docbuzzard

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  1. docbuzzard

    Superhero quiz

    21/21, wasn't really hard. The Commander Courage was process of elimination since I have never heard of him. The rest were quite simple.
  2. Thanks for the heads up. I have been fairly unsure about what powers did knockback vs. knockdown since they changed things so that some did knockdown. I will probably have to post again as there have been a number of errors revealed already.
  3. Oops, typo. I thought I had corrected that. I'll be editing. The damage is energy and smashing.

    And sorry, I don't have stun durations. Maybe one of these days I'll try to measure that.
  4. A Guide to Tanker Secondaries

    What this guide will profess to be is a collection of the various data on Tanker Secondaries. I will provide some measure of evaluation of the strengths, weaknesses, and popular impressions of each power set. While there are plenty of guides out there for tankers, I don’t believe that as yet there is a comparative guide to all secondaries. I will be using data complied from a number of sources, some of which may be a touch suspect, but I will be comparing different sources and going with seems to be consensus figures. I have included a calculation for damage per activation since that is the important number for optimizing effective attack chains. Damage per activation means the amount of damage inflicted in the time it takes for the animation to complete. This does not take into account recharge time. Owing to the fact that a character will not simply stand there and spam one attack continuously, I have omitted damage per second which is generally calculated using the recharge and the activation time. In an efficient attack chain things are generally arranged such that you always have something ready to attack with, and as such the activation time is the rate limiting factor. Also damage per endurance was calculated to get a feel for if a power is worth it in cost. It should be understood that AOE powers are always appreciably more expensive in endurance.

    Damage is measured in Brawl Index. The Brawl Index is a database compiled by Ian_of_ Moore which measures damage done by powers as a ratio of the damage done by the un-enhanced power vs. that done by an un-enhanced brawl. Since damage scales with both level of the user as well as level of the target this is a sensible measure which can give you a feel for relative strengths and weaknesses. The comprehensive database can be found in the guides forum, and will provide a more specific breakdown of things like portions of damage type from mixed damage powers. I always summed up values into a total number for easy comparison.

    A note on status effects: Magnitude of a status effect is an indicator of what it will affect in the way of enemies. A status effect of 2 will affect a minion, a 3 will affect a lieutenant, and a 4 will affect a boss. Status effects of like type can be stacked to overcome targets with higher resistance. Thus two attacks of like type of magnitude 2 could overcome a boss. This is an important thing to consider for PvP, since most status protections will require stacked effects to overcome. Gecko has indicated that most ‘normal’ (integration, unyielding, plasma shield, etc) status protection powers are magnitude –15.

    At the suggestion of Gladdog, I will include a rating of how good the power set fairs against the rest in a number of categories. They will be Single target DPS, AOE DPS, Mez ability, and endurance efficiency. The single target DPS comes from 20 second attack chains that I have built and optimized for each power set to try and drag out as much damage as possible. Only powers from within the set are used, no pool powers are included. These chains try to focus on the single target attacks, but do include AOE if they will actually increase the single target damage. The chains are not necessarily realistic due to these restrictions because some powers sets would be improved by the addition of pool powers, but I felt that in comparing sets, one should stick to the set. Also the chains are not necessarily extendable beyond 20 seconds without some pause. I did not develop chains which could be extended indefinitely. The AOE numbers are fairly apparent from number of AOEs in a set, and their brawl indices. PBAoEs will score higher on this, and it will be a score of 1-5, since figuring numbers for AOE attacks is not simple. The endurance efficiency is based on the optimized DPS chain I have calculated for the set. I don’t intend to include all these calculations, but if you drop me a line I will provide them. Mez ability will also be based on a rating scale as it is also somewhat subjective. Knockdown/knockback will be included in this category.

    I would like to thank the posters of the tanker forum for their help in getting this guide up to speed. I was given a great deal of help both in corrections and suggestions. Without their aid it would not be as useful as it is.

    Battle Axe

    A fairly versatile set composed of a mix of fairly strong single target and AOE attacks. It involves fairly long animations and recharges, and pretty high endurance cost. The main secondary ability of all the attacks is knockdown. This is a fairly popular set owing to its strengths.

    Single target DPS rating: 2.65
    AOE Rating: 4
    Endurance Efficiency: .376 DPE
    Mez Ability:3- knockdown ability, but nothing else

    Attack Chain:
    cleave
    beheader
    chop
    swoop
    beheader
    chop
    cleave
    beheader
    swoop

    Powers:
    Gash: Low damage, but fast recharge attack which is likely to be passed over later in the career for harder hitting, better DPA attacks.

    Level Available: 1
    Activation: 1.8
    Endurance cost: 7.5
    Accuracy bonus: 5%
    Recharge 4 seconds (2.35 with hasten)
    Brawl Index: 2.778 lethal
    Damage per activation: 1.5433 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 40% knockdown

    Chop: A nice attack for how early it is available. It's a bread and butter power of the set.

    Level Available: 2
    Activation: 1.8
    Endurance cost: 12.3
    Accuracy bonus: 5%
    Recharge 8 seconds (4.71 with hasten)
    Brawl Index: 4.5556 lethal
    Damage per activation: 2.5309 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 50% knockdown

    Taunt: An impressive aggro management tool available in all tanker secondaries. It is an auto-hit AOE effect, which has a fairly long duration. It has no endurance cost, and a 3 second animation.

    Beheader: A fairly powerful single target attack. Good damage for when it becomes available.

    Level Available: 10
    Activation: 1.4
    Endurance cost: 14.7
    Accuracy bonus: 5%
    Recharge 10 seconds (5.88 with hasten)
    Brawl Index: 5.4444 lethal
    Damage per activation: 3.888 BI/Sec
    Damage per endurance: .3703 BI/End
    Secondary effect: 50% knockdown

    Build Up: A temporary boost to other attacks. All attacks for 10 seconds get +50% accuracy and +80% base damage. Recharge is 90 seconds, so you cannot come anywhere close to making this power permanent.

    Swoop: A slow animation, but fairly high damage attack that knocks your enemy up into the air.

    Level Available: 20
    Activation: 2.9
    Endurance cost: 16
    Accuracy bonus: 5%
    Recharge 12 seconds (7.06 with hasten)
    Brawl Index: 6.333 lethal
    Damage per activation: 2.1839 BI/Sec
    Damage per endurance: .3958 BI/End
    Secondary effect: 70% knockup (no, they won’t be pregnant)

    Whirling Axe: The PBAOE of the set, which attacks all surrounding enemies. It is roughly equivalent to a gash on all adjacent foes.

    Level Available: 28
    Activation: 2.9
    Endurance cost: 19
    Accuracy bonus: 5%
    Recharge 14 seconds (8.24 with hasten)
    Brawl Index: 2.7778 lethal
    Damage per activation: .9579 BI/Sec
    Damage per endurance: .14621462 BI/End
    Secondary effect: 50% knockdown

    Cleave: This is the hardest hitting attack of the set. It is a narrow and short cone, so with judicious use can hit multiple foes.

    Level Available: 35
    Activation: 2.9
    Endurance cost: 20.7
    Accuracy bonus: 5%
    Recharge 15 seconds (8.82 with hasten)
    Brawl Index: 7.667 lethal
    Damage per activation: 2.6438 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 80% knockdown

    Pendulum: The best AOE of the set, and one of the best among tanker secondaries. It is a wide frontal cone hitting enemies in front of you. The downside of the power is a high likelihood of knocking the enemies away, which is often counterproductive for a tanker.

    Level Available: 38
    Activation: 2.3
    Endurance cost: 20.7
    Accuracy bonus: 5%
    Recharge 15 seconds (8.82 with hasten)
    Brawl Index: 5.2778 lethal
    Damage per activation: 2.2947 BI/Sec
    Damage per endurance: .2550 BI/End
    Secondary effect: 50% knockback

    Energy Melee

    This is the best single target set among tanker secondaries. However that ability is only realized very late in the career (level 37+), and before that the set is fairly unimpressive. Energy melee attacks are all a mix of smashing and energy damage. The ratio of this damage shifts from being mostly smashing for the early powers (60% smashing or so) to being most energy for the last two attacks (60% energy).

    Single target DPS rating: 3.65
    AOE Rating: 2
    Endurance Efficiency: .455 DPE
    Mez Ability: 5 –stuns in all attacks which can stack

    Attack Chain:
    ET
    BS
    energy punch
    TF
    energy punch
    BS
    barrage
    energy punch
    barrage
    ET
    BS
    TF
    energy punch


    Powers:
    Barrage: Fast recharge, low damage and a small chance of sun are the characteristics of this attack. There are better pool attacks.

    Level Available: 1
    Activation: 1.3
    Endurance cost: 5
    Accuracy bonus:0%
    Recharge 2 seconds (1.18 with hasten)
    Brawl Index: 1.888
    Damage per activation: 1.4523 BI/Sec
    Damage per endurance: .3778 BI/End
    Secondary effect: magnitude 1 stun

    Energy Punch: A quick but not very heavy hitting attack. It is roughly comparable to the 1st attacks of other tanker secondaries. However the very fast animation and quick recharge can make it worthwhile.

    Level Available: 2
    Activation: 0.6
    Endurance cost: 7.5
    Accuracy bonus: 0
    Recharge 4 seconds (2.35 with hasten)
    Brawl Index: 2.777
    Damage per activation: 4.6295 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 30% of magnitude 2 stun

    Bonesmasher: The first relatively heavy hitting attack in the set. It does fair damage for a pretty short animation. It also has a good chance to unleash a powerful stun.

    Level Available: 10
    Activation: 1.5
    Endurance cost: 12
    Accuracy bonus: 0
    Recharge 8 seconds (4.71 with hasten)
    Brawl Index: 4.5556
    Damage per activation: 3.0371 BI/Sec
    Damage per endurance: .3796 BI/End
    Secondary effect: 60% chance of magnitude 3 stun

    Whirling Hands: It’s a fairly low damage AOE, but it arrives early. It is also the only AOE in the set.

    Level Available: 16
    Activation: 1.7
    Endurance cost: 19
    Accuracy bonus: 0
    Recharge 14 seconds (8.24 with hasten)
    Brawl Index: 2.777 lethal
    Damage per activation: 1.6335 BI/Sec
    Damage per endurance: .1462 BI/End
    Secondary effect: 30% of magnitude 2 stun

    Stun: This attack is pretty self-explanatory. It is a guaranteed high magnitude stun. It does laughable damage however. Then again, used properly with total focus and bonesmasher you can stun AVs. Given the presence of attacks that actually do damage while they stun, this is often skipped.

    Level Available: 20
    Activation: 1.8
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 20 seconds (11.76 with hasten)
    Brawl Index: .6945 lethal
    Damage per activation: .3858 BI/Sec
    Damage per endurance: .0472 BI/End
    Secondary effect: magnitude 3 stun

    Build Up: See previous listing.

    Energy Transfer: The best single target attack in the game, period. This attack makes the secondary. It inspires envy among scrappers not to mention other tankers. It hits exceedingly hard, and quite quickly. However it does some damage to the user. At lvl 50 (for example) it does 167 points of damage to the user. This is not an inconsequential amount of damage. Users will have to be careful during close battles or they will kill themselves.

    Level Available: 35
    Activation: 1
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 20 seconds (11.76 with hasten)
    Brawl Index: 12.666 lethal
    Damage per activation: 12.666 BI/Sec
    Damage per endurance: .8617 BI/End
    Secondary effect: I3- minor damage to user (44 points of health at 50th level). I4 some stun effect (unmeasured, assumed to be like bonesmasher) and damage to user (167 health at 50th level)

    Total Focus: This is a power sometimes seen as a bone of contention among energy melee users. Many like it due to its large damage and very strong stun effect. Many others dislike it due to its huge endurance cost and very long animation time. Given that it ties for second place as highest damage attack among tanker secondaries, I don’t really think of it as a liability. The stun power of this is such that it will consistently stun bosses.

    Level Available: 38
    Activation: 3.3
    Endurance cost: 28
    Accuracy bonus: 0
    Recharge 20 seconds (11.76 with hasten)
    Brawl Index: 9.888 lethal
    Damage per activation: 2.9966 BI/Sec
    Damage per endurance: .3532 BI/End
    Secondary effect: magnitude 4 stun

    Fiery Melee

    The king of tanker AOE sets. With 2 strong PBAOEs and a narrow cone, this has a good selection of area attacks, and is backed up with some reasonably effective single target attacks. The only secondary effect of the attacks would be damage over time, which is a variable amount in most cases.

    Single target DPS rating: 2.3
    AOE Rating: 5 – two very strong PBAOEs and a narrow cone
    Endurance Efficiency: .538 DPE –though this is somewhat deceptive since this is only for single target work, and relies heavily on incinerate, which is an extremely efficient attack. If many AOEs are used, endurance costs will go up very quickly as AOE are always pricey.
    Mez Ability: 0 –none whatsoever

    Attack Chain:
    Incinerate
    Scorch
    Fire sword
    Scorch
    Incinerate
    Scorch
    Fire sword
    Scorch
    Fire sword
    Incinerate

    Scorch: Very likely the best starting attack among tanker secondaries. It both does good damage, and recycles quickly. Also since it is all fire damage, it is not very commonly resisted.

    Level Available: 1
    Activation: 1.7
    Endurance cost: 6.3
    Accuracy bonus: 0
    Recharge 3 (1.764 with hasten)
    Brawl Index: 3.028
    Damage per activation: 1.7812 BI/Sec
    Damage per endurance: .4806 BI/End
    Secondary effect: 0-5 damage over time, the average value (2.5) is included into the BI above.

    Fire Sword: A fair single target attack. It is a mixture of lethal and fire damage with a bit of DoT at the end. The quick recharge and animation time can make this a better addition to an attack chain than greater fire sword.

    Level Available: 2
    Activation: 1.8
    Endurance cost: 10
    Accuracy bonus: 0
    Recharge 6 (3.52 with hasten)
    Brawl Index: 4.3612
    Damage per activation: 2.4229 BI/Sec
    Damage per endurance: .436436 BI/End
    Secondary effect: 0-5 damage over time, the average value (2.5) is included into the BI above.


    Combustion: A power often disliked by users of this set owing to its damage over time nature. In terms of the absolute numbers, it is quite respectable, but since most of the damage is DoT, people often overlook it and consider the power gimpy. In fact is a very efficient and effective AOE with a large radius.

    Level Available: 10
    Activation: 3
    Endurance cost: 12.8
    Accuracy bonus: 0
    Recharge 12 (7.056 with hasten)
    Brawl Index: 3.6113
    Damage per activation: 1.2038 BI/Sec
    Damage per endurance: .2821 BI/End
    Secondary effect: Only around 40% of the damage from this is in the initial pulse with the rest following in 8 DoT ticks.

    Breath of Fire: A long narrow cone often skipped due to difficulty in use do to the shape and the fact that tankers are more often surrounded by enemies. The damage is ok though. It appears to be most often used as a ranged attack for runners.

    Level Available: 16
    Activation: 2.7
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 10 (5.88 with hasten)
    Brawl Index: 4.472
    Damage per activation: 1.6563 BI/Sec
    Damage per endurance: .3042 BI/End
    Secondary effect: 0-5 damage over time, the average value (2.5) is included into the BI above.


    Fire Sword Circle: The highest damage AOE among tanker secondaries. It's a very popular attack with users of fiery melee secondary. It both does more damage than combustion, and delivers it more quickly. However it has a very high endurance cost, a long animation, and a long recharge time.

    Level Available: 28
    Activation: 4.2 (+ some amount of after lag)
    Endurance cost: 26.7
    Accuracy bonus: 0
    Recharge 20 (11.76 with hasten)
    Brawl Index: 5.005
    Damage per activation: 1.1917 BI/Sec
    Damage per endurance: .1875 BI/End
    Secondary effect: 0-5 damage over time, the average value (2.5) is included into the BI above.


    Incinerate: Very often considered the ‘Must Have’ power of the set. This is a fairly high damage, quick recharge, and low endurance cost attack. The drawback is that it is all damage over time. However given its large advantages, it is foolish to skip this power.

    Level Available: 35
    Activation: 1.7
    Endurance cost: 10
    Accuracy bonus: 0
    Recharge 10 (5.58 with hasten)
    Brawl Index: 6.944
    Damage per activation: 4.084 BI/Sec
    Damage per endurance: .6944 BI/End
    Secondary effect: All damage over time in 10 ticks.

    Greater Fire Sword: Damn this is a really big impressive sword. However it seems that the size must imbalance the user because there is a large hang time after use that ruins the ability of this power to contribute to a good attack chain. The damage is quite solid really, and it is easily the hardest a fiery melee user can hit in a single attack. However, for sustained single target pounding, it should be avoided.

    Level Available: 38
    Activation: 3 (+0.9)
    Endurance cost: 18.3
    Accuracy bonus: 0
    Recharge 12 (7.056 with hasten)
    Brawl Index: 8.167
    Damage per activation: 2.0941 BI/Sec
    Damage per endurance: .4463 BI/End
    Secondary effect: 0-5 damage over time, the average value (2.5) is included into the BI above.


    Ice Melee

    Well known to be an offensively weak secondary among the options, it makes up for this by having a bunch of abilities one would find among controllers. There is a very effective synergy when the set is paired with Fiery Aura because the burn+ice patch combination is quite devastating. Otherwise one can end up as a defensively supreme, but offensively weak tanker. If you have little desire to solo this set can be a major boon to teams.

    Single target DPS rating: 2
    AOE Rating: 1 (one cone, of decent damage)
    Endurance Efficiency: ..385 DPE
    Mez Ability:5 –freezing touch is a very good hold, and ice slick is a truly amazing power.

    Though keep in mind that the above damage rating does not reflect normal slotting since in most cases freezing touch will be slotted for hold instead of damage.

    Attack Chain:
    Greater Ice Sword
    Frozen fists
    Freezing touch
    Ice sword
    Frost
    Greater Ice Sword
    Ice sword
    Frozen fists
    Freezing touch
    Frost

    Frozen Fists: The low damage, fairly high endurance cost, and the apparent ineffectiveness of the secondary effects leave one rather nonplussed. The attack is a mixture of cold and smashing damage.

    Level Available: 1
    Activation: 1.3
    Endurance cost: 6.3
    Accuracy bonus: 0
    Recharge 3 (1.765 with hasten)
    Brawl Index: 2.3334
    Damage per activation: 1.7949 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: Minor slowing of recharge and movement of the target. This value I’ve seen estimated at 20% or so, but doesn’t last long enough to stack.

    Ice Sword: This attack has fairly good DPA, and is a good thing for ice attack chains. Again the damage type is a mix, this time lethal with cold. The slow effects are generally reputed to be minimal in effectiveness; with the numbers I have being hearsay.

    Level Available: 2
    Activation: 1.8
    Endurance cost: 9.9
    Accuracy bonus: 0
    Recharge 6 (3.5294 with hasten)
    Brawl Index: 3.6667
    Damage per activation: 2.0371 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: Minor slowing of recharge and movement of the target. This value I’ve seen estimated at 20% or so, but doesn’t last long enough to stack.

    Frost: The single AOE attack in the set. It is a short cone (11’ range), which delivers cold damage over time. It also has the token slow effect that is standard to cold attacks. Given that it is the only AOE in the set, and the damage isn’t all that bad, I could see non fiery aura primary tankers taking this regularly.

    Level Available: 10
    Activation: 2.3
    Endurance cost: 15.9
    Accuracy bonus: 0
    Recharge 11 (6.47 with hasten)
    Brawl Index: 4.5 (.75*6)
    Damage per activation: 1.9565 BI/Sec
    Damage per endurance: .2830 BI/End
    Secondary effect: Minor slowing of recharge and movement of the target. This value I’ve seen estimated at 20% or so.

    Ice Patch: The real strength of this set lies not in an attack, but in a controller ability. This power creates a patch of ice that has a huge ability to knock foes down. Basically once this is in effect, you are surrounded by flopping fish. Coupled with burn you can have a big fish fry. No matter what the primary though, it is an incredible defensive tool, as enemies cannot attack while falling down. Either hasten or a couple very fresh recharges makes this permanent.

    Level Available: 20
    Activation: 2
    Endurance cost: 15
    Accuracy bonus: 100%
    Recharge 35 (20.5882 with hasten)
    Duration: 20
    Secondary effect: Knockdown in a 10’ radius.

    Freezing Touch: While this attack also does damage, it’s utility primarily lies in the hold ability. It is a fairly strong hold, which can easily take care of minions or lieutenants. Stacking will enable bosses to be held as well. All damage is cold type.

    Level Available: 28
    Activation: 1
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 16 (9.4118 with hasten)
    Brawl Index: 4.668
    Damage per activation: 4.6668 (in 6 ticks) BI/Sec
    Damage per endurance: .3175 BI/End
    Hold Duration: 10
    Secondary effect: Magnitude 3 hold.

    Greater Ice Sword: A fairly low damage attack for the level at which it becomes available, it is still the best in the set. Damage is a fairly even split between lethal and cold.

    Level Available: 35
    Activation: 2.7
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 10 (5.882 with hasten)
    Brawl Index: 5.4445
    Damage per activation: 2.0165 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: Minor slowing of recharge and movement of the target. This value I’ve seen estimated at 20% or so.

    Frozen Aura: Now if I said bad things about Greater Ice Sword, words fail me on how bad this power is. This power is an AOE sleep. What good does this do a tank? Don’t ask me, I’ve never heard of a soul finding a use for this power. It might be handy to blasters as it is also present in the ice blaster secondary to be able to run away, but that’s about it.

    Level Available: 38
    Activation: 2.1
    Endurance cost: 18.8
    Accuracy bonus: 0
    Recharge 20 (11.76 with hasten)

    Secondary effect: magnitude 2 sleep.

    Stone Melee

    A set, which features what many see as the best special effects of the secondaries. The attacks simply sound and look impressive. You get to whack enemies with big old mauls that make loud booming noises. There are a number of quite impressive single target attacks in the set, and some ability to stun is present. There is only one AOE and it is nothing special (there is a second AOE, but it does not do damage). One downside would be that everything is smashing damage, which is very commonly resisted.

    Single target DPS rating: 3.1
    AOE Rating: 2 – 1 fairly weak PBAOE
    Endurance Efficiency: .339 DPE
    Mez Ability: 4- a good mix of knockdown, stuns and holds, None are guaranteed though.

    Attack Chain:
    Seismic smash
    Stone fist
    Stone mallet
    Heavy mallet
    Stone fist
    Hurl boulder
    Stone mallet
    Stone fist
    Seismic smash
    Heavy mallet
    Stone fist
    Stone mallet

    Stone Fist: A reasonably decent mandatory attack. It cycles very quickly and does median damage for good damage per activation, but you pay for this in a fairly high endurance cost. It also can stun the enemy.

    Level Available: 1
    Activation: 0.6
    Endurance cost: 7.5
    Accuracy bonus: 0
    Recharge 4 (2.3529 with hasten)
    Brawl Index: 2.7778
    Damage per activation: 4.6296 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 10% chance of magnitude 2 stun.


    Stone Mallet: A fairly hard hitting attack, which puts up good numbers.

    Level Available: 2
    Activation: 2
    Endurance cost: 12.8
    Accuracy bonus: 0
    Recharge 8 (4.706 with hasten)
    Brawl Index: 4.5556
    Damage per activation: 2.2778 BI/Sec
    Damage per endurance: .3559 BI/End
    Secondary effect: 50% chance of knockdown

    Heavy Mallet: The heaviest hitting attack for its level among tanker secondaries. The brawl index for this power is impressively high, but the endurance cost is commensurate.

    Level Available: 10
    Activation: 2
    Endurance cost: 23.5
    Accuracy bonus: 0
    Recharge 13 (7.6471 with hasten)
    Brawl Index: 6.3333
    Damage per activation: 3.1667 BI/Sec
    Damage per endurance: .2695 BI/End
    Secondary effect: 75% chance of knockdown

    Fault: You stomp on the ground knocking foes up into the air and possibly stunning them. This is ranged attack centered on a chosen foe. However the attack does no damage.

    Level Available: 20
    Activation: 2.1
    Range: 20
    Endurance cost: 14.7
    Accuracy bonus: 0
    Recharge 20 (11.76 with hasten)
    Secondary effect: knockup, 50% chance of magnitude 3 stun

    Hurl Boulder: This is one of the two ranged attacks available among the tanker secondaries. You rip a boulder out of the ground and throw it at your foe. It can knock down the foe as well. This power features both a long animation time and lousy range.

    Level Available: 28
    Activation: 3.8
    Endurance cost: 13.5
    Accuracy bonus: 0
    Recharge 8 (4.706 with hasten)
    Brawl Index: 4.5556
    Damage per activation: 1.1988 BI/Sec
    Damage per endurance: .3375 BI/End
    Secondary effect: 50% chance of knockback (no subject to magnitude)

    Tremor: The AOE attack of the set. This causes a localized earthquake that damages and can knockdown foes. Damage is only fair, but it is the only AOE of the set. Also knockdown is a nice side effect. Footstomp from super strength is actually notably better, but of similar effect.

    Level Available: 35
    Activation: 3.3
    Endurance cost: 19.5
    Accuracy bonus: 0
    Recharge 14 (8.2353 with hasten)
    Brawl Index: 2.7778
    Damage per activation: .8418 BI/Sec
    Damage per endurance: .1425 BI/End
    Secondary effect: 80% chance of knockback

    Seismic Smash: The second best attack among tanker secondaries following only energy transfer. This does huge damage, and has a decent chance of a very severe hold. With a quick activation, the only downside is high endurance cost (though OK for the damage dealt) and long recharge.

    Level Available: 38
    Activation: 1.5
    Endurance cost: 26.7
    Accuracy bonus: 0
    Recharge 20 (11.76 with hasten)
    Brawl Index: 9.89
    Damage per activation: 6.593 BI/Sec
    Damage per endurance: .3732 BI/End
    Secondary effect: 40% chance of magnitude 4 hold

    Super Strength

    This set definitely gets mixed reviews. While it is a decent set, with a good AOE, and a few nice attacks, it does have some real bowser powers, and many feel it does not really capture the feeling of a titan walking the earth. However others are satisfied, and overall the damage isn’t bad. Permanent rage can make this into a respectable set damage wise. Damage type for all attacks is smashing.

    Single target DPS rating: 2.5
    AOE Rating: 3- one strong PBAOE
    Endurance Efficiency: .480 DPE
    Mez Ability: 4 mix of holds, stuns, and knockdown.

    Attack Chain:

    Knockout blow
    Haymaker
    Jab
    Punch
    Jab
    Foot stomp
    Haymaker
    jab
    Punch
    Jab
    Haymaker
    Knockout blow

    Jab: This is a low damage fast cycling attack. Damage is lower than that of most mandatory tanker secondary powers.

    Level Available: 1
    Activation: 1.1
    Endurance cost: 5.1
    Accuracy bonus: 0
    Recharge 2 (1.176 with hasten)
    Brawl Index: 1.8889
    Damage per activation: 1.7172 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 10% chance of magnitude 2 stun.

    Punch: Not a bad attack, but it's no better than most of the level 1 powers from other secondaries. It has a knockdown component that can be nice.

    Level Available: 2
    Activation: 1.2
    Endurance cost: 7.5
    Accuracy bonus: 0
    Recharge 4 (2.353 with hasten)
    Brawl Index: 2.7778
    Damage per activation: 2.3148 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 30% chance of knockdown

    Haymaker: The first real decent attack of the set. This one is fairly comparable to other attacks of this level and has some nice eye candy. You can actually feel strong using it.

    Level Available: 10
    Activation: 1.5
    Endurance cost: 12.3
    Accuracy bonus: 0
    Recharge 8 (4.706 with hasten)
    Brawl Index: 4.5556
    Damage per activation: 3.037 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 60% chance of knockdown

    Hand Clap: This is a non damaging utility power, for which some might question the utility due to the knockback component. However it doesn’t require slotting, and can be useful in some circumstances.

    Level Available: 16
    Activation: 1.2
    Endurance cost: 18.8
    Accuracy bonus: 0
    Recharge: 30 (17.647 with hasten)
    Secondary effect: knockback, 50% chance of magnitude 2 stun.

    Knockout Blow: This is a devastating single target attack available quite early in the level progression. It vindicates calling the set super strength. You do pay for it with fair endurance cost and very long recharge.

    Level Available: 20
    Activation: 2.2
    Endurance cost: 19
    Accuracy bonus: 0
    Recharge 25 (14.706 with hasten)
    Brawl Index: 9.8889
    Damage per activation: 4.4950 BI/Sec
    Damage per endurance: .5205 BI/End
    Secondary effect: knockup, hold (unknown magnitude, probably comparable to other secondaries, so magnitude 3 or 4)

    Rage: Now I have not been listing build up under most of the secondaries just to avoid typing so much. However this is the only secondary which doesn’t have that power. Instead it has rage. This is also seen as another saving grace of the set. This power, which can be permanent, allows the tanker to run with an 80% base damage boost, and a substantial accuracy bonus (50%?). In return for this the current incarnation costs you 25 endurance and makes you do nothing for 10 seconds when it expires. For a soloing tank, this is very popular. For team tanks the rage drop could be an unwise gamble in certain situations such as AV fights.

    Level Available: 28
    Activation: 1.2
    Endurance cost: 18.8
    Accuracy bonus: 50%?
    Damage Bonus: +80% of base damage
    Recharge 180? (105.88 with hasten)
    Secondary effect: 25 endurance cost on expiration, 10 seconds of inaction on expiration

    Hurl: This features long animation, medium damage, and poor range. However it is a ranged attack, so can prove useful sometimes.

    Level Available: 35
    Activation: 3.8
    Endurance cost: 13.5
    Accuracy bonus: 0
    Recharge 8 (4.706 with hasten)
    Brawl Index: 4.5556
    Damage per activation: 1.199 BI/Sec
    Damage per endurance: .3375 BI/End
    Secondary effect: 50% chance of knockback

    Foot Stomp: Another high point of the set. This one is really quite impressive. You stomp on the ground and shockwaves knockdown and damage your foes. Quite a nice AOE attack really, even if you do have to wait a long time for it. Endurance cost is very high though.

    Level Available: 38
    Activation: 2.1
    Endurance cost: 26.5
    Accuracy bonus: 0
    Recharge 20 (11.76 with hasten)
    Brawl Index: 3.944 BI/End
    Damage per activation: 1.8781 BI/Sec
    Damage per endurance: .0709
    Secondary effect: 80% chance of knockdown

    War Mace

    The tanker set which often fills the Rodney Dangerfield slot of getting no respect. A common description is that it is a rubber mace. I had believed that it didn’t deserve this abuse, then I ran the numbers. This set really is weak. I could almost do as much damage using Ice Melee. The biggest problem with the set appears to be overly long animation times. Another problem with the set is that while in most cases a decent attack is available at 10th level, in war mace this slot is filled by a single target stun. The third real attack is only available at 20th level. Damage type for this set is always smashing.

    Single target DPS rating: 2
    AOE Rating: 3- A decent PBAOE, a good wide cone, and a fair narrow cone.
    Endurance Efficiency: .361 DPE
    Mez Ability: 3 – there is a mix of stuns and knockdowns available in the set. Clobber is a guaranteed stun.

    Attack Chain:

    Pulverize
    Shatter
    Jawbreaker
    Pulverize
    Bash
    Crowd control
    Bash
    Pulverize
    Shatter

    Bash: Not a bad mandatory attack. Damage is comparable to others in the slot, and there is some chance of a stun.

    Level Available: 1
    Activation: 1.4
    Endurance cost: 7.5
    Accuracy bonus: 5%
    Recharge; 4 (2.353 with hasten)
    Brawl Index: 2.7778
    Damage per activation: 1.9841 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 10% chance of magnitude 2 stun

    Pulverize: A good attack for the availability at level 2. It is quite comparable to chop. There is some chance of stun.

    Level Available: 2
    Activation: 1.8
    Endurance cost: 12.3
    Accuracy bonus: 5%
    Recharge 8 (4.706 with hasten)
    Brawl Index: 4.5556 BI/End
    Damage per activation: 2.2778 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 20% chance of magnitude 2 stun

    Clobber: Basically this is a minimal damage stun attack. While there might be some use for this power (in PvP for example), it is poorly situated in the power list, and generally doesn’t get much use.

    Level Available: 10
    Activation: 1.8
    Endurance cost: 14.7
    Accuracy bonus: 5%
    Recharge 20 (11.76 with hasten)
    Brawl Index: .6944
    Damage per activation: .3858 BI/Sec
    Damage per endurance: .0472
    Secondary effect: magnitude 3 stun

    Jawbreaker: A knock up attack like swoop, but doing less damage. Still a decent attack, even if the animation is a bit long.

    Level Available: 20
    Activation: 2.9
    Endurance cost: 12.3
    Accuracy bonus: 5%
    Recharge 10 (5.882 with hasten)
    Brawl Index: 5.4445
    Damage per activation: 1.8774 BI/Sec
    Damage per endurance: .4426 BI/End
    Secondary effect: 75% of knockup

    Whirling Mace: The PBAOE of the set. Damage is slightly higher than for the comparable one in the axe set. It can also stun your foes.

    Level Available: 28
    Activation: 2.9
    Endurance cost: 18.8
    Accuracy bonus: 5%
    Recharge 14 (8.235 with hasten)
    Brawl Index: 3.115
    Damage per activation: 1.0729 BI/Sec
    Damage per endurance: .1655 BI/End
    Secondary effect: 30% chance of magnitude 2 stun

    Shatter: This is a short-range narrow cone, which does pretty good damage.

    Level Available: 35
    Activation: 2.9
    Endurance cost: 17.1
    Accuracy bonus: 5%
    Recharge 12 (7.058 with hasten)
    Brawl Index: 6.334
    Damage per activation: 2.184 BI/Sec
    Damage per endurance: .3704 BI/End
    Secondary effect: 80% chance of knockback

    Crowd Control: a frontal wide cone AOE attack which does good damage for a moderate endurance cost. It also knocks down foes much of the time.

    Level Available: 38
    Activation: 2.3
    Endurance cost: 17.1
    Accuracy bonus: 5%
    Recharge 12 (7.058 with hasten)
    Brawl Index: 4.473
    Damage per activation: 1.9448 BI/Sec
    Damage per endurance: .2616 BI/End
    Secondary effect: 60% chance of knockdown
  5. Nice guide. I have been contemplating a fire/stone, and this is helpful. I would note that a taunt in BA isn't really worth the trouble in my experience. The inherent taunt works fine without it for burn purposes. I would advocate a second accuracy instead since it will hold aggro as long as it hits all the time.
  6. Nice guide. About the only objection I could suggest is that you have over slotted build up. There is generally litle reason to use fiery embrace and build up simultaneously since all your attacks should be at 266% boost (5 damage). With FE and BU, you go well above the cap to 466%, while the cap is just 400% of base damage, thus the second power is only adding 33% boost. Having just one or the other available at any given time is a better idea. If this is your goal, and you have six slotted FE with hasten, the base slot in build up will allow it to synch. Not sure where you'd put the freed up slots, maybe health or scorch.
  7. If it weren't for the fact that travel in the shard is a royal PITA, I would spend a good amount of time there. As it is, I loathe trying to get around in that zone unless I team with someone with recall friend or group fly. I haven't even made it to the chantry yet, but I am curious to see it. I have spent way too much time being really ticked off trying to navigate the place to ever bother again with it solo.

    The crash site isn't that bad. Quite dangerous certainly, but I think it's a pretty cool location. A bit remote is a true description, but sometimes it is nice to get away from the PL MEEEE!!11!, of PI.

    I still think it would be neat to have a TF there which involved breaking into the Rikti ship.
  8. Had a feeling you'd say something like that. Though I really would like to see how sick burn damage would get with 7 EFs up at the same time. I've seen two stacked at once and it was pretty impressive.
  9. You were talking about how to deal with the alpha strike- I would suggest picking up a token fire tank. Buffed up with all that AM, he'd never run out of endurance and be able to fire off all his PBAOEs constantly (well almost). Between those and the EF enhanced burn patches damage would be flowing at an insane rate. When built correctly, a fire tank could easily take the alpha from most any scenario. If you want one I could be convinced to build another fire/fire (though I have been interested in fire/em, though the AOEs from fire would have better synergy with your teams)
  10. The guide is good. I will however make some comments on fiery embrace since I don't fully agree withyour take on it.

    I only advocate it if you have fire for your secondary.
    With six recharges it's up 50% of the time for fire attacks. With hasten, you can get the recharge to the mid 40s. This gives uptime of 66% or so. This is very impressive. Compared to build up, it is a very nice power. If you have take the fire secondary you have to think of this power as a 3 SO boost 50% of the time (roughly 1.5 SOs therefore in all fire powers). With hasten it comes out to 2 SOs in all fire attacks.
    My evaluation would be: for fire secondary, reccomended, otherwise skip.