Tanker Guides and FAQs
Here is my I6 Fire\Fire Tanker build.
He is only a few hours old at this point, but working out quite well. I owe a thank you to Dark Phoenix for getting me most of this build done... I made a couple of changes that I like better. He is ED compliant as well.
If you notice that there is not Burn. And Taunt isn't taken until the very last power.
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Fiery Aura
Secondary Powers - Support : Fiery Melee
01 : Scorch acc(01)
01 : Blazing Aura dam(01) dam(7) dam(7) acc(9) endred(9) tntdur(15)
02 : Fire Shield damres(02) damres(3) damres(3) endred(50)
04 : Healing Flames recred(04) recred(5) recred(5) hel(17) hel(17) hel(27)
06 : Boxing acc(06)
08 : Consume acc(08) recred(19) recred(21) recred(21) endrec(43) endrec(43)
10 : Combustion dam(10) dam(11) dam(11) recred(13) endred(13) acc(15)
12 : Combat Jumping jmp(12)
14 : Super Jump jmp(14)
16 : Hurdle jmp(16)
18 : Plasma Shield damres(18) damres(19) damres(34) endred(34)
20 : Health hel(20) hel(37) hel(40)
22 : Tough damres(22) damres(23) damres(23) endred(27)
24 : Stamina endrec(24) endrec(25) endrec(25)
26 : Acrobatics endred(26)
28 : Fiery Embrace recred(28) recred(29) recred(29)
30 : Fire Sword Circle dam(30) dam(31) dam(31) recred(31) endred(33) acc(33)
32 : Build Up endred(32) recred(33) thtbuf(34)
35 : Incinerate dam(35) dam(36) dam(36) recred(36) endred(37) acc(37)
38 : Greater Fire Sword dam(38) dam(39) dam(39) recred(39) endred(40) acc(40)
41 : Char acc(41) acc(42) hlddur(42) hlddur(42) recred(43) recred(45)
44 : Fireblast dam(44) dam(45) dam(45) recred(46) endred(46) acc(46)
47 : Fireball dam(47) dam(48) dam(48) recred(48) endred(50) acc(50)
49 : Taunt tntdur(49)
-------------------------------------------
01 : Brawl Empty(01)
01 : Sprint Empty(01)
02 : Rest Empty(02)
I hope that this helps.
i made a small mistake...
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01 : Blazing Aura dam(01) dam(7) dam(7) acc(9) endred(9) tntdur(15)
02 : Fire Shield damres(02) damres(3) damres(3) endred(50)
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The timing for the last sockets in these two powers need to be swapped.
Here is my Fire/Ice I6 tanker
http://boards.cityofheroes.com/showf...amp;PHPSESSID=
Any i6 ice/* guides?
My marker for the November Update. Note that guides which consist only of builds (e.g., copies from CoHPlanner) since they are just templates, not actual guides/discussions.
I guess i never posted this here, but my I6 Guide is here:
Invulnerability/Fire Guide for I6
Does anyone have a stone armor/anything guide? I am energy melee personally but I might go super strength...
Here ya go Cuppa!!
Ode to Roxstar - A Guide to Stone Tanking
I left my basic I5 Inv/SS guide intact and added an ED build near the end.
Weathering the Storm 2.0 I5/I6 Inv/SS Tanker guide
Here's my new guide/build for Inv/SS:
Magnus Star's I6 ED Inv/SS Build and Guide
Its main focus is PvP in the PvP zones, but the build is not exclusively a PvP build, in fact, it's far from it. This guide takes a standard meatshield PvE build and takes you through step by step on what you can expect in the PvP zones.
Anyone got a Invul/Axe guide? I'm quitting CoH for a month, but it'd be nice to have a nice playable build to Respec into once I return.
Sinister's Guide to Battle Axe
http://boards.cityofheroes.com/showf...=1#Post4392860
I've posted an I6 version of my "SuperTank" guide, for the classic Invulnerability / Super Strength / Flight build.
Check it out!
Any one have a fire/stone guide?
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Any i6 ice/* guides?
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I'd like to know that as well.
Especially ice/ss.
Thanks.
I didnt see much I6 build guide help for tankers so I thought Id put up a quick one. I tried to give explanations of general tanker defense ideas with this, but I used my 41 Fire/Fire tank, Fury of Hathor, so it's going to be focused on her. My tank philosophy is defense first, taunt 2nd, offense 3rd, but all three have to be solid and the build has to be good against almost anything. Because of the reduction in power of SOs in I6, I found myself needing to select powers and SOs to minimize the losses in boost % and spread my defense over a larger range of abilities.
Enhancement power:
SO 1: 100%
SO 2: 100%
SO 3: 85%
SO 4: 15%
SO 5: 15%
SO 6: 15%
So an enhancement works at 100% power for the 1st two added to a power, 85% for the 3rd, etc. By the 4th, you are getting less than 1/6 the boost as a regular enhancement, so a defense or damage resist enhancement in a power like Weave vs Combat Jump, you should start slotting up combat jump because the return from its tiny defense boost becomes superior. The same is true for just about all defense powers. There is nearly no more point in putting 4 SOs of the same kind in anything unless it's over 6 times better. Now more than ever, layering defensive powers becomes effective.
This is the biggest difference between this build and I5 and previous builds. It prooved a very effective method for I6. See the test results for this build below.
So, to the build:
Level 1: Blazing Aura Dmg(2), EndRdx (2), Acc(2)
Level 1: Scorch ACC(1)
Blazing Aura slotted like this is more taunting than the usual 3 Dam. It hits even against +5s enough w/o help to still draw lots of aggro. EndRedux is a constant theme in this build because of all the toggle powers constantly using endurance. This power uses 2x more End than other toggles too. Most people would slot a single Dam in Scorch, and thats fine (gives more damage/less taunt chance). Good fire tanker attacks are all late coming so I dont slot this in my late game build shown, but may builds should slot early attacks some (or slot early on, respec out later for any build).
Level 2: Fire Shield ResDam(3), EndRdx (1)
Only slotting 3-4 SOs in your damage resist and defense powers will feel strange here if youve been 6-slotting for dam resist for months, but the numbers told me this was almost always the way to go. Slot your first defense early.
Level 4: Healing Flames Heal(3), RechRdx(3)
Every builds heal is a solid addition to your defensive layering. They generally all add Tox Resist, making this a nice power to get early to use vs Vazols and later as a nice Ooh S#!^ button.
Level 6: Combat Jumping DefBuff(3)
3-slotting of Combat Jump made sense in I6 for most builds. It buffs all defense types now and with I-6, you pull slots out of Weave and some other defenses now. In other tank builds, 2 is probably fine. This also resists immobilization, which is essential for Fire Tanks that want to put tanking first. Of course you can slot another power here and go with Super Speed later since we take hasten. BTW: This power uses almost no end, so no EndRedux needed.
Level 8: Hasten RechRdx(3)
This is essential for the Fire Tank build I prepared because you only have 4 attacks and both build up and firey embrace (similar to build up) to speed up. If you plan 5 or more attacks, w/o build up, this power may be unnecessary for your build now. The end drain when it powers down is enough of a liability for a heavily toggled tank that it may kill you more often than it helps you. Again, putting in more than 3 SOs will not help you.
Level 10: Boxing Dam(3), ACC (1)
I used to save my slots for other things, but now I have extras. This is a power you might Respec in in your 20s from something else (an Attack probably) to get tough and weave at later levels.
Level 12: Plasma Shield ResDam(3), EndRdx(1)
Get your 2nd defense early, but it doesnt have to be this early. You definitely want your mez resist before 20 and at 20, you often want stamina, and at 18 many builds open up a good power so plan early.
Level 14: Super Jump Jump(1)
Fire Tanks needed Combat Jump (vs Immob) and need Acrobatics to prevent knockback, so this has to be our travel power path.
Level 16: Taunt RechRdx(1),Taunt(2)
This is slot to taste mostly. It can be nice to slot 3 recharge (especially w/o hasten) to protect against minor slows.
Level 18: Swift Run (1)
Time to get Stamina rolling. This power is better for this build than Hurdle because the added Speed helps in lots of subtle ways, whereas between Combat Jump and Super Jump, we got jump height covered.
Level 20: Health Heal (3)
Health improved in issues 3 and 4. This makes a real difference in a drawn out fight now. Consider this a defense because tanks are weak vs Psionics and sometimes 1 other thing. This is one of the few things that helps vs psi even though not as directly as weave. Health and Stamina can be pushed to later in the build for another attack here, but you will miss them every level you dont have them.
Level 22: Stamina EndRegen (3)
This is essential for my build and most I think. You dont want to take this later than 24 as you go up. Most tanks are End heavy anyway. Fire tanks could take Consume w/o stamina. I considered this, but found it was only at all helpful vs End drain and if you are getting Sapped (Maltha Sappers mostly), this often wont help you, its just not enough.
Level 24: Tough DamResist (3), EndRedux (1)
Tough will help make up some of your Smash/Lethal resist lost with only 3-slotting Fire Shield. Tough and weave should be pushed back in the build for more Offense if you are not a big teamer or have better D than Fire Tanks do.
Level 26: Weave DefBuff (3), EndRedux (1)
I used to 6-slot this, no point now.
Level 28: Fire Sword Circle Dmg(3), EndRdx (1), Acc(1), RecRedux (1)
An AoE attack is a beautiful augmentation to your Aggro pulling and damage output. This one does solid fire damage too. Now that Hasten is slower and 4 damage doesn't do much, speeding what is often your one or two AoE attacks more effectively adds to your damage output.
Level 30: Build up RchRedux (3)
Ive exhausted all my defense opportunities now (Temperature protection is outclassed by other Fire Tanker D options), and this will aid my Taunting ability (by adding ACC) and damage. Plus it goes well with FSC. 3 Recarge in Build-up is not essential, but with this and hasten, you get it just about every battle, even if youre moving fast.
Level 32: Acrobatics EndRdx(1)
I might get this earlier but this feels about right. Knockback has always been annoying and becomes common with lots of enemies post 30.
Level 35: Fiery Embrace RechRdx(3)
3 Recarge is not essential, but with this and hasten, you get it just about every other battle if youre moving fast.
Level 38: Greater Fire Sword Acc(1), Dmg(3), RechRdx(1), EndRedux (1)
This is a better choice for a Fire Tank than Incinerate because its ½ Fire, ½ Lethal damage vs all Fire damage (both do the same total damage though). Since Fire tanks do mostly Fire damage (duh!), the Smash/Lethal is nice against enemies w high fire resist.
Level 41: Conserve Power RechRdx(1)
This is essential for nasty drawn out battles (AVs) and End Drain. It will be slotted more later to make it faster.
After 41 it doesnt matter so much. Incinerate is a likely addition for more Offense. I might slot in 4th SOs for Damage in some powers, but I will more likely add to Scorch instead.
Test Results
I started w my lvl enemies, then cranked up the difficulty:
- LVL 41 Fake Nem, Warhulk & minion - No risk, battle was a little slow (Fake bubbled)
- LVL 43 Rikti Mentalist or Swordsman Boss - No problem
- Lvl 43 2x Greater Devourers, 8 minions - some risk. Used 3 inspirations and Conserve Power (CP)
- Lvl 45 Dev Earth Minion - w/ 1 med Acc, Build Up & Firey embrace and he went down fast
- LVL 47 Nem minions - used med ACC, large Dam, small Luck insps and CP - did OK until the ACC wore off, then it was a long battle with Build Up being essential.
- Lvl 43-44 Nemesis Rex AV mish with team of 8 (7 lvl 41, 1 lvl 40) 1 other tanker - up to 25 mins and 2 Fakes at once, got in brief trouble once, had 3 team deaths total (none by me).
In this test I saw only minimal psionics with the Rikti Mentalist that were not a problem and heavy Tox against the Dev Bosses which was somewhat dangerous. I could have used Healing Flames before battle and made it less risky. That seemed like maybe overkill, but better to know what too much is. You could certainly back off a little for more themey play.
Random stuff:
Here's a pic of my Tank, Fury of Hathor. I like using 3 trays, keeping toggles on the 2nd row and clicks on the 1st except for my travel power for quick getaways).
Fury workin the pumkin king solo
Remember when soloing AVs was normal? Fury was lvl 24 here
I see a lot about Fire/Fire, SS/Stone, Stone/Stone and such. I am curious if anyone has anything on a Fire/War Mace combo. I thought that slotted correctly the AoE with Taunt would rock but now I'm wondering if my defense would be able to be useful on teams against bosses?
Stone/Ice guides?, would be nice to get info on that combo.
Any I6 Inv/EM guides out there?
I realize it may be late in I6, but I had left the game (for Imost of I4, I5 and I6) and I find the state of the Fire Tank guides seriously wanting.
Conceptions need to change, thus I reworked my build...post is here.
http://boards.cityofheroes.com/showf...c=#Post4957778
My Ice/EM pvp guide is finally done!
Darth's Guide to Ice/em Tanks in PvP
Someone had asked about Ice/SS...I'm working on that, give me another week or two and I'll have a section for it in the Ice/EM guides thread.
Cuppa...I thought all these forums got recently updated...the stone/stone tank guide Ode to a Roxstar is missing.
Hey folks - I know it's the Rodney Dangerfield powerset, but doesn't anyone have an I6 guide to /Mace?
Does anyone PLEASE have suggestions how to respec a fire/fire tank for post I5???
Thanks!!