Tanker Guides and FAQs


abnormal_joe

 

Posted

Updated my build to reflect recent tweak to Unyielding, and tinkered with the slotting of a couple of powers just to cap things off.

Just follow the link in my signautre.

Enjoy.


 

Posted

any stone/fire build guides?


/gignore @username is the best feature of this game. It's also probably the least used feature.
Quote:
Originally Posted by Nights_Dawn View Post
Hazy is right
Can't get enough Hazy? /chanjoin robo's lounge today!

 

Posted

Has anyone tested out their fire/fire enough to post a build suggestion?


 

Posted

Below is some information about being a Tanker in Issue 5. It will not tell you what type to pick or
how you should play it. It will give you the numbers and some suggested slotting. Only the primary power
sets are given. The first section talks about general information on resistances and defense in
Issue 5. The second section is about the Fiery Aura Tanker, the third is about the Ice Armor Tanker,
the fourth is about the Invulnerable Tanker and finally, the Stone Armor Tanker.

Some general information on resistance and defense for Issue 5:

Resistance is how much damage you take when you get hit. The types of damage you can take from villains
are Smashing, Lethal, Fire, Cold, Energy, Negative Energy (Dark), Toxic, Psionic and Untyped (Hamidon).
If a foe hits you and does 100 points damage 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, you will only take 80 points
damage.

Defense is whether you will get hit or not. An even level minion villain has a base 50% chance to hit
you if you have no defense and no buffs or debuffs from friends or foes and the villain has no to-hit
bonus and no to-hit buffs or debuffs from friends or foes. Powers can sometimes provide defense to
specific damage types or provide defense to melee, range or AoE/Cone.

All archetypes will now be able to reach their Max Defense sooner (was level 40, now level 20). Tankers
now have a higher Defense cap than Scrappers and Kheldians. Scrappers and Kheldians have a higher
Defense cap than all other archetypes.

If you end up with 50% defense from powers and buffs from teammates, even though a minion now has a
zero (50 - 50) chance to hit you, 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.

Training Origin enhancements provide 5% additional to defense if using enhance defense buff (DefBuf)
enhancements. They also provide 5% additional resistance if using enhance damage resistance (DamRes)
enhancements. Dual Origin enhancements provide 10% additional and single origin (SO) enhancements
provide 20% additional.

Note: all enhancements assume even level (white)

Tough (Fighting pool) is 15% resistance to smashing and lethal and each SO DamRes enhancement
provides 3% more

Weave (Fighting Pool) is 4.33% melee and ranged defense and each SO DefBuf enhancement provides
0.866% more. Weave also provides some status-effect protection against immobolization

Health (Fitness Pool) is 40% health regeneration and each SO Heal enhancement provides 13.3% more.
Health also provides some status-effect protection against sleep


Fiery Aura information for Issue 5:

Blazing Aura is a damage aura that will burn any foe in melee range. It also provides a taunt-effect
on each foe it hits

Fire Shield (FS) is 30% resistance to smashing, lethal and fire and each Single Origin (SO) enhance
damage resistance (DamRes) enhancement provides 6% more. FS also is 10% resistance to cold and
each SO DamRes provides 2%. FS also provides status-effect protection to disorientation

Healing Flames (HF) is 20% resistance to toxic and a self heal. Each SO DamRes provides 4% more

Temperature Protection (TP) is 20% resistance to fire and 10% resistance to cold. Each SO DamRes
provides 4% fire and 2% cold

Consume provides endurance recovery and inflicts minimal fire damage to all villains affected in melee

Plasma Shield (PS) is 30% resistance to energy, negative energy and fire and each SO DamRes provides
6%. PS also provides status-effect protection to holds and sleep

Burn inflicts fire damage-over-time (DoT). Burn also provides status-effect protection to immobilization
Note: Foes that can escape will move out of the flames

Fiery Embrace (FE) provides added damage and accuracy to your secondary damage powers

Rise of the Phoenix is a self resurrection power and when activated will inflict fire damage and
disorientation to any foe close by. It also leaves you with half your hit points and endurance and also
leaves you invulnerable for a short time

Note: there is not any status-effect protection to knock down, knock back (Acrobatics in the Leaping
Pool can provide this protection or Hover in the Flight Pool can provide semi-protection to knock)


Example slotting is shown below using even level (white) DamRes SO enhancements (90% cap):

Smashing and Lethal (most common in the game) Issue 5:

FS (6 SO DamRes) - Total 66%
FS (5 SO DamRes) - Total 60%

FS (6 SO DamRes), Tough (Fighting Pool) (3 SO DamREs) - Total 90%
FS (5 SO DamRes), Tough (Fighting Pool) (5 SO DamREs) - Total 90%

Energies (energy and negative energy) in Issue 5:

PS (6 SO DamRes) - Total 66%
PS (5 SO DamRes) - Total 60%

Elemental Fire in Issue 5:

FS (6 SO DamRes), PS (6 SO DamRes) - Total 132%
FS (5 SO DamRes), PS (5 SO DamRes) - Total 120%

Elemental Cold in Issue 5:

FS (6 SO DamREs), TP (6 SO DamRes) - Total 44%
FS (5 SO DamREs), TP (6 SO DamRes) - Total 42%
FS (6 SO DamREs), TP (1 SO DamRes) - Total 33%

FS (6 SO DamRes) (many do not take TP) - Total 22%
FS (5 SO DamRes) (many do not take TP) - Total 20%

Elemental Toxic in Issue 5:

HF (6 SO DamRes) - Total 44%
HF (0 SO DamRes) - Total 20% (many do not slot HF with DamRes)


Ice Armor information in Issue 5:

Frozen Armor (FA) is 17% defense to smashing and lethal, 30% resistance to cold and 12.5% resistance
to fire and each single origin (SO) defense buff (DefBuf) enhancement provides 3.4% more
Note: resistance is unenhancable

Hoarfrost (HF) adds 40% (unenhancable) of your base hit points to your hit points, and then heals you
40% (enhancable) of your hit points. It also provides 20% resistance to toxic damage and each SO DamRes
provides 4% more

Chilling Embrace slows the attack rate and speed of the villains around you in melee range. It
also provides a 7% damage debuff Note: damage debuff is unenhancable

Wet Ice (WI) provides status-effect protection to disorientation, immobilization, holds, sleep,
knock and slows. WI also provides 30% resistance to cold and 1% defense (except toxic and
psionic) Note: defense is unenhancable

Permafrost (PF) is 20% resistance to cold, 12.5% resistance to fire and resistance
to slows. Each SO DamRes provides 4% cold, 2.5% fire. Permafrost also provides some status-
effect protection against sleep

Icicles puncture foes around you in melee range causing minor damage and a taunt effect

Glacial Armor (GA) is 17% defense to energy and negative energy and 30% resistance to cold. Each SO
DefBuf provides 3.4% more defense and each SO DamRes provides 6% more resistance

Energy Absorption (EA) is 0.5% defense (except psionic) for every foe in melee range up to 14 foes.
Each SO DefBuf provides 0.1% more. It also provides endurance recovery per foe affected and endurance
drain on those foes affected. It also provides status-effect protection to slows

Hibernate when activated will encase you in a block of ice making you invulnerable to being attacked.
It also immobolizes you and heals you at an increased rate, you cannot attack while hibernating

Example slotting is shown below using even level (white) DamREs and DefBuf enhancements (90% cap):

Smashing and Lethal (most common in the game) in Issue 5:

FA (6 SO DefBuf) - Total 36.8% defense
FA (5 SO DefBuf) - Total 34% defense

FA (6 SO DefBuf), WI - Total 37.8% defense
FA (5 SO DefBuf), WI - Total 35.% defense

Energies in Issue 5:

GA (6 SO DefBuf) - Total 36.8% defense
GA (5 SO DefBuf) - Total 34% defense

GA (6 SO DefBuf), WI - Total 37.8% defense
GA (5 SO DefBuf), WI - Total 35% defense

Elemental Cold in Issue 5:

FA, GA, WI - Total 90% resistance

FA, GA, WI, PF (1 SO DamRes) - Total 110% resistance

Elemental Fire in Issue 5:

FA (0 SO DamRes) - Total 12.5% fire resistance

FA, PF (1 DamRes) - Total 27.5% fire resistance
FA, PF (6 DamRes) - Total 40% fire resistance

Elemental Toxic in Issue 5:

HF (0 SO DamRes) - Total 20% (many do not slot HF for damage resistance)
HF (6 SO DamRes) - Total 44%

Other Defense (except psionic):

WI - Total 1% defense

EA (0 SO DefBuf) - Total 0.5% (1 foe) to 7.0% (14 foes)
EA (1 SO DefBuf) - Total 0.6% (1 foe) to 8.4% (14 foes)
EA (2 SO DefBuf) - Total 0.7% (1 foe) to 9.8% (14 foes)
EA (3 SO DefBuf) - Total 0.8% (1 foe) to 11.2% (14 foes)
EA (4 SO DefBuf) - Total 0.9% (1 foe) to 12.6% (14 foes)
EA (5 SO DefBuf) - Total 1.0% (1 foe) to 14.0% (14 foes)
EA (6 SO DefBuf) - Total 1.1% (1 foe) to 15.4% (14 foes)


Invulnerability information in Issue 5:

Resist Physical Damage (RPD) is 7.5% resistance to smashing and lethal
and each single origin (SO) enhance damage resistance (DamRes) enhancement provides 1.5% more

Dull Pain (DP) adds 40% (unenhancable) of your base hit points to your hit points, and then heals
you 40% (enhancable) of your hit points

Temporary Invulnerability (TI) provides 30% resistance to smashing and lethaland each SO DamRes
enhancement provides 6% more

Resist Elements (REl) is 7.5% resistance to fire, cold and toxic and each single origin (SO) enhance
damage resistance (DamRes) enhancement provides 1.5% more

Unyielding (Uny) is 10% resistance to all types except psionic (only 5% to smashing and lethal),
and each SO DamRes enhancement provides 2% more, 1% smashing and lethal. It also provides
status-effect protection (hold, sleep, disorient, knock, immobolize) that increases with level
up to level 35. It also has a 5% defense debuff

Resist Energies (REn) is 7.5% resistance to energy and negative and each single origin (SO) enhance
damage resistance (DamRes) enhancement provides 1.5% more

*Invincibility (Inv) provides 1.5% melee defense (0.75% ranged) to all but psionic damage for every foe
in melee range up to 14 foes and also adds a to-hit bonus for every foe in melee range up to 14 foes.
It also provides a melee Taunt effect. Each SO DefBuf provides 0.3% melee (0.15% ranged) more

Tough Hide (TH) is 5% defense to all types except toxic and psionic. Each SO enhance defense buff
(DefBuf) enhancement provides 1% more

Unstoppable (Uns) is 70% resistance to all types except psionic and each SO DamRes enhancement
provides 14% more. It also provides status-effect protection (hold, sleep, disorient, knock, immobolize)
and a boost to endurance regeneration. When it ends, it leaves you with no endurance, unable to recover
endurance for a short while and 10% of your hit points

Example slotting is shown below using even level (white) DamRes SO enhancements (90% cap):

Smashing and Lethal (most common in the game) in Issue 5:

Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 93.5%
Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (6 SO DamRes) - Total 92.5%
Unyielding (6 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 87.5%
Unyielding (5 SO DamRes), RPD (6 SO DamRes), TI (5 SO DamRes) - Total 86.5%
Unyielding (6 SO DamRes), RPD (1 SO DamRes), TI (6 SO DamRes) - Total 86%

Unyielding (6 SO DamRes), TI (6 SO DamRes) - Total 77%

Unyielding (6 SO DamRes), TI (6 SO DamRes), Tough (0 SO DamRes) - Total 92%
Unyielding (6 SO DamRes), TI (5 SO DamRes), Tough (1 SO DamRes) - Total 89%
Unyielding (5 SO DamRes), TI (5 SO DamRes), Tough (2 SO DamRes) - Total 91%
Unyielding (0 SO DamRes), TI (6 SO DamRes), Tough (2 SO DamRes) - Total 92%
Unyielding (0 SO DamRes), TI (5 SO DamRes), Tough (4 SO DamRes) - Total 92%

Elemental (Fire, Cold and Toxic), and Energies (Energy and Negative Energy) in Issue 5:

Unyielding (6 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 38.5%
Unyielding (5 SO DamRes), REl (6 SO DamRes) and REn (6 SO DamRes) - Total 36.5%

Defense to all damage types except psionic in Issue 5:

Uny - Total -5% defense (that is minus 5% e.g. 5% defense debuff)

*Inv (6 SO DefBuf) - Total 3.3% melee, 1.65% ranged (1 foe) to 46.2%, 23.1% (14 foes) (except psionic)
*Inv (5 SO DefBuf) - Total 3.0% melee, 1.50% ranged (1 foe) to 42%, 21% (14 foes) (except psionic)

TH (6 SO DefBuf) - Total 11% (except toxic and psionic)
TH (1 SO DefBuf) - Total 6% (except toxic and psionic)

*Note: Statesman says 1.5%. Player testing shows between 3% and 3.5%

Stone Armor Information in Issue 5:

Rock Armor (RA) is 16% defense to smashing and lethal and each Single Origin (SO) defense buff (DefBuf)
enhancement provides 3.2% (cannot be active with GA)

Stone Skin (SS) is 12.5% resistance to smashing and lethal and each SO enhance damage resistance
(DamRes) enhancement provides 2.5%

Earth's Embrace (EE) is 20% resistance to toxic and each SO DamRes provides 4%

Mud Pots is a damage aura that will immobilize and slow the ones ensnared in melee range

Rooted provides 100% health regeneration and each SO Heal provides 33% more. Rooted also has
status-effect protection to holds, disorientation, sleep and knock down and knock back. It also
has a slow effect, -fly and -jump

Brimstone Armor (BA) is 25% resistance to fire and cold and each SO DamRes provides 5% (cannot be
active with GA)

Crystal is 16% defense to energy and negative energy and each SO provides 3.2% (Cannot be active
with GA)

Mineral is 16% defense to psionic and each SO provides 3.2% (cannot be active with GA)

Granite Armor (GA) is 50% resistance to all but psionic and each SO DamRes provides 10%. GA also is
20% defense to all but psionic and each SO DefBuf provides 4%. GA also has -slow, -fly, -jump,
-recharge and -damage when active

Example slotting is shown below using even level (white) DamRes SO enhancements (90% is cap) and
even level (white) DefBuf SO enhancements:

Smashing and Lethal (most common in the game) in Issue 5:

RA (6 SO DefBuf) - Total 35.2% defense
RA (5 SO DefBuf) - Total 32% defense

SS (1 SO DamRes) - Total 15% resistance
SS (6 SO DamRes) - Total 27.5% resistance

SS (6 SO DamRes), Tough (Fighting Pool) (6 SO DamRes) - Total 60.5% resistance
SS (6 SO DamRes), Tough (Fighting Pool) (5 SO DamRes) - Total 57.5% resistance
SS (1 SO DamRes), Tough (Fighting Pool) (5 SO DamRes) - Total 45% resistance

GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

GA (0 SO DamRes, 6 SO DefBuf), SS (1 SO DamRes) - Total 65% resistance, 44% defense
GA (1 SO DamREs, 5 SO DefBuf), SS (6 SO DamRes) - Total 87.5% resistance, 40% defense
GA (2 SO DamREs, 4 SO DefBuf), SS (1 SO DamRes) - Total 85% resistance, 36% defense
GA (3 SO DamRes, 3 SO DefBuf), SS (1 SO DamRes) - Total 95% resistance, 32% defense
GA (4 SO DamREs, 2 SO DefBuf), SS (1 SO DamRes) - Total 105% resistance, 28% defense

Energies (energy and negative energy) in Issue 5:

CA (6 SO DefBuf) - Total 35.2% defense
CA (5 SO DefBuf) - Total 32% defense

GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

Elemental Fire and Cold in Issue 5:

BA (6 SO DamRes) - Total 55% resistance
BA (5 SO DamRes) - Total 50% resistance

GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
GA (1 SO DamREs, 5 SO DefBuf) - Total 60% resistance, 40% defense
GA (2 SO DamREs, 4 SO DefBuf) - Total 70% resistance, 36% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
GA (4 SO DamREs, 2 SO DefBuf) - Total 90% resistance, 28% defense

Elemental Toxic in Issue 5:

EE (6 SO DamRes) - Total 44% resistance
EE (0 SO DamRes) - Total 20% resistance (many do not slot with DamRes)

GA (0 SO DamRes, 6 SO DefBuf) - Total 50% resistance, 44% defense
GA (1 SO DamRes, 5 SO DefBuf) - Total 60% resistance, 40% defense
GA (2 SO DamRes, 4 SO DefBuf) - Total 70% resistance, 36% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 80% resistance, 32% defense
GA (4 SO DamRes, 2 SO DefBuf) - Total 90% resistance, 28% defense

Psionic (one of very few powers in the game with protection against psionic damage) in Issue 5:

Mineral (6 SO DefBuf) - Total 35.2% defense
Mineral (5 SO DefBuf) - Total 32% defense


 

Posted

[ QUOTE ]
any stone/fire build guides?

[/ QUOTE ]

Here is my build.

Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Tanker
Primary Powers - Ranged : Stone Armor
Secondary Powers - Support : Fiery Melee

01 : Scorch acc(01)
01 : Stone Skin damres(01)
02 : Fire Sword acc(02) dam(3) dam(3) dam(5) dam(5) dam(7)
04 : Earth's Embrace recred(04) recred(7) recred(11) recred(13)
06 : Swift runspd(06) runspd(15) runspd(15) runspd(17) runspd(17) runspd(37)
08 : Rooted endred(08) hel(9) hel(9) hel(11) hel(13) hel(37)
10 : Air Superiority acc(10)
12 : Mud Pots endred(12) slw(43) slw(43) slw(46)
14 : Fly fltspd(14)
16 : Health hel(16) hel(37) hel(40) hel(42) hel(42) hel(43)
18 : Hasten recred(18) recred(19) recred(19) recred(21) recred(23) recred(42)
20 : Stamina endrec(20) endrec(21) endrec(23) endrec(27) endrec(27) endrec(29)
22 : Build Up recred(22) recred(25) recred(25) recred(36) recred(36) recred(36)
24 : Taunt rng(24) recred(50)
26 : Provoke acc(26)
28 : Fire Sword Circle acc(28) dam(29) dam(31) dam(31) dam(31) dam(34)
30 : Challenge Empty(30)
32 : Granite Armor endred(32) damres(33) damres(33) damres(33) damres(34) defbuf(34)
35 : Intimidate acc(35)
38 : Greater Fire Sword acc(38) dam(39) dam(39) dam(39) dam(40) dam(40)
41 : Char acc(41)
44 : Fireblast acc(44) dam(45) dam(45) dam(45) dam(46) dam(46)
47 : Fireball acc(47) dam(48) dam(48) dam(48) dam(50) dam(50)
49 : Invoke Panic acc(49)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

Basically when I solo, I just use rooted. The regen rate is high enough that for most missions it's works fine. When the mobs get too large then I turn on Granite and mud pots to protect myself and maintain aggro. (If you group all the time, then you can probably move the slots in earth's embrace to somewhere else.)

I went stone/fire/fire out of concept, but a stronger build would probably be stone/fire/body.


 

Posted

Nice build. thanks


 

Posted

Thank you very much!


 

Posted

I'll be updating my build and posting it on the boards later on tonight, the link will still be in my signature. Yep, it's quite different to the other Inv/SS builds I've seen of late, namely with the way I've slotted Invincibility (base slot Defense Buff SO++), but it works very well for me; I tend to go against the grain with things anyway.


 

Posted

thanks again


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Marker for me. Tanker Guides all updated and sent to CJ for reposting. Look for the section headers to know when it has been done.


 

Posted

My Issue 5 guide is linked in my signature.


 

Posted

would anyone happen to know where to find an ice/axe guide?
Thanks!


 

Posted

Here's the latest in my "I wanna be Mighty!" guides.

It's a "best I can do" kind of guide, though, because of the limited tools we have to work with after I6.

Tentative Inv/EM post-I6/ED-compliant build