Tanker Guides and FAQs


abnormal_joe

 

Posted

I made this up for a friend who wanted to get into an Ice tank, and figured I would post it here, too. Just in case.

Basilisk's Quick Guide to Ice Armor


My story arcs: #2370- Noah Reborn, #18672- The Clockwork War, #31490- Easy Money

Sartre once said, "Hell is other people." What does that make an MMO?

 

Posted

What do you mean there is a max of 90 % for smash/lethal, you said it is possible to get to 104? and do your stats encompass the latest updates? I have a invul/fire and want to know these b4 i respec, ty for help


 

Posted

So, if you got every smash lethal defense and tricked them out with SO's, would that help vs higher lvl bad guys, or won't it make a difffference? Sorry for all the questions


 

Posted

Is there a max on DEF? I was going to 6 slot Tough hide and weave, but with Invinc on, will they matter?


 

Posted

Hi. Thanks for the questions.

If you have slotted past the 90% resistance, you will still take 10% of the damage. There are some villians that can debuff your resistance, so having more than 90% will be useful in those cases.

The 90% resistance is not dependent upon level of foes. A +10 villian hits for far more damage than an even level foe, but you will still resist 90% of that damage.

There is not a max on defense. A Super Reflexes Scrapper can achieve over 200% defense in some cases. Yet, a villian always has a chance to hit you no matter how much defense you have. You can never have too much defense. Defense is good.


 

Posted

Here is the I4 update!!

A guide to making a Fiery Aura/Energy Melee tanker version 2.0

My guide is written from an enthusiast point of view, & is not filled with numbers or number crunching. Not that numbers are bad, but there is plenty of info already on the boards for people seeking this type of information. I preferred a guide written from a players point of view, based on my 50 levels of experience dating back to Issue 1. I have since taken a Fire/SS tank to 50 & have a Fire/Ice to 32, I think I have a pretty good feel for fire tanking

Always keep in mind as you read this that THIS IS A GUIDE. I don't play the same way you do, so your build most likely won't end up exactly as mine did. But I wanted to post a guide that would make building a fire tank a little easier.

Due to the changes in mob AI, this guide is getting a radical update. Please note that I said mob AI changed. THERE WAS NO NERF TO FIRE TANKS. However, the AI changes affected fire tanks the most, hence the revision. Agro has become a big key now, & maximizing your agro tools is what will make you successful.

These 2 power sets are very good & complement each other well. Fiery Aura has one of the very best minion killing powers in the game, Burn. EM has 2 of the best Boss killing powers, Energy Transfer & Total Focus. These powers come late, but make a Fire/EM tanker one of the very strongest post L40.

Fire tanks are actually pretty strong at taking a hit. They are not as strong as the others due to the fact they rely on resistance for durability. Resistance is terrific, but defense (avoiding getting hit) is better. Resistance does have some advantages, mainly the fact that few bad guys mitigate it. So if your resistance is at 66%, you have 66% resistance to bad guys that are +9 or -9. The +9 bad guys have a huge damage bonus against you, but you are still mitigating 2/3rds of the damage they throw at you.
Defense means avoiding getting hit. This includes any secondary effect (stun, endurance drain, etc…) associated with the attack. The only defenses available to a Fire tank are from pool powers. Defense is affected by level variance, so a tank that relies on defense will get hit much more often by bad guys that are over their level.

Maximize your resistances ASAP. Since you rely on this, get it strong right away.

One bad thing about fire tanks is how much endurance they chew through. Endurance consumption is a key thing for fire tankers. With all the toggles they need at higher levels, they have to monitor it constantly & use whatever methods it takes to keep endurance at a usable level. As simple a thing as leaving SuperJump on while fighting a boss can lead to toggle drop/defeat. Consume is a good tool, but many times a fire tank has to quit attacking & just use Taunt/Burn until endurance builds back up. Due to the AI changes Taunt/Burn requires a lot of care to avoid scattering the groups.

Fire tanks have easy mez resistance. It used to be really difficult to manage this, but the changes added in issue 3 really simplified mez protection. While they have the lowest level of mez resistance compared to other tanks, it is still good. Fire tanks are the only ones that are just about required to take a power pool to get full mez protection, which is why it’s the worst. I don’t have the numbers for the mez resist levels, but other than the power pool resists it seems on par with other tanks. Since fire tanks get hit the most (less defense than other types), they are the ones most likely to get mezzed in a fight. This makes luck & break free enhancements very important .

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Reviewing the powers in Fiery Aura:

Blazing Aura – Minor PBAoE DoT, minor agro. This power is a must have at low levels. It fires about once every 2 seconds & does about half the damage of the basic EM attack, Barrage. After getting Burn, this power is most useful as an agro tool. Keep in mind that if you have BA on, travel powers will be suppressed if you are near a bad guy. If suppression causes problems for your playstyle, you should drop BA. If suppression is not a problem (Its not to me) then the agro this generates will make your game a lot easier. Since you need this power at low levels, try & determine if it affects your playstyle, really make a careful decision & if it works against you, respec out of it.

Fire Shield – Your bread & butter, get this power first. It gives a base damage resistance of 30% to smash, lethal, fire & 10% to cold damage. These can all be enhanced to 66% (22% for cold) by 6 slotting single origin damage resistance enhancements. This power now supplies your stun resistance, so as long as you are not hit with 8 stuns in less than 5 seconds, you should be fairly immune to stun effects. The endurance cost is fairly low, there is no reason to ever turn this power off. Only slot damage resistance enhancements in this. Adding endurance reducers does little since the power has low end consumption. You are better off maximizing your resistance.

Healing Flames – Self Heal + Toxic resistance. I would really like to see the toxic resistance put in a different power, but this is what we have. This power fires about once every 45 seconds. With 2 recharge enhancements & Perma_Hasten this is about every 20 seconds. The healing effect is very strong, a level 50 with 4 healing enhancements heals for 792.
Base resistance for toxic damage is 20%. Since you don’t see a lot of toxic at higher levels, there is little reason to slot damres enhancements. You are better off slotting recharge reductions & stacking the toxic resistance. You see a lot of toxic damage at low levels, then a lot less at medium to high levels, so this power should be taken at level 4, slotted for resistance & then reslotted for healing after you get through with fighting Vhasiloks.

Temperature Protection. – Passive resistance to fire & cold damage. 20% base to fire, 10% base to cold. While the extra cold resistance would be handy, cold damage is a type you rarely see. With the fire resistance in Fire Shield & Plasma Armor getting you to the damage resistance cap of 90% with even moderate slotting, there seems little reason to take this power. Personally I would like to see knockback resistance moved to this power, immobilization resistance put in Fire Shield & toxic resistance put in Plasma Armor replacing fire resistance. This would remove a fire tank’s reliance on the leaping pool for its mez resist powers & give us a real reason to take this power, since we could get rid of 2 toggles if this happened.

Consume – drains health from the bad guys, turning it into endurance for the caster. Should you take this power? Duh. This is an absolute must have. Fire tanks have HUGE endurance problems; this power makes the set usable. This power has a to-hit chance, so slotting an accuracy enhancement is a very good idea. Slotting one or two recharge reducer(s) & an endurance recovery enhancement is also suggested. A lot of people say you should not slot endrecs in this power, since even a moderate size crowd will max your endurance, but I find that I need it most fighting bosses. After you have killed all the minions & Lieutenants, (with most of your endurance remaining at this point since you used Burn to get this far) you are staring at one pissed off boss. You use your secondary attacks on bosses, which are a huge drain on your endurance. It takes little time to run out, so maximizing your recovery when fighting a single boss is a very good idea. If you get Conserve Power, this power loses some of its value, but it is still a good power to have in a pinch. If you get Conserve Power, you may find that you can respec out of this power, although I think it is a terrific power if you are in a bind for endurance.

Plasma Armor – Now that your mez resist to sleep & hold effects is contained in this power, you need to get it ASAP. This power gives 32.5% resistance to energy, negative energy & fire attacks, which can be buffed to 71% with white single origin enhancements & 75% with all damres enhancements being +3 to your level. Having this combined with Fire Shield & even moderate slotting will get you to the damage resistance cap to fire. Also you are going to start fighting more energy based bad guys at this point; Outcast, Tsoo, etc… so having resistance to energy & negative energy is welcome at this point. Endurance use is moderate, so leave this one on all the time after you get it.

Burn – The center piece of the Fiery Aura set. This is the reason you become a fire tanker. Once you get this power & add a few damage slots you are very powerful. Burn is a summoned entity. It cannot be buffed with Build Up or any such power that buffs the caster. As a summoned entity it has an accuracy bonus. This power attacks around 4-5 times a second (seen both numbers listed, whatever, it attacks a lot), & after you add damage it can melt minions in just a few seconds. The huge mobs you can attack will stagger you. The damage scales more quickly than other attacks, so bad guys up to +4 are the best you can take on if you mainly rely on Burn. Once you get to L40 there are a lot of bad guys that are fire resistant, but even at that point Burn is still a very valuable tool in your arsenal. Endurance cost is low to activate this power. DO NOT STACK THIS ATTACK!! With the new mob AI stacking Burn patches will cause most bad guys to run. If you get Perma-Hasten, do not fire this if a patch is already applied.

Fiery Embrace – For 10 seconds the damage for all your attacks is boosted 80% (this is off the base damage, not enhanced) & accuracy is buffed 50%. For a total of 30 seconds the damage from Blazing Aura & Consume is boosted 80% & accuracy is boosted 50%. This is really a power to take if you have the Fire secondary, since all your fire attacks are boosted by 80% for 30 seconds. Build Up recycles faster & also boosts your accuracy. The pittance of damage added by FE to BA & Consume is no reason to take this power.

Rise of the Phoenix – This power is a lot better than it used to be. When you rez you have 50% health & endurance, & you are not disoriented. For 15 seconds you are impervious to damage, which is enough time to get most of your defenses up. Also it causes a disorient effect to all bad guys in a short range around you. This effect is auto-hit, although it can be resisted. With a single healing enhancement you are in a very good position to return to the fight after the invulnerability wears off. I would recommend taking this power late. You need too many other powers to take it before 44.

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A review of the Energy Melee power set.

I have heard people say that Barrage has as good of a DPS (damage per second) as Energy Punch. Don’t believe them. I did some extensive testing on all the powers in this set. The DPS really falls into 6 areas:

Pathetic DPS: Stun

Low DPS - Barrage

Moderate DPS – Energy Punch & Bonesmasher

High DPS – Total Focus

Extreme DPS – Energy Transfer

& the PBAoE, Whirling Hands, for which the DPS varies depending on how many bad guys are in melee range. Each hit has about the same damage as Barrage.

The Energy Melee set is defined as smash damage combined with an energy blast at the point of impact. Most attacks have at least a fair chance to stun the opponent.

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Barrage – 2 low damage punches, but very fast recycle, about 3.5 seconds. A small chance to disorient.

Energy Punch – Moderate damage, a little longer recycle that Barrage, but ending up with a higher DPS by about 15%. Better Chance to disorient than Barrage.

Taunt – a ranged AoE provoke power. This draws the attention of any bad guy for about 30 seconds for even levels. The provoke effect is strong enough to hold bad guys in a Burn patch. It will draw enemies from attacking another friendly to attack you as long as they have not already started an attack animation. The effect is strong & has a good duration. Due to the changes in mob AI adding 1-2 Taunt duration enhancements is a good idea. I also have a fair amount of range added.

Bonesmasher – High damage attack with a longer recycle than Energy Punch. These 2 factors combine to give Bonesmasher about the same DPS as Energy Punch. However, Bonesmasher has far higher damage per hit. This makes it more suited to using against bosses than Energy Punch. Since Fire/EM tanks consider their secondary their ‘boss killing’ powers, most fire tanks skip Energy Punch & get Bonesmasher at L10. Bonesmasher also has a very good chance to disorient.

Whirling Hands – PBAoE attack. The tanker spins in a circle striking everyone in melee range with Barrage type damage & disorient chance. A high value attack, this works very well with Burn, especially with the agro generated by the Punch-voke effect. The agro generated with this attack & later with Energy Torrent will save a Burn tanker.

Stun – a low damage attack with a fast recycle. The DPS is similar to Barrage. This power will almost assuredly stun the target, even if it is a boss. This power is quite situational, & since most Fire tanks have limited power slots available for secondary attacks this is rarely taken.

Build Up – Same old power used by Scrappers, Blasters & other tanks. 50% accuracy bonus & 80% damage bonus for 10 seconds, recycles in about 90 seconds without Hasten or recharge reduction enhancements, usually enough to boost 2-3 attacks. Since this does not buff Burn, this power is a much lower priority than for other tank types.

Energy Transfer - The premier power in this set. Extreme damage, low end cost & reasonable recycle give this the best DPS by far of any attack in this set. It does drain some of your hit points, & with the changes in I4 this is a factor to consider. Single target attacks can attack multiple targets in what is referred to as a mincone, meaning a single punch can drain enough hit points to take yourself out. Slotted with 1 accuracy & 5 damage I find I can one shot +1 minions.

Total Focus – Long animation, long recharge & high end use, but the second highest single strike damage output of the EM attacks, & tied for second place with all tanker attacks for damage. The 1-2 of Energy Transfer & Total Focus will take out just about any Lieutenant. This power has very high damage & as good a chance to disorient as Stun.

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Power Pools

There are several power pools that are essentially required to Fire tank; Leaping, Fitness Speed & Fighting. I have seen some fire tanks use other power pools, but these are by far the most common choices.

Leaping – This is needed for 2 powers: Combat Jumping & Acrobatics. CJ gives good mobility, a 5% defense buff & resistance to immobilization effects (This effect was improved in I4). When slotting this I usually add a jump enhancement. I find that the extra mobility is far more valuable than 1% defense. Acrobatics gives a good level of Hold & Knockback resistance. These 2 powers complete your mez resistance. Because you need these 2 powers, almost all fire tanks use SuperJump as a travel power.

Fighting – you take this pool for the last 2 powers, Tough & Weave. Unfortunately you also need to take a nearly worthless power (either boxing or kick) to get them. I have seen many people say that Boxing & Kick have some value, but they add little to a Fire tank. Tough gives 20% damage resistance to smash & lethal. This gets you to the damage resistance cap to these damage types. Weave is 12.5% defense to melee & ranged attacks. Most fire tanks slot up Weave to 5 defbuf enhancements & 1 endrdx enhancement. This gives 25% defense, which reduces the bad guys chance to hit by half. Combined with combat jumping that gets you to 30% defense to melee & ranged attacks.

Fitness – All you really need this pool for is for Stamina. You need to take 2 other powers to get this, so get Hurdle (improves the height & performance of CJ & SJ) & Health. Health reduces the downtime between fights, so it has some usefulness. It is also good for offsetting the health drain from Energy Transfer. 6 slotted Stamina with single origin endurance recovery enhancements improves your end recovery by 75%, which is barely enough to keep you going with all the toggles you run. To attack you will need to use Consume.

You get the Speed pool for Hasten. This power can cause big damage melee attacks to recycle quicker, meaning you can get away with fewer melee attacks. It also helps Healing Flames & Consume cycle faster. However, it speeds up the Burn recycle enough to allow stacking patches, which is now a no-no. After extensive play this last weekend, I really saw the value of Perma-Hasten, just watch to avoid stacking Burn patches.

Ancillary Power Pools

These give some good hold/immobilization effects & give the ethereal ranged attacks to tankers. This is great, but the best power in these pools in easily Conserve Power. This power lowers the end cost of all your powers by half. While it cannot be made perma, as long as you watch it & click it whenever it recycles you will be in lower power use mode more than you won't.
This opens up a lot of opportunity to attack for fire tankers that normally have to watch their endurance like a hawk.

Pick the ancillary pool that meets your character concept, but if it does not matter, the best is Energy Mastery. The ranged attack Laser Beam Eyes is also very effective. While it has fairly low damage, it recycles very quickly, has a low endurance cost to activate, has great range & debuffs the target’s defense.
Focused accuracy is now a viable choice. The endurance cost has been lowered to the point it can be used situationally. With a bit of care it could be left on. I keep it for dealing with invisible or stealthed foes, as well as players that are using MoG type powers.
Energy Torrent is a good power. It is a cone attack, but the knockback for tanks becomes knock down, so it is quite a useful power. The agro it generates makes this a worthy power.

You will have to read other guides if you are considering the other APP’s, I have only done considerable testing on the Energy & Pyre sets. & while the Pyre set has the highest damage potential of all the APPs, I would only consider it as a character concept pool, as Energy Mastery is just too dang good for endurance hungry fire/EM tanks.

You have to decide how to slot most of your powers. You need to slot a lot of attacks early, you can always respec out of them later. Here is my planned level 50 build, which can be acquired & played successfully without respec:

Archetype: Tanker
Primary Powers - Defense : Fiery Aura
Secondary Powers - Melee : Energy Melee
Slot[01] Level 1 (Starting Primary) : Fire Shield /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[02] Level 1 (Starting Secondary) : Barrage /Acc
Slot[03] Level 2 : Blazing Aura /Acc,Dam,Endrdx,Tnt,Tnt
Slot[04] Level 4 : Healing Flames /Heal,Heal,Heal,Heal,Rech,Rech
Slot[05] Level 6 : Combat Jumping /Jump
Slot[06] Level 8 : Hurdle /Jump
Slot[07] Level 10 : Consume(T) /Acc
Slot[08] Level 12 : Plasma Shield /DamRes,DamRes,DamRes,DamRes,DamRes,DamRes
Slot[09] Level 14 : Super Jump /Jump,Jump
Slot[10] Level 16 : Taunt /Rng,Rng.Tnt,Tnt
Slot[11] Level 18 : Burn(T) /Dmg,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[12] Level 20 : Health /Heal,Heal,Heal
Slot[13] Level 22 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[14] Level 24 : Boxing /Acc
Slot[15] Level 26 : Tough /DamRes
Slot[16] Level 28 : Weave /EndRdx,DefBuf,DefBuf,DefBuf,DefBuf,DefBuf
Slot[17] Level 30 : Acrobatics /EndRdx
Slot[18] Level 32 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg
Slot[19] Level 35 : Energy Transfer /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[20] Level 38 : Total Focus /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[21] Level 41 : Conserve Power /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[22] Level 44 : Whirling Hands /Acc,Dam,Dam,Dam,Dam,Dam
Slot[23] Level 47 : Energy Torrent /Acc,Dam,Dam,Dam,Dam,CnRng
Slot[24] Level 49 : Rise Of The Phoenix /Heal

Hamidon class enhancements affect builds significantly. My build hs 42 Hami-O’s in it, so I have altered my slotting a bit. The build I listed is with SOs only.

Remember this is just a guide. You have to decide exactly how to set up your Burn machine. I’m just listing some knowledge that may make building the killing machine you are looking for a little easier.


 

Posted

My Fire/EM guide version 2.0 is here.

This update reflects the changes in Issue 4.


 

Posted

Here is what I'm planning to do with my Inf/Em tanker.

6-Slot RPD.
1-Slot TI
6-Slot Unyielding
6-Slot Invince.
Where will this leave me resistance-wise? :O


"Cupcake cupcake cupcake; Cupcake. Merry_Mint is the best." - Abraham Lincoln

 

Posted

6-Slot RPD: 27.5% resist to smashing and lethal
1-Slot TI: 39% resist to smashing and lethal
6-Slot Unyielding: all resists - 44% resist to all but psionic
6-Slot Invince: gives ToHit bonus and Defense bonus (melee and ranged) per mob in melee range up to about 6 mobs.

Total: 110.5% to smashing and lethal (you really don't need that 1 resist enhancer in TI. Just an endurance reduction will do. Then your total will be 104%. If you change one of the resists in Unyielding to a endurance reduction, then you lose 4% to all it resists. Total will be 100% to smashing and lethal and 40% to all other types except psionic).


 

Posted

A link to my inv/fire guide::

Link

Yes... I was asked to post this here.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Hey can anyone tell me where i can find a Invul/war mace guide i just made 50 a few days ago and would like to res. it and make it better i hve looked all over this forum and cant find one or is there anyone that made one yet thnxs


lvl 50 invul/war Darkness79
and to many alts to list


 

Posted

The Solitary Axe Scrapper

Here's the build I've used for a fun and successful axe scrapper, using the inv/axe combination. It's designed for single-target/solo play (with the option for a lv40 AoE respec) but thanks to invincibility has also done very well in teams...

Pre-respec powers:
[/b]01) --> Resist Physical Damage==> DmgRes(1)
01) --> Gash==> EndRdx(1)Acc(3)Dmg(5)Dmg(7)Dmg(9)Dmg(31)
02) --> Chop==> EndRdx(2)Acc(3)Dmg(5)Dmg(7)Dmg(9)Dmg(31)
04) --> Dull Pain==> Rechg(4)Rechg(15)Rechg(15)Rechg(17)Rechg(17)Rechg(25)
06) --> Combat Jumping==> Jump(6)
08) --> Unyielding==> EndRdx(8)DmgRes(19)DmgRes(19)DmgRes(33)DmgRes(33)DmgRes(34)
10) --> Beheader==> EndRdx(10)Acc(11)Dmg(11)Dmg(13)Dmg(13)Dmg(31)
12) --> Hurdle==> Jump(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)
18) --> Invincibility==> EndRdx(18)TH_Buf(34)TH_Buf(34)TH_Buf(37)
20) --> Stamina==> EndRec(20)EndRec(21)EndRec(21)EndRec(25)EndRec(27)EndRec(27)
22) --> Swoop==> EndRdx(22)Dmg(23)Dmg(23)Dmg(29)Dmg(29)Dmg(33)
24) --> Resist Energies==> DmgRes(24)
26) --> Resist Elements==> DmgRes(26)
28) --> Tough Hide==> DefBuf(28)
30) --> Kick==> Dmg(30)
32) --> Tough==> DmgRes(32)
35) --> Cleave==> EndRdx(35)Acc(36)Dmg(36)Dmg(36)Dmg(37)Dmg(37)
38) --> Pendulum==> EndRdx(38)Acc(39)Dmg(39)Dmg(39)

- At level 17 (when you buy your level 20 DO's!) trade out the Acc in your attacks for another Dam -- you'll have one rough level to Invincibility, then you're golden.

- At level 22 (when you buy your level 25 SO's!) trade out the EndRdx in Unyielding and Invincibility for a DamRes and a ToHitBuff, respectively.

-Temp Invulnerability is NOT a must-have for tanks, and a waste for an axe scrapper. Before Stamina, you won't have the endurance to run it AND scrap, and after Invincibility you won't need it until late game when Tough is a better alternative.

This build let's you axe-scrap to your heart's content without End worries, with as much damage as some scrappers and and much better defense!


 

Posted

Ooops! Looking at that Solo Axe Scrapper build, I realize I was fresh off the drunken success of my "ultimate" inv/fire herd tank and made a serious mistake in carrying over his level 24-30 strategy. I'll be using my free respec immediately to fix the Axe Scrapper as follows:
24) --> Build Up==> Rechg(24)
26) --> Resist Energies==> DmgRes(26)
28) --> Resist Elements==> DmgRes(28)
30) --> Temp Invulnerability==> EndRdx(30)
32) --> Tough Hide==> DefBuf(32)


 

Posted

will nm about my post looking for a great guide for my inv/warmace i went to test and worked on it for a few days and now it is great takes alot of end but give me a def. whet buff's and i can put the xp out hit 12k xp per min whet it tonight woohoo ill set down smetime and put it on here to let u all see what a came up whet


 

Posted

I just wrote up and posted a new guide--actually a set of guides. My character Infurno has started providing instruction to lower-level Fire Tankers on Pinnacle, and here's her collected lecture material. It expands upon Mephe's 2.0 Guide to provide more comprehensive and newbie-friendly information on Fire Tanking.

Fire Tanking, the Infurno Way


 

Posted

As I said in the Defender "guide".....

Why ever would we need a guide to build our alts??? With every new issue...there comes more nerfs. Hours of research to build our alts is all for not. You, the developers are no longer trustworthy. Pity.


 

Posted

These are all kinda useless now that I5 will change tanks forever


 

Posted

[ QUOTE ]
These are all kinda useless now that I5 will change tanks forever

[/ QUOTE ]
**Points to three or four posts earlier**


 

Posted

Here's my new guide to tanking and I5. I hope you all like it, because we really need some ideas out there to deal with the nerf-bat to the head.

Robobot's Guide to I5 Tanking