading the charge...people DIE!!!!
4. Only correct thing you have said, for describing one situation in the game!!! There is alot more going on behind the scenes of this and you would know that if you played other classes besides a tank. (You are correct on trollers doing double duty but other classes just don't have one role.)
5. I am not saying that you have to move at turtle speed. I am saying that you can't let the tank decide for the whole team how fast the team should go because the tank can "handle the mobs" You must understand that other classes in the game are not as strong as the tank and can't handle as much as the tank can. A tank needs to take in consideration of what his team mates and their skill sets can handle. A tank is not doing that if he is judging the pace of the team by comparing it to his limits as you have said here:
Quote:
Tank sets pace..tank knows his limits and will push party forward.
You are mixing up the idea of leading the team with being the guy in front of the line.
I am still in full support of my first answer to this thread:Quote:The tanker can't do everything man lol I honestly dont have space for a mastery pool let alone a leadership pool. Anyways think of it this way, most leaders in war don't charge in, they lead the team and give them orders, mm is a great leader class, and they can't run in at all lol.
EDITED after post #15 because Thirty Seven pointed out a good point. "and they can't run in at all lol." found in the quote of myself is incorrect and should be changed to: They usually are not the person on the team who is running into the fight head first. -
Quote:Well I gotta say GritsI've tanked most everything in the game with a Stone and an Invuln; now that it's relatively easy to soft cap an Invuln the gap between the two has narrowed quite a bit... to the detriment of my playtime with the Stone/Fire. If he wasn't on another server from my Inv I doubt I'd play him much at all, he just doesn't bring much to the table that the Inv can't do as well.
The 4 patron AV's in the STF example was with my Stone/Fire tank, Granite Flame; and as long as I had the mez protection to handle GW's godawful hold I was in no real danger. At that time I believe that tanker was running a HO/SO build with minimal if any IO sets; this was early in the IO era... maybe issue 9, certainly no later than issue 10.
I've done the same once or twice with my Invuln/Stone tank, Call Me Awesome but I'll admit there were some buffs floating around. This was back in issue 9, so I was a long way from the def soft cap but that team had 2 sonic defenders and a FF controller so my durability, or lack thereof, wasn't an issue.
There haven't been a lot of other situations I can recall where I've had to tank more than one AV, I've generally avoided AE and most missions will only have one, at most two widely separated AV's.lol quite the achievements there. I mainly play a Fire/fire and came back to the game to find that my toon has been completely nerfed and needed a full respec. From my understanding WP is very similar to invul. So this is great news for my brute thank you.
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Quote:Ahh yeah. I was just curious about like what the average a wp/ss could take because I'm currently working on a Wp/ss brute.(EDIT: I know brutes are different from tanks just like to get a feel) he's 33 and I'm loving him. What I usually do to test how much my tanker can take, I go into ae and create custom but similar to what you would see in game and I'll see how many I can take when thier powers are on normal, then how many I can take on Extreme.It depends entirely on the tanker and the AV's in question. AV's like Chimera are easy, and you can handle multiple of that type for quite a while. AV's like, oh say Ghost Widow and you'll probably need outside buffs to handle only one.
Different tankers have different levels of survivability; and different AV's are strong vs different things. There's really no way to meaningfully answer your question.
Raw numbers, the most I've ever had at once was all four of the STF patron AV's on my Granite tanker... with the stacked Increase Density to beat GW's hold I wasn't having any problems. If I hadn't had the MAG 100+ hold protection from 7 ID's on me then I'd have been dead the instant GW hit me with her hold.
I've tanked Reichsman and one of his "support" AV's with my Invuln... that wasn't any issue. Of course other than his obscene hit points Reichsman is a wimp.
Most the time though I see what my greatest weakness is and then I'll create a few AVs that address exactly what my weakness is and see how many of those I can take(not many though lol)
Although you gave a pretty dang good answer, is the tank your talking about your stone? -
So I'm just curious, have you tried to see how many AV's you can take on at once, not necessarily kill them but take the damage and not die?
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Ahhh the beautiful and elegant but mysterious fire fire tank lol. I made my fire fire tank in 05 and things have changed a lot with it. There is one key thing about the fire fire tank though.
It probably takes more tactics and skill then all the other types of tanks out there. Your going to want to take weave since you have tough and try to fit in acro. When your playing your fire tank, don't expect to run into the mess like a stone or wp. You should be pretty strong though if you take weave tough and acro. Out of everything I have played in this game Fire fire tank has to be my favorite and it's because it stands out. You output a lot of damage and you can tank but you have to tank with style lol. Herding is a big yes yes when tanking with a fire fire if you can.
It helps a whole bunch with the amount of damage you are taking in and if you got someone with lock downs on your team make sure to have them using them so you can throw burn. I also suggest taking everything in fire aura because..shortly...you are going to need it.
Now I'm not going to give you an exact build out because I think you need to learn that on your own so you can be the best you possibly can with your fire. Keep in consideration with the powers I suggested getting and when leveling take the one you think you'll need the most. Read the descriptions on the powers too. Like healing flames gives a resist buff. That could help you when you are trying to figure out when would be the best time to throw it off.
Fire fire tank has gotten weaker over the years but it's still one of the higher resistant tanks(not highest but its like 3rd or 4th) You have to be aggressive and smart with your fire tank. Nice thing about fire fire is its usually quick on recharge on everything.
Good luck and if I repeated anything people have already said I apologize and give you props for posting it before me
EDIT: Also, as far as IOs go, I honestly don't think you need to max them out on a fire fire tank. What I preferably do is used the PBAoE sets and go for the ones with regen. I try avoiding the ones that go on the actual shields because you are taking a resist or defense hit when you usually do that. I run with like 6-9IOs and they aren't even the expensive ones and they aren't even full sets and I just do fine. All the resources for your fire tank are already there, and with this many replys on your thread, you are going to be able to find the "Sweet Spot" us fire tankers love so much. -
Quote:Okay I disagree with you on the stuff I quoted. You are making it sound like the tank is the most needed AT in the game and is the back bone of all teams and that is extremely untrue. Although this may work occasionally it is not always the best way to lead a team. A team is only as strong as it's weakest member not as it's tank. If you have the tank setting the pace and constantly rushing into things doing things his own way people are going to die. You are using the tank as a vary narrow and limited AT by playing your tank like this. Trust me I started playing this game in Oct. of 2005 and throughout the years I have seen many many different tanking styles. Although this may be common for you, this usually leads to the fall of a team, especially if it's a PuG.rule number from fight club
1. always follow tank
2. remember rule #1
regardles of has star..the tanker (or tank proxy) is the lead!
Tank sets pace..tank knows his limits and will push party forward...any time u have other ATs running ahead..and expecting tank to save them..they are wrong..(exception are scrappers- they have their own agenda and pace) I won't save a scrapper on my tank unless i can do so without losing agg or hurting myself or party.
if every AT follows tank (main tank) then there will be no confusion...blaster cant save u if u make a bad turn..scrappers generally dont have the taunts to effectively pull aggro off someone (shield and invul are exceptions) even a defender will lose the war of attrition of damage incoming on a wayward blaster and heals applied.
Now if someone else has the star and you think the tank is leader your dead wrong and I'm sorry. If people are listening to the tank and not the leader you are going to end up with split teams.
There is just so many things wrong with your post and by using this post as advice is limiting your team and their powers. A team needs to work together, learning how they can benefit from each other and go into problem and be their FULL POTENTIAL, not what the tank can do.
I created a tank and thought I was a good leader, but when I created an Empath I truly saw how things were on the support side of the team. Then I made a troller and I saw how they helped the team. A good leader understands his team and does not limit their abilities to match his own. -
Quote:What I meant was just because your leading the group into battle head first, your not necessarily "leading" the team. A MM is always playing the role of a leader because they are leading their soldiers/robots whatever and giving them commands. yeah, A Tank can be a leader, hell look at Super Man, he's a tank and is a leader, but not all tanks can be leader.I have no problems with your opinion and I am not going to argue your point as I have no interest in changing your opinion but I will ask only this "You don't ever see MMs leading the charge?"
I honestly think that the best place for the leader to be is in the back behind the lines so he/she can see what is going on. It really is all about your leading styles though. A tank doesn't really need the leadership buffs, and only the people near him can get the buffs, and those people are very few(usually scrappers unless you are in a cramped room). A defender/troller or even a blaster who is in the back of the group, would benefit more from the buffs.
As a side note, A PB or WS who are very balanced classes would both benefit from having leadership and since the PB and WS play so many different roles, they could adjust their playing style so they are near the people who currently need the buffs in the situation. -
Quote:Okay I agree that every class has a purpose but like what people have been saying throughout this entire thread, this is a thread to make an absolutely useless class and I was only giving suggestions.No "class" is useless when played by a skilled player. Actually, all archetypes can be quite useful if built and played well. The same also applies to all powerset combinations for every archetype.
The closest thing to useless that comes to mind is that some powersets add relatively little when there's already someone with that powerset on the team. For example, sets like Force Fields and Kinetics do what they do so well that teammates are usually at or near the defense or damage caps with just one on the team. Even then they can contribute by using their primary or secondary more, depending on the archetype.
I believe that if you are going to make an absolute useless class, when choosing your AT choose defender or a scrapper. Scrappers do not benefit the team in any way besides that they can do damage, which every other class in the friggin game can do, or a defender which has been made into a useless AT. there's atleast one AT that can do what a defender can do besides becoming a D3.(When I mean make a defender dont use empathy, kinetics, radiation, or darkness) -
The tanker can't do everything man lol I honestly dont have space for a mastery pool let alone a leadership pool. Anyways think of it this way, most leaders in war don't charge in, they lead the team and give them orders, mm is a great leader class, and they can't run in at all lol.
EDITED after post #15 because Thirty Seven pointed out a good point. "and they can't run in at all lol." is incorrect and should be changed to: They usually are not the person on the team who is running into the fight head first. -
Quote:Good point and honestly, I have always thought of a scrapper as a 10 year old ADD kid running around pissing things off or a tanker wannabe. The only thing they are good for is soloing and being a secondary tank...but no one ever wants to be #2 so they always end up whining.Useless class? there's no such thing as a "useless" class, only useless players.
And for what it's worth, the most "useless" class blueside IMO is Scrapper (as in, they don't act as force multipliers or fullfill any crucial role in teams) so that should tell you something
EDIT: sorry for replying Tenacious. no war needed lol and not to mention scrapper is the most common class. -
Another funny thing to do would be to make a healing tank, make a tank and get everything in leadership and medicine. that would be funny
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Quote:but then you have a purpose, a healer. the class has to be absolutely useless."Healer". And the most direct translation possible: Emp/Psy with the Medicine Pool. Nothing used but the direct heals and the Rezzes.
But even then, there is literally nothing in this game that is useless that isn't directly funded by the stupidity and/or ego of the player. It isn't EQ or FFxi. There are no low level Thieves here. -
you could always six slot brawl just for fun and also six slot rest and sprint and if you go defender get some crappy random power pools but don't get a travel power.
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Try a defender, they have made it the most useless class in game because any archetype can do what they do better. The only thing that a defender can do that no other class can do is be a Darkness darkness defender, which is an awesome and ultimate hybrid class. Try a archery/archery defender, they are completely useless because the archery blasters out do them.
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Quote:Always nice to see someone new to the game welcomeHello all
Just wanted to ask 2 quick questions. Please bare in mind I'm new to this game.
1. Almost all the guides and post I've seen recommend SS. Why is this the case and are their any other secondaries that are viable?
2. In the same light, are fire, wp and inv the only viable primaries?
Thank you for your time
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1. SS is very common and nice because it offers a lot of knockdowns and like the other people mentioned rage. Also there is Fire melee. Not many people know too much about fire melee in pvp because fire isn't commonly seen in pvp. Fire will add a lot of damage out put but if you are going against another tank(Brute) it's most common for you to die because they always have such high fire resistance. Mace is also a pretty fun selection.
Also I can't remember if tanks get electric melee or not but if they do those are very nice choices for the "Area of Effect" damages and the high output.
2. Never think that you are forced to take certain primary. I strongly suggest creativity and customization. Although INVUL. and WP are prolly your best bet I suggest playing what you like. In CoH not all tankers play the same.
For Example: Fire/Fire uses the most tactics and gives a certain rush when playing because there is a higher risk you will die and you can't just charge into the crowd, you usually have to herd or something else. I also know that stone stone tankers are the completely opposite of fire fire but not good choice for pvp because they move as fast as a rock and tp can be a hassle in pvp because you have enemies that can run away from you. Shield is a pretty fun choice as well because of the damage and you are focusing on deflection.
Those are just some examples. Invul and WP play very similar though and are great choices for pvp but never feel held down and feel like you have a limited selection.
I hope that helps and sorry if I gave too much info it's hard to just some up all this stuff. Again glad to have another member in CoH and hope you have as much fun as I have had. -
The great thing about stones is nothing can kill you lol if built right which is very easy I mean you dont need IOs at all its that awesome. The only thing that makes people not take stone armor is the speed is horrible!!! you are moving around as fast a rock moves...not at all lol get TP and teleport to the next group and your fine. also heres a build tip for ultimate destruction with stone armor.
-stone armor-
Stone skin
Earth's Embrace
Mud pots
rooted
granite armor
-Fighting-
boxing
tough
weave
-Teleport-
TP friend
TP
-Fitness-
Swift
health
stamina
*if you take stone mastery work your way up and get quicksand*
That's how my buddy has his build and he couldn't die ever. never saw him die once.
You don't need fighting but if you never want to die, take it if you have the room. fitness is a preference for me. -
Yeah it's still pretty good and still one of my favorite combos. you do usually -5 on your tick with burn and if you have three reds FE and build up your doing around -11 a tick. Still not as good as before ED but still a great combo and still my primary attack.
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Quote:Since WP doesn't have a self heal, what I plan on doing is getting the self heal from the medicine pool and getting tough and weave just so I'm insanely strong. The reason I am getting the self heal is sometimes I find myself wishing for one when I'm taking on a mass amount of enemies. I think it is always worth it to check out the pool powers and not stay so strictly to your power sets. The pools are there for you choose from them and it's a great idea just to check them out and see if it fits your play style. Tough and Weave always are a great choice for any tank/brute and the self heal is a great idea for WP because we don't have one.is it worth getting fighting pool or leadership for a ss/wp and also if wp has increased stam and health should i pick fitness?
Fitness is always a must on any toon especially if you steamroll. I have been playing since 05 and have always kept fitness. The nice thing about wp is the two auto powers fast healing and quick recovery, so fitness isn't needed as much but is still very beneficial. and I strongly suggest getting it because when I have it, I never run low on end and hp really on a WP toon. -
Great build man, you are going to mess things up with that! I'll have take that build into consideration when I'm high enough to start focusing on IOs. Although I actually have a question, as a WP/SS do we need to worry about kb?
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I have a ss/wp built almost identical to yours except he does have air superiority and he's currently lvl 31 but, I plan on not using many set bonuses. I'll focus on damage set bonuses and anything in those that help with regen and defense and resist will help. For WP I won't really put many set bonuses in there because I'm just going to max out the defense, resist and healing in them with IO enh not sets because I find that set bonuses force you to take a hit for your bonuses.
for example: I can have everything maxed in a power but once I put in the lvl 50 set bonuses in that power I wont be maxed, but I'll have whatever that bonus gives me. (If your are rich enough to get 53 set bonuses this doesn't apply)
So it's all about personal choice. I prefer taking a small hit in damage for my set bonuses instead of taking the small hit in wp.I'll probably focus on regen and resist but I find it's just what you prefer and think you need more of. Sorry if it may sound a bit confusing, I'll be subscribed to this thread if you have any questions. -
Quote:lol yeah the auto sk thing did help out alot for this event. I had a lot of fun on my lvl 50 fire fire tanker-Desi Boy- with you guys. hopefully we can get tanker tuesday to come to pinnacle again!Another fun filled Tanker Tuesday Tour! Thank you all for a great time and thank you Pinnacle for your hospitality. We got to meant some new folks and bring the light of TT to another server. We ran a mix of missions and as anticipated I16 helped immensely with team set up. One very cool part was being able to run around PI at level 5ish without fear of being splatted as soon as stepping of the boat.
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Okay two things to say:
1. I agree with the people who said acc. I'm on the same mind set as them, now if you have a power that already has a hi accuracy rate then go with recharge because in my experience the person hitting the most, not necessarily the hardest, will pull the aggro.
2. Since your a tank and you wanna hold down aggro as much as you can, consider my advice here: I had my taunt slotted 3 times with 1 range and 1 taunt and 1 recharge and My aura had 1 taunt. and I was holding aggro like a pro. I then swapped my 3 enh. with taunt for the cheap set bonus: perfect zinger, and now I don't lose aggro at all. Now keep in mind that I'm a fire fire tank so I put out a lot of damage. So if your build is slow, try focusing more on your attacks and again, use acc and recharges.
My point being, all you really need is your taunt and 1 taunt in an aura and you'll be perfectly fine and you won't have to worry about aggro that much and you can focus on other things. Us tanks were built to hold aggro and that is why it's not a problem really. If you really are looking to hold down aggro like a mAnIaC! lol then go primarily with acc enhancements and if you can fit in some recharge so you are always putting out. -
Quote:thanks I'm new to these tanker Tuesday things and the calendar thing is great!Sadly, I will not be able to make TTC tonight. We're having a dinner guest. At any rate is there any way that we can get a sticky post for Tanker Tuesdays? It would checking the schdule much easier than looking for the last post.
In a fit of proactive behavior I have updated the Forums Calender with Tanker Tuesday entries from now until September 2012!
http://boards.cityofheroes.com/calen...&day=2009-9-15
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I'll have to make a tanker on justice and champion it seems like since that takes up the first half of the tanker Tuesdays!
I also agree with the sticky statement -
PLEASE READ EVERYTHING I PUT BEFORE YOU START CRITICIZING ME
BUILD 1:
Well I can guarantee that with a stone tanker you will survive anything can throw at you the only problem with a stone tanker is- you run very slow unless you have a kin with you and your DPS straight up sucks. I know people that go with stone armor and fire melee and they can take a lot and do some pretty good damage. The only problem is the stone armor needs a kin or else you are a turtle, but slow and steady wins the racelol
BUILD 2:
Also I suggest trying Fire/Ice tanker, They can take alot and deal alot if you have tough and acrobatics for your knockback.
The great thing about both builds are you really don't need set bonuses. The problem with the stone is they are turtles but if you choose a good damage melee power set like fire then you just have to worry about speed.
BUILD 3 AND 4:
INVUL. is okay. I wouldn't say the best and Shields are known for hitting a "cap" you could say about taking damage. when you play a shield its more of kill my enemies before they get a chance to kill me and oh yeah, I can take a few hits (about as much as some scrapper or just a lil more) but after that I'm a red stain.
BUILD 5:
If you want a challenge, try out a fire fire tank, you will do loads of DPS but there are two main problems with a fire fire.
1. you need to get tough and have some way of getting some type of kb resist or else your on the floor all the time.
2. You need to play with strategy, that's what makes a fire fire so much more fun.
I've never done an 8-man team solo on a fire fire since before ED so I am not sure how well that will work out for you but I suggest checking it out.
EDIT: Check out energy melee, I heard it's pretty dang good for someone who wants to solo but I have never made an energy melee myself. (just check it out if you have time, I know a lot of tankers that really do enjoy it.)