Making a Good Tank and using it smart
You forgot about Enerygy Melee as a secondary
Sorry about that, I wasen't sure
Energy Melee:A set similar to SS, it dose energy damage and can disorient a foe.
While I feel most of the "general tanking" guides are obsolete- there are few with "I5" or "I6" listed- I'm not sure that this guide is an adequate replacement. This guide seems to be full of good general and specific advice for a starting tank, and as it is aimed at the pre-SO levels,it is still generally accurate.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Ok here is part 2 of this guide:
Part 2:
Now lets go into help with leveling and Power Choosing:
Picking Powers is a matter of selection, but there are some questions you should ask yourself when choosing a new power:
1)Is my defense ok?
2)Is my offense ok?
3)which set has the best power?
4)Do i need this power?
5)Is there a Power pool I want?
Here is a sample of powers I got for my Tank
Stone Armor/Fire Melee
1:Stone Skin/Srorch
2:none/fire sword
4:Rock Armor
6:Hover(PP)
8:Heal Other(PP)
10:Swift (PP)
here is a lvl guide based on your level:
Levels 1-9
These levels are the easy levels,Levels 1-9 are designed to help new players get the basics down. These levels also introduce Power Pools, which become essential in the higher levels.
10-19
Now your out of the rookie legues and into the "Hero-in-training" phase.These levels now offer debt if you die, so the wise tank should get more defense and focus on healing your soon-to-be bazillion HP.These levels also introduce PVP zones and Task Forces. Try a TF and see if you like it, but save PVP for later, when its safer.
20-39
Outta the frying pan and into the fire.These levels become alot hared then your early days. Tanks now find a group of yellows that they could have easly taken now pound them into the wall. These levels also unlock the last power in your power sets.In these levels, teaming up is now recommended more then in levels 1-19.
40-50
You made it. These are the tough levels where it seems like you take FOREVER to level. These levels also open one of the longest TF ever designed: The FireBase Zulu TF. Even though its only 1 TF, it sets off a chain of TF that take a LOOOOOOONG time. the at lvl 50, your done. Congratz.
Being a tank is like being a sheild for a knight. Without you, the knight would be burned by the fire of the dragon. Just always remember 1 thing: Your the sheild of the group...protect them from the fire.
Ok, so if your reading this, you probably want a good tanker.Good. So after you pick the tank archtype and orgin (Orgin dosen't matter, more personal taste) you get to pick your powers.
The first one u pick is a Defensive power: U can choose
Rock Armor
Ice Armor
Fire Armor
Invincibility
Ice: Ice is an ok set to have, with the top power being a enhanced rest.
Rock:On of the best sets out there, it has psi. defense, which is rare if not only for this set. Only drawbacks are alot of end. using and you cant go invisible with it.
Fire:This set is less tanker like and more scrapper like, with each sheild doing some DoT and the top power being a rez.
Invincibility: A Tank favorite, this set gives you an auto defense for all damage types except psi.
Now that you have chosen your Primary, we move on to secondary:Melee
Fire
Ice
Rock
Super Strength
Mace
Ax
Fire: A good melee set that dose DoT (Damage over Time for those who don't know what it is) It has a high end. using.
Ice: A good set that dose some smashing and cold damage, it can hold, slow, or possibly immoblize an opponenet
Rock:A good set that dose smashing damage, it has a range attack that most tanks dont have.
SS:Another popular power set, this only dose smashing damage, but can disorient a foe.
Mace: A power set not often picked, this set dose smashing damage only and can disorient a foe
Ax:A similar set to mace, it dose lethal damage
Now that you are in the hero biz, there are a few things needed for tanker survival:
1)Tanks have alot of hitpoints, which is why they are the sheild for the group, taking damage for Blasters and controllers
2) The best duo for a tank is him and a blaster/defender. Blasters do the damage while tanks take the villains or a tank can clear as a defender heals.
3)A tank needs to get places fast, so get a PP that is fast. This isn't required, but a fast tank can go in mish's first and get the aggro first.
4) Becasue a tanks job is to be a sheild, drawing aggro is essential. Getting the taunt (Avaible in all tank sets) is recommended, or you can get the PP with it.
5) A tank needs self-heal powers.Getting the medicine PP can help when rest and your healing power from your defensive set is gone. This will give you a self-heal power.
6)Tanks are effective solo characters. Not as solo-friendly as a scrapper, but close.
If you remember these rules and pick good power sets where the Pros outweight the cons, you can have an effective tank.