-
Posts
1230 -
Joined
-
Hi all,
Having just finished July's TTJ it's time to start looking towards August and our next Power Set highlight event. August 10th's TTJ will be highlighting the Ice Power sets, Armor and Melee, and concepts and Power Customizations that fit into this catagoy.
As always all Tanks are welcome regardless of level and Power Sets. This event will have a "Freeze" theme.
More info as I work out the particulars.
If you have any ideas or suggestions, please post them here or PM me.
Take care all, see ya' soon! -
I just saw this post, I know I live under a rock when not organizing TT reloads or running a raid or two on Justice, but I wanted to say Fire/Rads Super Groups are insanely fun to run on. I was part of the F'rads on Freedom a few years back and the experience is just plain crazy! I'd encourage anyone/everyone to get out and check out this experience. If I can, I'll try to drop by one of these Mondays. Take care all and keep the Fire/Rads burning!!
-
Hi all,
Tanker Tuesday is reloading to Liberty on the 27th of July! TT is a player run all Tanker teaming event. We run Task Forces, Trials, missions and about anything else the game has to offer. All power sets and levels are welcome as long as you're a Tank!
We'll meet in King's Row, by IP Gate at 6pm PDT\9pm EDT and get teams set up from there. Please line up on the wall as it makes team selection easier and hold up the judge emote for your approriate level.
Levels 1-10 = 1
Levels 11-20= 2
Levels 21-30= 3
Levels 31-40= 4
Levels 40+ = 5
10 = Task force/trial
We haven't set a TF yet, so if there's something you'd like to try let us know.
See ya' in 2 weeks! -
I think I need all the TFs for Task Force Commander, so I'm good with any (although I don't usually have time for both Posi's on Tuesday nights).
-
Another fun TT. We had three teams running, two TF teams (One ran Hess the other went for Moonfire) and a PI missions mixed levels team. The Hess TF finished in 1:07 and I believe the Moonfire ran in 1:19. I must say I was impressed with how fast the AV, Burkholder, dropped.
Thanks to all who stepped forward and accepted the mantle of team leader and to all the Tanks that turned out for the event!
Next week we're on Freedom, see ya' all there! -
Hi all,
TTJ tomorrow! We'll be running Ernesto Hess as our Task Force this week (level 25-30) in addition to our usual teaming and Tanking mayhem!
As always, we'll meet in King's Row by IP Gate at 6pm PDT\9pm EDT and get things rolling from there.
See ya' all tomorrow! -
Hi all,
Thought I'd go ahead and post this in advance. TT schedule for this month.
July 6th on Champion, this will be TT #69, so should be a fun event
July 13th will be Justice
July 20th we're on Freedom
and the 27th we'll roll back to Liberty -
Another fun Tanker Tuesday, thanks all for showing up and to Pinnacle for hosting us. We had two mission teams running in PI and the team I was on saw massive leveling, team and Tank chatter. The topics ranged from Tank tactics to power sets to play styles. So all-in-all a good TT.
It's always good to see TT vets out and I know we had a several attending last night. Again another fun TT, thanks all for attending.
Next TT is next week (the 6th) on Champion (the home of TT) and is TT #69! So, keep an eye on the Champion forums and Tanker forums for more info.
July 13th will be Justice
July 20th we're on Freedom
and the 27th we'll roll back to Liberty.
See ya' all in game! -
Reports of Justice's death have been greatly exaggerated.
-
No worries, LSK if you can't get you on a TF, we'll try to get you on a missions team.
-
Tomorrow's it, Tanker Tuesday Reloads back to Pinnacle!
Dark, it'll be good to see you there.
Firaga, bummer, but TT's go on and on and on... so, you should be able to catch up with us at some point.
My highest Tank out here is only a 15, so I'll probably not be doing the higher TFs, but encourage all who show to start thinking about which they'd like to run. I'd be up for the first Posi, sadly though my work schedule this won't allow enough time for me to do both parts one and two.
Hope to see you all there! -
-
Hi all,
The Tanks are coming back to Pinnacle this Tuesday, June 29th. Tanker Tuesday is a player run all Tanker teaming event. We run missions and Task Forces and anything else the game has to offer. If you're interested meet us in King's Row by Independence Port Gate at 6pm PDT\9pm EDT and we'll get teams set up and rolling.
See ya' all soon! -
Quote:I'm at work and haven't read the whole thread yet, but for Tanks you might try SD/FM or Elect/FM.Awhile ago, I posted in this section a piece called "I'm a Gazelle, not a Gorilla". In that piece, I mentioned my frustration with trying to "key mash" my way out of battles in the early stages as a tank. When I say early I mean between levels 1-20. I have never ventured past 20 yet with a tank which I tried two so far then deleted them and I know that should I had the patients to stay, I might
Having played a Blaster, Controller, Corruptor, Mastermind, Peacebringer, Stalker Warshade and Arachnos Widow, I would say the closest I've ever came to a tank and "enjoyed" it was with my Warshade Rino (or lobster as some like to call it). The biggest thing I loved was the defensive you get as a tank. It would seem though that for AoE powers, a lot of tanks are lacking this going more for "close-up" melee attacks. Thus, making soloing more time consuming and having the ability to "kill" large mobs takes time and punishment.
In my piece "I'm a Gazelle, not a Gorilla", I read all the comments and some suggestions on what might work better for me. Everyone seemed to have their favorites and I started to get confused on what might work best. So, what I will do to make it easier for you tank gurus out there, is to break is down in a simple format.
1. For soloing purposes what build or builds would allow for the best AoE powers to do "more" damage to groups of foes versus "key mashing" on one foe at a time?
2. Based on my prior toons, my Blaster which i love because of the damage she does and being my first and my favorite toon, what tank build/builds will allow for the most damage and when I say damage, I mean knock-out lights out "no wakie" "no stunnie" of foes damage? This might be a signature power that is pretty must the best in tank land as a Nova would be for a Blaster.
3. Speed. When I think of tanks, I think of a tree stump just standing there taking the heat for the team. When solo, then the tree stump gets pummeled to death being they are not doing enough damage or not enough AoE powers to take more foes out. Granted, tanks are designed to be the anchors in "team" missions and to draw aggro away from the squishies, but when soloing, then this is where I am having issues. So, maybe having more speed to react better in situations that may require a quick exit?
In a nutshell, I am looking for:
Speed
More AoE Powers
Tank build that has the best knock-out power, be it AoE or Melee (Signature Power like Nova to Blasters)
More defense but will sacrifice defense for more AoE damages
Do you guys think I would be better off trying to build a Scrapper instead to make it a Blapper (a mix of Blaster and Scrapper) being that I love my Blasters AoE damage effects but don't want some of those qualities while looking for a toon that gives more defense? I know that Scrappers and not as "thick skinned" as tanks but do offer more defense than your typical squishie Blaster. Any thoughts on this subject would be much appreciated. -
Hami and Mito damage is unresisted damge, so the only toggles needed once in the goo are for mez, regen and KB/KD protection.
+Regen (and lotsa' HPs) and/or fast cycling heal. The Greens have a debuff that can knock your Regen down to 0% and keep it there for some time. Blues terrorize and the lightning slows recharge (I think that's how it works...lol!).
Taunt with the equiv of 2 level 50 IOs in Range, Taunt and Recharge (as I was told when I started my Hami training, I'm sure there is wiggle room, but this works and is a good base line). I've Fankenslotted Faust's Taunt beyond these marks. His Tuant cycles very fast, even faster SB'd). So he holds aggro well. Some raid leaders like to stand closer to Hami to keep the Threat Level up, others stay about mid way in the goo. With the slotting I've done on Faust, he can stand very close to the edge of the goo and still hold aggro (due to the fast Recharge) or I can move him in. I generally start about mid way, but will adjust positioning from round to round and even in the middle of a round depending on Mito positioning and tactical view point (if I can see what's going on or not).
KB protection of at least 10+, on my Fire Tank with Acrobatics I was constantly bounced around the Hive from Yellow Mitos so, Hami would send you further. Faust with KB of 15+ still gets bounced or KD'd if multiple Yellows hit him at the same time as Hami, or if the game thinks he's airborn...
EoEs fill in the gaps when your Heal is recharging and your regen is down, usually when your buffers are recharging or you're debuffed from mitos. EoEs are also good to pop when you first hit the goo. As Hami Tank you'll probably be taking the alpha of Hami and 2-4 Yellows depending on the speed of the Yellow Aggro Team (if they got SB'd/buffed or not and timing of insertion).
Hami Aggro team composition: (IMO) 2-3 emps (3 is much better), one Kin and you should be good. Any additional buffage is all that much better. A Dark , Bubbler or Cold can help keep KB, mez affects and Blue Mito aggro at bay or lessened, Rads can also help if the team stays close enough for AM. Cold's +HP buff/heal (?, don't recall exactly the math/stats on that one) also helps your regen numbers. Also wanted to add that Therms would work well on Hami Aggro Team too. What you're shooting for is keeping the team alive with AoE Heals, Targeted Heals and buffing to fend off the debuffs/slows/mezs from the Mitos and keeping the Taunters Regen up. I'm sure there are other sets that provide these kind of counters to the debuffing done in the goo. It's just that the Emps and Kins are the better known ones (Power Sets have been around for a long time). I need to make a list for my own use, and I'll shoot you a copy if you want Rangle.
Yellow Mitos hit for 400pts per shot about every 4-5 seconds? I don't recall right off...
Any Self Heal that boosts HPs helps with regen as well (Earth's Embrace, Dull Pain, etc...). Currently Faust's regen (unbuffed) is 40hp per sec. When I'm done with his build he should hit approx 80hp per sec. Hami delivers 500pts per shot with additional DoT of around 60ish(coudl be closer to 80...) for 4 to 6 tics (iircc-haven't been paying attention to the numbers, only my green bar, the last few raids and can't remember right off), every 3-5 seconds (timing of blasts varies a bit, usually it's 5 seconds but, he sneaks an additional one in every now and then). I have a WP Tank that will max at 110hp per sec. I'm looking forward to see how he does as a Hami Taunter (and just to give a range of Regen number on the Taunters I currently have).
All-in-all it is a team effort. I know I owe Faust's success to the players that volunteer/agree to joining the Hami Aggro team.
Let me know if you want to try your hand at lead Hami Tank and I'll let give Faust a break.(Don't worry I'll still lead the raid)
Edit: Hami's doing 522 per shot, with 80pts DoT after -
Quote:As long as we're talking "herding" and things that stick in people's craw, let's not forget the inept Blaster that snipes into the mob (or worse multiple mobs) prior to aggro being established, or the Controller that locks everything down before it's effectively gathered, or the "Super" Scrapper that wants to be a Tank and over aggros or dies once stuck in the mob. All of the above further contribute to "bad herding".As this is something that sticks in my craw, I'll take this opportunity to request of you, and all of tanker nation: Please, please...stop herding*.
Herding used to be a very cool and effective tool for killing masses of baddies. Now, it's just a way to make a giant mess while long-recharge buffs wear off. The agro cap makes it such that it is much faster to just crash over missions like a wave. Lead the group, get into mobs first and take alpha, maybe taunt, and start punchin' stuff. Waiting for a gather kills any active inspirations and buffs like AM and RA. Furthermore, on a large team, you will wind up agro-ing more stuff than you can hold, thus dumping messy aggs onto the squishies. So please, stop herding and tank.
*I am assuming a full team, in a smaller team, it's often useful to combine multiple groups.
PS--I love you tankers.
That said, "Herding" isn't what it used to be, but can still be an effective way to work large rooms or rooms where multiple spawns can aggro on the team. Corner Pulling, Turning, "Open Herding" (gathering a couple of mob w/o using terrian), and "pulling forward" ("herding" to a forward position, rather than come back to where the team is) are usually faster and more effective ways to move through missions, provided the rest of team lets the Tank do its job.
In the ideal situation the Tank should be engaging the next mob while the team is finishing the last goon in the current mob. Multiple Tanks on an AoE heavy team is just plain awesome with visual effects, orange numbers, sound effects and xp flying across the screen.
To respond to the OP's question, aggro cap is now 17 goons, you can fudge that a bit with Gauntlet and Taunt, but for the most part it's 17. "Herding" as it was is pretty much dead unless you have multiple Tanks, and or and experienced team. Work on taking the alpha and sustained aggro, then move on to the next group. When it works (see above for things that complicate establishing aggro) it's far more enjoyable for the whole team.
*(forgot to mention "meat grinding", in a large multi-level room with lots of mobs, stand behind an column or other terrain feature, move around it (so you're breaking Line of Site) Taunting and AoEing (forcing mobs to come to you while maintaining aggro) and continously pull the goons in as the team defeats them. Usually helps if you're just slightly over aggro cap as the team is reducing mobs so quickly. Think modified "Cornering".)( You can also do this on certain outside maps.) -
For me, it's all the cool folks I get to hang out with on Tanker Tuesdays.
-
We had a great turn out! Thanks so much Virtue for hosting us. We're getting a lot similar posts in both this and the Tanker forums. To reduce the loss of info (and the risk of x-posting) check out the Tanker forums here.
If we get a TT going here I'll start a thread here and use it as the main contact point. -
We had a request for Pinnacle, so far no others have been requested, so I'd say by default next TT reload will be headed to Pinnacle. I'll post something in the next few days. If you havea TF in mind let me know.
We had a great turn out on Virtues, four teams total, one sewer trial, one posi and two mixed level teams.
I'd like to see a TT start here as it looks like there's already a crowd ready and available. If we can't get a regular one started, I'll make sure the tour stops by on a more frequent basis. Thanks again for being a great host to TT Reloads Virtue! -
Tonight's the night! Tanker Tuesday reloads to Virtue! See this thread on the Tanker forums for all the details! See ya' there!
-
Tanker Tuesday, Tanker Tuesday!! Tonight's the night! Tonight on Virtue the Tanks reload and take aim at the Abondoned Sewer Trial! Meet in King's Row by IP Gate at 6pm PDT\9pm EDT and we'll get teams formed and the event rolling. Line up on the wall please and hold up a Judge Card for your level range. If you're interested in the sewer trial, hold up a 10.
Level ranges:
1-10 hold up a 1
11-20 hold up a 2
21-30 hold up a 3
31-40 hold up a 4
40+ hold up a 5
if interested in the trial hold up a 10 -
No input atm, but wanted to say welcome back!