Tanker Guides and FAQs
Some information on resistance and defense:
Resistance is how much damage you take when you get hit. If a foe hits you and does 100 pts damage (e.g. Lethal) and you don't have any resistance to the damage type, you take 100 points damage. If you have 20% resistance to that damage type e.g. Lethal), you will only take 80 points damage.
Defense is whether you will get hit or not.
An even level minion villian has a base 50% chance to hit you if you have no defense and no buffs or debuffs from friends or foes and the villian has no 'to hit' bonus and no 'to hit' buffs or debuffs from friends or foes.
An even level leutenant has a base 62.5% chance to hit under the same conditions as above.
An even level boss has a base 75% chance to hit under the same conditions as above.
If you activate a power that supplies you with 5% defense (like Combat Jump, Hover or Hasten), then looking at the base numbers above, an even con minion now has 45% chance to hit you.
If a villian is 1 level above you, then he gets a 6.5% bonus to hit you. If you you are 1 level above the villian, you get a 6.5% bonus to hit the villian.
Note: if you end up with 50% defense from powers and buffs from teammates, even though a minion now has zero (50 - 50) chance to hit, the game does not allow a zero chance to hit and put a cap of 5% on the to hit minimum. So a foe always has a 5% chance to hit you.
Invulnerability power set information for Tankers and Scrappers:
Resist Physical Damage (RPD) is 12.5% resistance to smashing and lethal (9.375% for Scrappers) and each single origin (SO) enhance damage resistance (DamRes) enhancement provides 2.5% more (1.875% for Scrappers)
Resist Elements (REl) is 20% resistance to heat and cold (fire and ice) (15% for Scrappers) and each SO DamRes enhancer provides 4% more (3% for Scrappers)
Resist Energies (REn) is 20% resistance to energy and negative energy (dark) (15% for Scrappers) and each SO DamRes enhancer provides 4% more (3% for Scrappers)
Temporary Invulnerability (TI) provides 32.5% resistance to smashing and lethal (24.375% for Scrappers) and each SO DamRes enhancer provides 6.5% more (4.875% for Scrappers)
Unyielding (Uny) is 20% resistance to all types except psionic (15% for Scrappers) and each SO DamRes enhancer provides 4% more (3% for Scrappers)
Unstoppable (Uns) is 70% resistance to all types except psionic (52.5% for Scrappers) and each SO DamRes enhancer provides 14% more (10.5% for Scrappers)
Tough Hide (TH) is 7.5% defense to all types except psionic (5.625% for Scrappers) and each SO enhance defense buff (DefBuf) enhancer provides 1.5% more (1.125% for Scrappers)
Invincibility (Inv) is *guessing* 5% melee and ranged defense to all types except psionic (3.75% for Scrappers) and *guessing* 5% to hit buff (ToHit) (3.75% for Scrappers) for every foe in melee range. Each SO DefBuf enhancer provides 1% more (0.75% for Scrappers). Each SO ToHit enhancer provides 1.67% more (1.25% for Scrappers)
Tough (Fighting pool) is 20% resistance to smashing and lethal (15% for Scrappers) and each SO DamRes enhancer provides 4% more (3% for Scrappers) Note: Tough uses less endurance than TI
Weave (Fighting pool) is 12.5% melee and ranged defense (9.375% for Scrappers) and each SO DefBuf enhancer provides 2.5% more (1.875% for Scrappers)
Combat Jump, Hover and Hasten each give 5% defense to melee and ranged for all archetypes and each SO DefBuf enhancer provides 1% more.
Stealth and all invisiblity powers provide 7.5% defense to melee and ranged for all archetypes and each SO DefBuf enhancer provides 1.5% more.
Tankers can reach between 80% and 104% resistance (90% is cap) with the following combinations:
Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (1 SO DamRes) - Total 98% resistance to smashing and lethal
Unyielding (6 SO DamRes), TI (2 SO DamRes) - Total 89.5% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (3 SO DamRes) - Total 91% resistance to smashing and lethal
Unyielding (6 SO DamRes), Tough (6 SO DamRes) - Total 88% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (6 SO DamRes), Tough (0 SO DamRes) - Total 91.5% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI(0 SO DamRes) - Total 104% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (1 SO DamRes), TI (1 SO DamRes) - Total 94% resistance to smashing and lethal
Unyielding (5 SO DamRes), TI (3 SO DamRes) - Total 92% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (1 SO DamRes), Tough (4 SO DamRes) - Total 91% resistance to smashing and lethal
Unyielding (5 SO DamRes), Tough (6 SO DamRes) - Total 84% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (6 SO DamRes), Tough (1 SO DamRes) - Total 91.5% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI(0 SO DamRes) - Total 100% resistance to smashing and lethal
Unyielding (5 SO DamRes), Tough (5 SO DamRes) - Total 80% resistance to smashing and lethal
Elemental (fire and ice), and Energies (energy and dark):
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 88% resistance to elemental and energies
Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 84% resistance to elemental and energies
*Unyielding provides 44% Toxic resistance with 6 SO DamRes and 40% with 5 SO DamRes
Scrappers can reach between 63% and 78% resistance (75% is cap) with the following combinations:
Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (2 SO DamRes) - Total 78.375% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (6 SO DamRes) - Total 77.25% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (6 SO DamRes), Tough (2 SO DamRes) - Total 74.625% resistance to smashing and lethal
Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI(0 SO DamRes) - Total 78% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (1 SO DamRes), TI (2 SO DamRes) - Total 78.375% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (1 SO DamRes), Tough (6 SO DamRes) - Total 74.25% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (6 SO DamRes), Tough (3 SO DamRes) - Total 74.625% resistance to smashing and lethal
Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI(0 SO DamRes) - Total 74% resistance to smashing and lethal
Elemental (fire and ice), and Energies (energy and dark):
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 66% resistance to elemental and energies
Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 63% resistance to elemental and energies
*Unyielding provides 33% Toxic resistance with 6 SO DamRes and 30% with 5 SO DamRes
The Min/Max Army's guide to Sustained-DPS
A worksheet for ANY build to maximize their current sustained (ie long term) DPS.
Coalfire's Fiery Aura Guide, Version 1.0
Wrath smash good.
My FIRE/EM TANK Guide. Enjoy
It was nice of CuppaJo to put the link to my "Supertank" build in the top post- too bad and didn't realize it and let it get erased!
Here's a new one: The Supertank! (Inv/SS/Fly Build)
See my sig for How to Build Superman v3.0 & Inv/SS guide.
Vox_Populi, your supertank build post will slide off of the forum if you don't post it in the guide forum (all but the guide forum autowipe).
Thanks, Umagon! I didn't know that.
So You Think You Are Tough? (A guide to Invulnerability)
The tanker/scrapper set of Invulnerability is a staple of the comic book hero. Superman, Hulk, Wonder Woman
all easy examples of it, but also the typical battle suited hero like Iron Man would fit there if the Tank set had blaster-type secondaries. For scrappers, invul is a good choice for any hero who wears body armor. This was written with the tanker in mind, so please excuse any mistakes I make on how the scrapper version differs.
Now first off, I firmly believe if you are playing an invul tank, you should really make sure to take taunt early. Those who dont are cheating their team of that ability. Yes punchvoke and invincibility will draw agro too, but without taunt you cant aid that teammate who has someone bad on them who isnt right next to you. You want a tank to just solo with? Forget invul and go fire/fire. There is a reason its so popular.
Now the powers for invul are nice because practically each one is useful. Numbers provided are based off of a post by Buffy A. Summers on the official board or from the COH Planner.. For tanks, the damage resistance cap is 90% and 75% for scrappers. Scrapper numbers will be in parentheticals.
Resist Physical Damage (RPD): The first one out the gate will serve you well. Always on, it costs no endurance. 12.5% (9.375%) resistance to smashing/lethal damage, which is the basic types you will encounter most often in the early game. An SO will give only an additional 2.5% (1.875%), so I suggest not slotting it. Why? Because the next power is your friend.
Temp Invulnerability (TI): This is a toggle that while active will also give you resistance to smashing/lethal as well. It will cost you some endurance, but provides 32.5% (24.375%) resistance, with 6.5% (4.875%) per slot with an SO in it. Two or three slots should suffice you until the late game when you might have slots to spare. Slot with 2 damage resists, and maybe an end redux or two if you end up slotting it more than 2. A tank with 2 damage resist SOs here and a 6 slotted Unyielding will provide 89.5% damage resistance, which is just below the damage cap. It will be 78.375% for scrappers when combined with RPD, which is above the damage cap. Ill be posting some effective combos later on.
Dull Pain: Click Power. This gives you +40% to your max health, with a healing of that much. A nice emergency heal, you can make this permanent with 6 Recharge SOs, or 4 only with perma-hasten. All depends on how you use it.
Resist Elements: Always on. Fire and ice are common in the lower levels as much as the higher ones, and thus this power is a wonderful one while in the Hellows, I mean the Hollows. Unlike RPD, this one is worth slotting a full 6. 20% resistance base (15%), with 4% (3%) per SO.
Unyielding: The core power of this set and you get it at level 8 for tanks!!! Before Issue 3, it was called Unyielding Stance, because you were stuck standing where you were. But that is no longer the case, and it has become the backbone of the set. Not only does it give you exceptional resistance to all mez effects like hold, sleep, disorient, and knockback, but it also gives you 20% (15%) resistance to ALL damage except psionics, with 4% (3%) more from each SO. Get it fast, 6 slot it fast. A toggle power.
Resist Energies: Always on. Just like Resist Elements, but against Energy and Negative Energy. Same numbers folks, so 6 slot it too.
Invincibility: Another toggle, grab it when it comes, because this too is a great power you dont want to miss. With this power on, you generate an aura that garners you agro, so make sure to turn it off if you are traveling in areas that you dont want the extra attention. In addition, you gain a bonus to defense and accuracy for each foe in melee range. Numbers are all guess work here, but so far theory is 5% (3.5%) Defense bonus to all non-Psionic attacks and to accuracy. For each slot devoted to a DefBuff, each foe will give an additional 1% (.75%) up to a set number of foes. If slotting ToHit SOs, it is another 1.67% (1.25%) per foe in your chances to hit. These numbers are not for sure, but a good start to see why its so good. The bigger the mob, the better defense AND accuracy you will have. So herd away! 2 slots will do you fine, with an end redux and a ToHit Id suggest. For another slot, Id add a defense buff or another ToHit.
Tough Hide: An always on power that gives you 7.5% (5.625%) defense to all damage except psionics. Extra slots will only provide 1.5% (1.125%) more, so I dont recommend slotting it out.
Unstoppable: A click power that lasts 120 seconds, it used to be the mainstay before I3. Now with a longer recharge time, the days of unstoppable is gone. Providing an amazing 70% (52.5%) resistance to all damage except psionics, with an additional 14% (10.5%) per extra damage resist SO. Besides that, you get the same mez protection you would get from unyielding and an exceptionally high endurance recovery. But this comes with a price. When it wears off, you lose all your endurance and health. This is also known as a empaths aneurism, because when this happens the healers will go nuts to try to heal you before it gets you killed. If you take this power, grab Hero Stats, a free program that I highly recommend. You can set it for in-game display and see when it returns. I dont recommend taking Unstoppable until the 40s, as its mainly a panic button. Slot it with recharges and maybe damage resist SOs.
Thats the powers for Invulnerability. For pool powers, Fitness pool is a must as always, with Stamina at 20 or 22. Dont worry about hasten until after you get Stamina at 20, unless you want Super Speed as your first travel power. I highly recommend any teaming tank to take Hasten/SS by the 30+ range, simply because you can then move between foes faster, but that is just a personal preference. That and I like getting off my high end attacks more. Combat Jumping/Super Jump is the travel set Id most recommend for the early invul though, as CJs Defense bonus is nice in the early game (and late!). If you want to Fly, dont waste your time on Hover
take Air Superiority. Its only moderate damage, but knocks foes down. Plenty of ways to go on pool powers for Invulnerability in the end, so knock yourself out. Endurance will be an issue until you can get Stamina, but just focus on taunting and holding agro and let teammates do the real damage and you will be fine. In the late game, consider getting the Epic Power Pool of Energy Mastery (Body Mastery for Scrappers) if you have endurance problems again simply for Conserve Power. If you 6 slot it with Recharges and have Perma-hasten, you will find it to have little down time. And I must admit Laser Beams eyes is just plain cool.
As you can see, we have one critical Achilles Heel
Psionics. Fortunately, most psionic foes are not present until the late game in the 40s. So two options present themselves to you.
First off, you can take the Fighting Pool. With Tough you gain damage resistance of 20% (15%), with 4% (3%) per SO. This also costs slightly less than TI in endurance. With Weave, you gain 12.5% (9.375%) Defense, and that includes Psionics! Each SO provides 2.5% (1.875%). So a 6 slotted Weave will provide you with a total Defense bonus of 27.5 % with even con SOs. If you go this route, you can skip TI and just take RPD, but you will be using a lot of slots up to maximize this. Or dont slot up Tough and just focus on slotting Weave. You will also have to take Boxing or Kick, which can be good or bad depending on viewpoint. Note that both Tough and Weave are toggles that require endurance.
Second off, just dont worry about it. Psionic damage is only from certain enemies, so just use care against them. Plus, many useful pool powers provide defense bonuses of their own. Combat Jumping, Hasten, and Hover provide 5% Defense, with 1% per SO. Stealth and all invisibility powers provide 7.5%, with 1.5% per SO.
So here are a few combos Ill recommend for maxing out your damage resistances. More can be found at here.
Tank Combo 1: (My 50 tank American Brutal uses this build)
Unyielding (6 SO DamRes), TI (2 SO DamRes) - Total 89.5% resistance to smashing and lethal (Adding RPD with 1 SO pushes this up to 98%)
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 88% resistance to elemental and energies
Unyielding Total 44% to Toxic
Tank Combo 2: (for a more end friendly build by putting an End Redux SO in Unyielding also)
Unyielding (5 SO DamRes), RPD (1 SO DamRes), TI (1 SO DamRes) - Total 94% resistance to smashing and lethal
Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 84% resistance to elemental and energies
Unyielding Total 40% to Toxic
Tank Combo 3: (for those wanting fighting pool and not taking temp invul)
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (3 SO DamRes) - Total 91% resistance to smashing and lethal
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 88% resistance to elemental and energies
Unyielding Total 44% to Toxic
Scrapper Combo 1:
Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (2 SO DamRes) - Total 78.375% resistance to smashing and lethal
Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 66% resistance to elemental and energies
Unyielding Total 33% to Toxic
Scrapper Combo 2a: (With Fighting Pool instead of Temp Invul)
Unyielding (6 SO DamRes), RPD (1 SO DamRes), Tough (6 SO DamRes) - Total 77.25% resistance to smashing and lethal
Scrapper Combo 2b: (This takes 1 more slot, but with a slightly higher non-toggle smash/lethal resist)
Unyielding (6 SO DamRes), RPD (6 SO DamRes), Tough (2 SO DamRes) - Total 74.625% resistance to smashing and lethal
Well thats it. I hope this guide was helpful. If so, send me a million dollars!
I finally got around to updating my Ice and Energy Melee Guide.
I have included some numbers and information about defense as well as links to useful guides.
Captain Booth - Necro / Storm Mastermind
Operative Cole - Soldier of Arachnos
Tango One - Fire / SS Tanker
Texas Holdem's(Steinig Punch) Guide to Stone Armor.
V for Victory.
My Fire/Ice Guide.
Well i've been looking at the 4 secondaries thought to be the best dmg (ice, fire, and mace and good but not for strait up dmg to a variety of foe and foe groups) also all dmg values are based on brawl index and ty to hero planner for the help on brawl index
INV SECONDARIES (5 main atks slotted 1 acc and 5 dmg +2 SO's)
Stone main atks
Stone Fist = 7.8 /rchge 4 /end 7.5
Stone Mallet = 12.8 /rchge 8 /end 13
Heavy Mallet = 17.9 /rchge 13 /end 23.5
Hurl Boulder = 12.8 /rchge 8 /end 13.5
Seismic Smash = ??? (almost same stats as total focus = 27.9) /rchge 20 /end 26.5
TOTAL DMG = 79.2
TOTAL DMG/SEC = 1.49 dps
TOTAL DMG/END = .94 dpe
Axe main atks
Chop = 12.8 /rchge 8 /end 12.5
Beheader = 15.4 /rchge 10 /end 14.5
Swoop = 17.9 /rchge 12 /end 16
Cleave = 21.6 /rchge 15 /end 20.5
Pendulum = 14.9 /rchge 15 /end 20.5
TOTAL DMG = 82.6
TOTAL DMG/SEC = 1.38 dps
TOTAL DMG/END = .98 dpe
Energy main atks
Energy Punch = 10.2 /rchge 4 /end 7.5
Bone smasher = 12.8 /rchge 8 /end 12
Whirling Hands = 7.8 rchge 14 /end 19
Energy Transfer = 35.8 /rchge 20 /end 14.5
Total Focus = 27.9 /rchge 20 /end 27
TOTAL DMG = 94.5
TOTAL DMG/SEC = 1.43 dps
TOTAL DMG/END = 1.18 dpe
Super strength main atks (all powers 6 +2 dmg SO's becuase of perma rage)
Jab = 6.0 /rchge 2 /end 5 w/rage = 9.6
Punch = 8.8 /rchge 4 /end 7.5 w/rage = 14
Haymaker = 14.5 /rchge 8 /end 12.5 w/rage = 23.2
Knockout Blow = 31.6 /rchge 25 /end 19 w/rage = 50.6
Foot Stomp = 12.6 /rchge 20 /end 26.5 w/rage = 20.2
TOTAL DMG = 73.5 TOTAL DMG = 117.6
TOTAL DMG/SEC = 1.25 dps TOTAL DMG/SEC = 1.99 dps
TOTAL DMG/END = 1.04 dpe TOTAL DMG/END = 1.67 dpe
Fire main atks
Scorch = 8.9 /rchge 3 /end 6.5
Fire Sword = 12.7 /rchge 6 /end 10
Fire Sword Circe = 14.5 /rchge 20 /end 26.5
Incinerate = 19.6 /rchge 10 /end 10
Greater Fire Sword = 23.8 /rchge 12 /end 18.5
TOTAL DMG = 79.5
TOTAL DMG/SEC = 1.55 dps
TOTAL DMG/END = 1.11 dpe
Ice main atk
Frozen Fists = 6.6 /rchge 3 /end 6.5
Ice Sword = 10.3 /rchge 6 /end 10
Frost = 12.7 /rchge 11 /end 16
Freezing TOuch = 13.2 /rchge 16 /end 14.5
Greater Ice Sword = 15.4 /rchge 10 /end 14.5
TOTAL DMG = 58.2
TOTAL DMG/SEC = 1.27 dps
TOTAL DMG/END = .95 dpe
they each have thier advantages and its cool to see why things happen the way they do for example ss and nrg have beast dmg/end and those are the most common with inv ( a massive end hog set) wel i hope u enjoy
p.s.- yes this has some flaws like Aoe, and total focuz has -hp but overall i think it ballences considering that most have a hold power and aoe. (plz no need to post the flaws to this just do with it what u want)
This seems like an awesome guide.
Although I am starting to wonder where I went wrong with my new scrapper. In Brickstown, at LVL29 as a Dark/Invuln, built exactly to the above stated specs, and including combat jumping but obvioulsy no six slotting of elements and energies, I am not having fun.
I jumped into a mob of 10 Crey Mob specialist's LVL 31. Being 29 I figured no problem. Wrong. Every single one of their attacks hit. Every one. Ranged and melee...which lead to me taking a serious butt kicking. Also being Dark I have the ability to debuff with my attacks. Wrong. Between Invincibiliy and Dark attacks, and CJ you would think at least one of them would miss once wouldn't you?
With my old scrapper of months ago...Spines/Invuln, this was a complete joke. Also my Tank who is LVL 31 tried the same, but to obviously 33's. Guess what? Tank didn't get hit more than 3 or 4 times.
So I am just wondering...what is going on, or what did I do wrong?
Build:
RPD 1 slot
TI 2 slots
US 6 slots
INVINCIBILTIY 1 TOHIT
RE - 1 slot
R Elements 1 slot
*CJ - 1 slot*
Any ideas?
Posted my build again (for the third time in six months), here's the link:
Magnus Star's Inv/SS build - For your reference
New and improved build posted, just follow the link:
Magnus Star's Inv/SS Build: New and Improved
Ok stupid question but does anyone have a build or a guide that is based around being a Hamidon Taunter. To Help Keep Hami concentrated arund you and being able to take a serious amount of dmg from him and mitos around him?
First glances and impressions leave Stone Armor seeming lackluster and a bit clunky. There are alot of drawbacks in the form of -Speed, -Damage, and -Recharge which look very unappealing. However, if looked at from a different perspective, Stone becomes a set that requires finesse to use, but can be unbelievably powerful. And one that won't bore you pre-32 since the armor shifting keeps you on your toes.
There are 2 gems in Stone which IMO put it in front of the other sets.
The first is obvious - Granite Armor ; Gives status resist that I've never had broken (and I've had stun icons stacked under my health bar 5 rows deep,) 4 SO slots for Damage Resist give you the 90% (3 HOs get you to 95%) cap to all but Psi, leaving the other 2 slots for added Defense to all but Psi (base 20% 2 SOs get your 28%, 3 HOs get you 34%) The -Recharge can be helped with (semi)Perma-Hasten, and the fix for the -Speed is the same for Rooted. The -Damage however means you will never be a 'heavy damage tank' with Granite running. This is one reason many people keep the other armors (especially for soloing) after they get Granite.
The second is a bit dusty at first and will give you your first taste of comprimise - Rooted ; Base heal of +100%, 6 SOs get you to 300%, 6 HOs get you 400%! Plus Rooted is awesome status protection to all but Immob (which can really piss you off.) Rooted makes you a Regen tank, and a kick-[censored] one at that. Earth's Embrace + Rooted also ups the amount of health regen'ed giving you a 40% boost to your heal rate per EE you have up. Also in I4, Rooted provides Res to End drain. Freakin golden.
The comprimise is painfully obvious the first time you turn it on. I just laughed in digust as I walked for what seemed like minutes to get to the door I was 20 ft away from when I turned it on. The correction is simple - Swift slotted up. Some people say 3 is bare bones minimum, I say no less than 4, and I ended up at 5 comfortably. My reasoning was that my teams would get tired of waiting on me for every fight, so they would start w/o my getting to set up and doing my job gaining aggro and positioning mobs right ( my worst nightmare.)
So many people wonder why even keep the other armors after Granite. Other than the fact that you could never EX below 33, it's up to you. Here's what you'll be losing -
Stone Skin - Marginally useful pre-Granite. After that it's a waste of a power since Granite caps you making SS redundant. It also only gives a base Res of 12.5%, less than useful IMO.
Rock Armor - You have to pick a power at level 1, either Stone Skin or Rock Armor. RA is 10-fold > SS to me. If you ever want to tank Psi, you need RA. So what if you have to 6-slot it (all DefBuf), if you're going with minimum armors (which to me = 4 armors) you're still dumping alot of slots. Live a little. You only get out what you put in. And other cheesy cliches. It is worth a note that in PvP the Def of Rock Armor vs. the Smashing damage of Brawl makes your toggles harder to drop.
Earth's Embrace - You can go your entire career without this power and not really gimp yourself, but I don't recommend it. With Rooted it not only gives you the initial heal and added HPs, but it increases your regen rate. Healing is what sets Stone apart.
Without the -Recharge of Granite you can have 2 EEs up at least the majority of the time (I can't swear to this since it's still something I'm toying with, but the math supports it) with Perma-Hasten and 6-slotted Rech. With Hasten, Rech's, and Granite it's easy to keep at least 1 up all the time. Admittedly not neccissary, and some couldn't imagine slotting EE at all and use it as more of a "ok, that may be too many" power (I recommend holding off on slotting, if you do, until the last few levels) It does come in handy as a stop-gap measure to keep you alive during a pull more massive than you can handle until your team can thin out the crowd a bit.
Brimstone Armor - Has its uses, but is largely a throw-away power. Both Fire and Cold are seldom a problem, especially since Rooted's heal generally soaks up the damage. After Granite you will really only need the other armors. The only Psi using group that also uses Fire is Carnies, and Schneshals (or whatever) are hardly worth woring about unless you've herded a ton of them, which would mean you have bigger fish to fry since they usually represent only 10% of a mob. 50% Res to Fire/Cold can be capped with 4 slots(Dam Res), 3 HOs, or 2 HOs + 1 SO. If you do take this power, please don't abuse slotting.
Again, this power is worth a PvP note as my Fire/Dev will kill you quickly without any sort of protection.
Crystal Armor - Second most prevelant damage type in the game is Energy. Crystal is one of the must-have armors if you are ever going to tank outside of Granite. Also protects against End Drainers with Def. 6-slot all DefBuf.
Mineral Armor - The only Psi protection among any tank. Makes you a situational "best friend" to anyone trying to take down Mother Mayhem.
I hear of alot of people only taking Mineral and Granite and I just can't figure out why. Novelty maybe, but just because you can doesn't mean you should. You could tank Neuron with only Crystal, but that would be....well....dumb. If you want to tank Psi, you will need Rock and Crystal to cover your bases. Minerals alone does not a tanker make. 6-slot all DefBuf.
Also to debunk an all too common rumor, Mineral does not stack with Granite.
I didn't include Mud Pots in the "what you'll be losing" section because it's not an overwhelming gem, but it's no slouch either. It is a must-have. It can be your minion killer (though be it slow,) but on top of any other reason to take this power lies the fact that it is without a doubt an awesome aggro magnet. It damages, taunts, and deals status effects, all of which work together to make this one of the best tank auras in the game. Try to do without Mud Pots and your abilty to hold aggro will deeply suffer. 5-6 slot 1 End Reducer, 4-5 Damage.
To get proper mobilty while tanking, I'm sorry to say, Teleport is almost mandatory. Without it, and without the ability to jump, you will continually find yourself saying "Um, come and get them here I guess. I'm stuck."
Also Weave really helps with Granite, giving you godlike tanking capability, though it is entirely unneccessary.
After playing Stone Armor for a while you'll find that, what at first seemed a modgepodge set of powers, it is an efficient and absolute tanking machine.
I can't seem to find Warface's Inv/EM Guide War, If you're out there, can you post me a link? TY
Please add this to the guides:
Invulnerability for Tankers. The basics. by Sword
I was asked to post this in the Tankers Guide thread. Maybe it can help out some up and coming tanker someday.
Herding: A brief Look at a Practice Used by Tankers in a Team Setting
It would be a good learning experience to read about successes and failures skillful players using their Tankers. I have read much about how to build a character, but much less about the paritculars of using said built character. If anyone can point me to stories like this, well, that would be very helpful for me.
May or may not be relevant to ya. Was intending to post this up at some point. Working on the fire/invul sections, but it'll take a while - easily distracted with numerous alts.
A Guide to Lowbie Tanking (for tanks) and Surviving Spillover (for squishies)
Invictus Est Level 50 Invul/Fire Tank
Malentis Level 50 Ice/Energy/Leviathan Dom (Freedom)
Black Jeremiah Level 50 Fire/Fire/Mu Dom
Sejanna Level 50 Dark/Dark/Elec Def (Virtue)
Arc #119664 - The MiniMech Cometh - Hess TF Mini-Sequel
Updated July 26th, 2011
Official Guide Post Editor for the update was Ice_Knight
TANKER GUIDES
This thread is for posting Guide or FAQ links for Tankers. Please create your guides in the "Player Guides" forum (since posts in that section do not roll off) and link the thread here. Also, do not post your guide in this thread - only the link to your guide. For non-Tanker guides, check the master list of all Guides in the Guide to Guides.
Guides appearing here were gleaned from links posted in one of the "Guide to Guides" threads (the Tanker Guide Thread or the Guide to Guides thread in the "Player Guides" forum). Chriffer sifted through the hundreds of individual threads to find the postings. In the future be sure to 1) place your guide in the "Player Guides" forum, nowhere else and 2) post a link to it in a "Guide to Guides" thread to make things work smoothly.
GENERAL
The Last Rule of Tanking (Dechs Kaison) [I20]
You want the best TANK!? I'll let you decicde! (untoldhero) [I20]
The Four Rules of Tanking (Grey Pilgrim) [I19]
The Right Tool for the Job: Which tanker should I bring to the task force (Heraclea) [I18]
Echo So'Kar's guide to Tanking (EchoSoKar) [I17]
Taking It on the Chin. An Intro to Tanking (abnormal_joe) [I16]
Juzam's Tao of Tanking for beginners 2.0 (Juzam_Djinn) [I10]
Havok's Guide to Tanking in CoH (Havok) [I9]
Taunt Myths (Aett_Thorn) [I8]
Tanker Primary Information for Issue 7 (BuffyASummers ) [I7]
So you want to know about Taunt... (Circeus) [I6]
INVULNERABILITY
Invulnerability Tanker, the first 20 levels (Call_Me_Awesome) [I-14]
Invulnerability tankers and the Defense soft cap (Call_Me_Awesome) [I-13]
GECCo's Guide to the Invul/Stone Melee Tanker (GECCo ) [I12]
Invulnerability for NOOBS (KingSnake) [I11]
I9 Inventions Invul/Fire Slotting Guide - Three Builds (gWrath) [I9]
Ice Knight's Inv/Ice Super Psy Inventions Tanker 2.0 (Ice Knight) [I9]
Superman Returns A.K.A. Superman 4.0 (Hero14) [I8]
Invulnerability/EM Guide For The Unhappy Tank (Sister_Andara) [I8]
Tiffany Seville’s Inv/Fire Guide for I7 (Tiffany_Seville) [I7]
INV/SS Tanking in Post-I6 Paragon City (The_Hegemon) [I6]
The SuperTank! Inv/SS/Fly Build (Vox_Populi) [I6]
Guide to Invulnerability: The Basics (Sword) [I6]
FIERY AURA
The Wall of Fire (Fire/Fire) and the Four Rules of Tanking (Grey Pilgrim) [I19]
An I-12 Fire/Stone Guide (PyroDFB) [I12]
GladDog's Guide to Making a Fire/EM Tanker ver 3.0(GladDog) [I9]
IO build example: Fire/Fire Tanker (Scrapulous) [I9]
The Red Five I7 Fire / Super Strength Guide (Kyrin) [I7]
ICE ARMOR
The Peltier Effect (Ice/Fire Tank) – Issue 12 (Garthalus) [I12]
The Ice/Fire Tanker (Star_Sentinel) [I10]
Invention based Ice/Ice Tank (Tundara) [I9]
Growing an Ice/Ice Tanker (DocSharpe) [I7]
Tanking with an Ice/Em tank (bulkmale) [I7]
Ice/Ice build guide (AettThorn) [I7]
Darth's Guide to Ice/Em Tanks in pvp, v 1.5 (Hibernoob) [I7]
The Living Glacier: Being the Ice Tanker (ccelizic) [I7]
Energy Absorption Calculator & Guide (Circeus) [I7]
STONE ARMOR
Magma's Stone/Fire Tank Guide (Magma34) [I-12]
Stone/Energy Melee Tanker (_Jets_) [I11]
Speedy Guide to Inventions for Stone Tanks (GrudgeRockhorn) [I10]
The Uber Defensive Stone/Fire Tanker (Maurice)[I7]
Ode to Roxstar - A Guide to Stone Tanking (Roxstar) [I7]
Mor'gan's Totally Awesome Guide to Stone/Ice Tanks (Morgy) [I7]
Completely Stoned, Again: The Stone/Stone Guide (EsoKujo) [I7]
WILLPOWER
The Complete Amazon: Themed WP/SS Tanker Guide I11 (Heraclea) [I18]
The Untamed Shrew: Aggro for Willpower Tankers (Heraclea) [I18]
The Glory of Gaea: Willpower/Stone Melee Tanker (Heraclea) [I18]
WillPower/Stone Melee Tanker Guide I17 (The Very Grumpy Bunny) [I17]
CinderTronic- The WP/Fire Tanker Guide (WarKitten) [I11]
Gods Among Lesser Men - A WP/Mace Tank Build (Sapph ) [I11]
Willpower/SuperStrength Tank Guide (ironsmiter) [I11]
DARK ARMOR
Dark Armor/Energy Melee [I17] (The Very Grumpy Bunny) [I17]
Jebe's Guide to Dark Armor [I14] (Jebe_the_Pirate) [I14]
Guide to the Dark Armor/Stone Melee Tank [I12] (Pyromantic) [I12]
Selling Your Soul for Dummies! 2.0 (KomradeKommunism) [I12]
SHIELDS
Block ‘n Bash (A Shield/War Mace Tank Guide) (Garthalus) [I14]
ELECTRIC ARMOR
Electric Armour and the Soft cap (untoldhero) [I20]
SECONDARIES
An Offensive Guide to Tanker Ice Melee (dave_p) [I16]
A Guide to Axe, the Fireman's Friend (Maltese_Knight ) [I11]
Hagis' Guide to the War Mace v. 1.0 (Hagis) [I11]