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Posts
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I tried something similar once, although I went to level 4, then went nothing but pool powers. So maybe not that similar. In that instance, I went BS/Regen for QR, a heavy hitter ST and cone attack. Went okay for about twenty levels before my buddy had to leave the game. Wasn't enough fun to solo so that guy got deleted.
Since you won't get status protection at all, I'd suggest going with a blaster since defiance will allow you to still use a few powers. I'll echo the Fire/Energy blaster. Power thrust will give excellent mitigation, along with the good damage of Fire blast. -
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Spelled "cuatro" wrong, seƱor.
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Says Mr. 'Mircale'... -
The Brute: A ten ton bowling ball on a flat stretch of road. You can push it around, but it takes a while to get the ball rolling. It damages cars and squishes yappy little dogs, but isn't all that impressive. Then you come to a slope in the road and it takes off, picking up more and more speed wiping out anyone and anything in it's path.
The Stalker: a ten ton bowling ball suspended twenty feet in the air. When someone walks underneath, BAM! Then you push it around for a little bit kinda like the brute, except there's no slope to roll down. They did however leave you the crane. You pick it up again, and BAM!
Two fun and valid playstyles, two fun AT's. The brute is rolling cloud of destruction. The stalker is the precision assassin with a ST nuke. Up to you which you like better. -
You can also try this guide. It's for Stone Armor brutes, but should achieve the same for a Tanker.
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(Energy Melee also has a Self Heal)
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Uh, no it doesn't.
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Sure it does. It's just that the heal is so massive that its numerical value wraps around and goes negative!
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The worst part of energy melee for me are the stuns. I actually like the heavy hitting, long animating attacks, but I freaking despise stuns. -
Taunt - They'll come back when they're no longer stunned. They'll still be stunned and wandering, but they'll still be focussed on you.
Health - Yes. Health works best on tankers because of our high HP. I wouldn't really call it a priority though. Whenever you can find slots. I usuall just dump the next two slots I get into it and be done with it.
Build Up - Not a favourite of mine. If you can fit it in, great. If not, no biggie. I just hate having to click the damn thing all the time.
Super Jump - If you need the slot, skip it. Hurdle + CJ should do fine as a travel power, if a bit slower and less versatile than actual CJ. I like slotting CJ for defense if I have extra slots, or for some of the interesting uniques that come with the defense sets.
Cloak of Darkness - Stealth doesn't interfere with holding aggro, though it can play some havoc with getting aggro. Make sure your team understands that you're stealthed and to stay back a ways, or else they'll be taking the alphas for you.
Cloak of Fear - no clue
Boxing/Tough/Weave - I definitely recommend picking up Tough on most tankers for heavy tanking duties. It's a great choice and adds a lot of mitigation. Boxing will cause redraw, so it's up to you whether that irritates you.
Weave - Meh. I like it on Def heavy builds, but I'm not a huge fan otherwise. Too much end for so little benefit.
APP's - Try them out. If you don't like them, respec. They don't exactly float my boat, so I usually skip them entirely, but some people swear by them. I usually find better choices elsewhere.
As for suggestions, get the Theft of Essence Chance for +End and stick it into Dark Regen. Haven't tried it yet myself, but I hear it does wonders to balance out it's heavy end usage. -
If I was looking for a challenge, I'd be online playing FPS's against some guy that lives in his parent's basement and puts in 20 hours a day ganking noobs.
I play Tanks for fun, durability, and the ability to handclap mobs off the catwalks and into the lava below on the Ernesto Hess TF. -
Boost Range is the reason to pair EM with AR. Long range cones make the aoe much bigger. I'm a fan of AR/EM for blasting and causing general mass destruction.
LRM basically gives you a second nuke to pair with FA, and is probably the reason to take the set. -
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(Energy Melee also has a Self Heal)
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Uh, no it doesn't. -
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General rule: The Best= Stone
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Stone, while running Granite, is the toughest tank. Not the best. Especially since you do about as much damage as a four year old with a whiffle bat. Stone Armor itself is nothing overly special or fantastic aside from its tier 9. -
Insert generic 'pick what you like', 'best is subjective', they can all do the job' lines.
From the sets you listed, pick a primary, pick a secondary, and you've got a solid tank that can deal damage. Inv/DM and Shield/SS are two of the tankers I'm running right now and both are incredible in their own ways.
Inv/DM - Very solid. Inv is a great set that is really only missing a fast recharging heal. DM has a fast recharging heal. Along with piles of utility powers (fear, endurance recovery) and good damage.
Shield/SS - great damage, quite sturdy. Shield Charge + Footstomp makes you the life of the party, at least until they all die.
Finally, I'll also recommend the good old Inv/SS. The most popular tanker, he's all around solid.
From the sets you listed, you won't get a bad tanker.
One caveat: tankers mature slowly, and can be quite frustrating until the twenties, or even thirties. Stick with it. -
Fire/Dark is also spectacularly scranky. Two self heals, two end recovery powers, a damage aura, a ST fear, and some good damage.
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I'd rather have TD than another glowy magical effect.
Besides, ninjas are stalkers, not scrappers.
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Ryu Hayabusa begs to differ.
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I would argue that a guy carrying a lightsaber and shooting fireballs from his hands is neither scrapper or stalker. -
I'd rather have TD than another glowy magical effect.
Besides, ninjas are stalkers, not scrappers. -
Blaster (not energy) + Tanker
Defender + Scrapper
Corruptor + Brute
Earth/Thermal Controller + Fire/Stone Tanker is my specific recommendation for this post. It might mature a little slow, but the duo should be taking enemies to town in the end. -
Been playing CoH on vista for a year now. It does work with Vista.
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CoH works fine with Vista.
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I would aim to put two more slots into Dragon's Tail. My choice would be an Endred and a Recharge. And Dragon's Tail is Knockdown, not Knockback, so it actually works very well with Invincibility. DT may not be the best AoE scrappers get, but it is a very good mitigation tool, and is frankly the only AoE you get, although my MA scrapper picked up Exploding Shuruiken to help out.
Crane Kick is the only MA attack with knockback, and since it's single target, it won't really be a noticeable reduction to defense. Just don't chase him around. Kick him, then deal with the others, then go kick him some more.
I'm not a huge fan of Aid Self, preferring Tough/Weave, but I would take out one of the IntRdx, and put in a Recharge. -
Shield, paired with Axe or Mace. They work well together thematically. Axe and Mace are both solid sets, with nothing you could call 'bad', although most people respec out of, or skip, the tier 2 attack. Axe is all knockdown, which is great for mitigation. Mace is a mix of knockdown and stuns (which I hate), but with slightly better aoe's.
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The biggest mistake you could possibly make would be to neglect your secondary early on.
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This is a very good point. Early on, it's attacks that keep you alive because often the defenses are pathetic. Tankers are a good AT, but they don't start to mature until after SO's (22) so you really need to hang on till then.
Try this guide for some help. It's Shield/Mace, but as I said, Mace and Axe are fairly similar. Here is a guide to axe, and here is another for War Mace. All in all if you go the Shield and Weapon route, you should be sitting pretty with those guides helping you out. -
- Yes, AS/Fly work well for an Inv/SS. Many people take AS instead of Punch as an attack, since it provides better mitigation.
- Need? No. However, Tough/Weave can vastly improve an Inv/SS tanker. Tough, along with TI and RPD will cap your S/L res (90%) making you damned tough. Weave can help to soft-cap your S/L defense and make you incredibly tough. Try this guide for info on that sort of thing.
- Weaknesses include weak resistance to the exotic damages, and no defense or resistance to Psi damage. Psi damage is overrated, and I wouldn't suggest trying to plug that hole. Since most exotic attacks come with a S/L component, capping S/L res and soft-capping S/L defense will make a big difference. SS also uses a goodly amount of endurance, and the combo lacks any end recovery outside of Unstoppable.
- Inv powers: Must haves - Temporary Invulnerability, Dull Pain, Unyielding, Invincibility. Recommend: Resist Physical Damage, Tough Hide. Nice to have, but not priority: REl, REn, Unstoppable.
- SS powers: Must haves: KOBlow, Rage, Footstomp, Jab. Recommend: Haymaker. Nice to have, but not priority: Hurl, Punch, Taunt. Skippable: Handclap. -
I like AR for large teams. Making careful use of knockback can be helpful in certain situations. Use M30 before Full Auto. The grenade takes a moment to reach the spawn, and the knockback doesn't occur until it gets there, by which time FA will be animating. A hail of bullets on helpless enemies. When they get up, if they get up, torch them.
Anything with decent AoE should do well on a large team, assuming you have a decent tanker or troller. -
asdgfasa asgeeeer
*Picks jaw up off keyboard*
I mean... very nice. -
Insane? I once had seven different Inv/SS tanks on Virtue alone.
My recommendations: Inv/Dark, Inv/Stone, or for something different, Fire/Dark or Fire/Stone.
And if you want to hit the other end of the spectrum, a Fire/Regen scrapper is my new favourite character. Talk about carnage.