Tanker Primary Information for Issue 7


BuffyASummers

 

Posted

Tanker Primary Information and Suggested Slotting for Issue 7

Below is some information about being a Tanker in Issue 7. It will not tell you what archetype (AT) to
play 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, defense,
status-effects and aggro-managment. The second is about Power Pools that may be useful to a Tanker.
The third is about the Fiery Aura Tanker, the fourth is about the Ice Armor Tanker, the fifth is about
the Invulnerability Tanker, the sixth is about the Stone Armor Tanker, and the final section is Appendix 1
(Enhancement Details).

Resistance

Resistance is how much damage you take when you get hit. The types of damage you can take from foes
are Smashing, Lethal, Fire, Cold, Energy, Negative Energy (Dark), Toxic, Psionic and Untyped
(i.e. 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. There is not any resistance in the game to untyped (i.e. Hamidon) damage.

Defense

Defense is whether you will get hit or not. An even level foe has a base 50% chance to hit you and
if you have no defense and no buffs or debuffs from friends or foes and the foe has no to-hit bonus,
no to-hit buffs or debuffs from friends or foes. Powers can sometimes provide defense to specific
damage types or provide positional defense to melee, range or AoE/Cone. Positional defense will give
defense to toxic, but there is not any toxic type defense. There is not any defense in the game to
untyped (i.e. Hamidon) damage.

Note: in the next section, all enhancements assume even level (white)

Training Origin (TO) enhancements provide 5% additional to base defense if using enhance defense buff
(DefBuf) enhancements. They also provide 5% additional to base resistance if using enhance damage
resistance (DamRes) enhancements. Dual Origin enhancements provide 10% (the 6th of the same type would
provide less) additional defense or damage resistance and single origin (SO) enhancements provide 20%,
20%, 16%, *3%, 3%, 3% additional to base defense or base damage resistance. Once you have 3 SO
enhancements of a given type on a power, TO, DO and SO enhancements of that same type are no longer
recommended because they provide only a fraction of their original benefit.

There is something you need to think about as you are adding enhancement slots to your powers. Do you
want to put more than 3 slots into a power knowing that when you hit level 22, you can start putting
SO enhancements in those slots? A power like Resist Physical Damage only allows DamRes enhancements.
Six TOs and then six DOs will work fine, but when SOs are available, you will want those three slots
back. Starting at level 24, you can get a team together and run a Respec-Trial, which after completing
successfully will allow you to remove those slots. Or, you can just plan ahead and not put more than
three slots into powers like that.

This is a simplified version of how it works. See Appendix 1 for more details.

*Note: it is not recommended to put more than 3 of the same type of SO enhancement in any power due to
Enhancement Diversification


Status-Effects

Status-effects are effects that can happen to you to prevent you from doing damage, moving or
defending yourself. Status-effects include immobilization, holds, sleep, fear, disorientation (stun),
confusion, slows and knocks (knock down, knock back, knock up).

Immobilization prevents you from moving. You can still attack and all your toggles remain active when
immobilized. Holds, sleep and disorientation (stun) are some of the most severe of the status-effects.
They will drop all your toggles and prevent you from doing anything. You are essentially helpless.
Fear does not drop your toggles but you can only attack or move when hit. You can only attack or move
once each time you are hit. Slows will slow your movement and sometimes will slow your ability to use
powers. Knocks cause you to involuntarily fall down, fly up in the air or fly in one direction. Knocks
prevent you from acting for the duration of the knock. Confusion changes your target acquisition from
foe to friend and friend to foe!

There are two attributes to a status-effect you need to be aware of. You can receive protection from
getting a status-effect appied to you and you can get resistance to the length a status-effect has
control of you. Status-effects have a magnitude (mag). Every archtype (AT) starts with base mag -1
protection from status-effects. Therefore, if you are hit with a mag +2 status-effect and you have
only your base mag -1 protection, you will be affected by the status-effect (+2 added to -1 = +1,
anything above 0 is affected). You can have buffs that lower the amount of time a status-effect is
affecting you.

Note: there are a few powers that prevent you from getting close to someone by pushing you away from
them. One, Telekinesis, will even prevent you from acting while being pushed. In player versus player
(PVP), taunt will cause you to involuntarily switch targets to the one who has taunted you. Also, a
Stalker (City of Villians AT) has a power called Placate, which will not allow you to target him for a
short period of time.

Aggro-Management and Gauntlet

Aggro-management is the term used for getting the attention of foes and have them attack you while
your less defense-based teammates (squishies) can act upon them in relative safety. This does not
mean your teammates should not understand the basic principles of aggro-management themselves.
Anyone acting upon a foe has the ability to attract the attention of that foe at any given time.

Gauntlet is the term used for the taunt-effect that happens whenever a Tanker makes contact with a
foe with a power*. This can be a single target attack, AoE attack or an aura worn by the Tanker.
When a foe is affected by a power, a taunt-effect projects outward in all directions from the foe
which cause up to 5 foes around that foe to be taunted. The taunt affect radiates outward from the
foe until 5 are afected. The maximum number of foes that can be taunted to one individual is 17.

*Some powers create the taunt-effect without doing damage (i.e. Fault)

Note: the following section is only necessary if you want to be the 'team protector'

You should have some type of ranged Area of Effect (AoE) aggro-grabber* whether it is Taunt,
Provoke (Presence Power Pool) or a ranged attack. You also want it available when it is needed.
Also, you will want the Taunt duration to last, especially if you are going against +2s and +3s
regularly or groups of foes with many leutenants and/or bosses. And, you need it to not miss.

Taunt is the best power for the job. It is a ranged AoE aggro-grabber. It has a 3 second activation
time and a 10 second recharge time. You could get Hasten to speed up the recharge, or you could put
recharge enhancers in it, or both. The Taunt duration decreases as the level of foes goes up. So,
if you are going against higher level mobs, then Taunt duration enhancers can help. Finally, it is
auto-hit on 5 of the mobs within the range of Taunt. In PVP, Taunt requires a to-hit, so accuracy
enhancements are needed.

Provoke is a good second option. It has everything Taunt has, but it is not auto-hit, so it will
need accuracy enhancers. If you have both, then you may solve the 'available when it is needed'
mentioned above.

A ranged single target attack (i.e. Hurl) is a good option. Not only do you get the taunt-effect,
but you can also do some damage. It would just need to be 'available when it is needed' and have
enough accuracy to hit.

If you have a ranged AoE attack (i.e. Fireball), then this is great option, as long as it is
'available when in it is needed' and has enough accuracy to hit.

If building a 'team protector' aggro-grabbing Tanker, you focus on aggro-management and then on
damage. Any AoE attack or stun (i.e. Hand Clap), is good for that job. An AoE power like that
generates an AoE Taunt around every foe hit! When you have everything under your 'taunt', you want
to continue doing what you are doing to keep it. Foes will lose interest in you when not taunted,
when not attacked by you or when attacked by someone else after the taunt wears off. Also, an aura
that causes damage and/or a taunt-like effect is very favorable (i.e. Blazing Aura, Invincibility)

*Why is a ranged AoE aggro-grabber power important? If you have control of a group of foes like the
Nemesis, and a patrol comes in and attacks one or more of your squishy teammates, you cannot move
to that location because of all the AoE/Cone attacks aimed at you


 

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Power Pool Powers That May Be Useful to a Tanker - Travel Powers are obvious

Concealment:

Stealth will provide -perception and 2.5% defense**. (Blasters 1.75%, Scrappers 1.875%)
Grant Invisibility will provide -perception and defense** to your teammate

Note: half of the defense** and all of the -perception is supressed when attacking.

Fighting Pool:

Tough is 15% resistance to smashing and lethal. With 3* SO DamRes: 23.4% (Blasters 10.5%,
Scrappers 11.25%)
Weave is 5% **defense. It also provides some resistance to immobilization (Blasters 3.5%, Scrappers 3.75%)

Fitness Pool:

Swift is passive and helps you to move around quicker
Hurdle is passive and helps you to jump farther
Health is 40% health regeneration. It also provides some resistance to sleep
Stamina is 25% endurance regeneration

Flight:

Hover provides 2.5% defense** and partial knock protection (you flip over)
Air Superiority has a very high probability of knocking a foe down or knock them out of the air
Fly provides partial knock protection (you flip over)

Leadership:

Maneuvers is 1.625% defense** to you and your teammates within range (Defenders 3%, Others 2.5%)
Assault will increase the damage of you and your teammates within range, it also provides some resistance
to Placate and Taunt (damage increase: Defenders 18.75%, Controllers 15%, Others 9.75%)
Tactics will increase the to-hit and perception of you and your teammates within range. It also
provides resistance to fear and confusion (to-hit increase: Defenders 12.5%, Controllers 10%, Others: 6.5%)
Vengeance can be used on a fallen teammate to boost the to-hit, damage and defense** of you and your
teammates within range

Leaping:

Combat Jumping improves your jumping, adds 2.5% defense** and also provides some protection against
immobilization (mag -5?)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)

Presence:

Challenge is a single target taunt power
Provoke is a ranged AoE taunt power
Intimidate is a single target fear power
Invoke Panic is an AoE fear power

Medicine:

Aid Other will heal a teammate 20% and has a base recharge of 10 (interruptible)
Stimulant will free a teammate from immobilization, sleep, disorientation (stun), fear, confusion and
holds and provide protection for a period of time (interruptible)
Aid Self will allow you to heal yourself 20%, has a base recharge of 20 and provides resistance to
disorientation (stun) (interruptible)
Resucitation will allow you to revive a fallen teammate with full health and zero endurance (interruptible)

Speed:

Hasten will decrease the recharge times of your powers
Whirlwind will knock-up most foes within range

Teleportation:

Teleport foe can teleport a foe to you

*it is not recommended to put more than 3 of the same type of SO enhancement in any power

**Power Pool defense is smashing, lethal, fire, cold, energy, negative energy, psionic, melee, ranged
and AoE/Cone


 

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Fiery Aura Information:

Blazing Aura is a damage/taunt aura that will burn any foe in melee range

Fire Shield (FS) is 30% resistance to smashing, lethal, fire and 10% resistance to cold. It also provides
status-effect protection (disorient) that increases with level up to level 35 (mag -6 through -12)

Healing Flames (HF) is 20% resistance to toxic and a 17% self heal with a
base recharge of 60 seconds

Temperature Protection (TP) is 20% resistance to fire and 10% resistance to cold

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

Plasma Shield (PS) is 30% resistance to energy, negative energy and fire. It also provides
status-effect protection (hold, sleep) that increases with level up to level 35 (mag -6 through -12)

Burn is an AoE and 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 and the DoT only applies to
those inside the Burn area-of-effect


Fiery Embrace (FE) adds 100% more to your base damage of your fire powers for 20 seconds and
10 seconds to your non-fire damage powers

Rise of the Phoenix is a self resurrection power and when activated will inflict fire damage and
disorientation (mag +2?) to any foe affected. It also leaves you with half your hit points and endurance,
and also leaves you immune to damage for a short time

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


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

Resistance to Smashing and Lethal (most common in the game):

FS (3 SO DamRes) - Total 46.8%

FS (3 SO DamRes), Tough (3 SO DamREs) - Total 77.2%

Resistance to Energies (energy and negative energy):

PS (3 SO DamRes) - Total 46.8%

Resistance to Elemental Fire:

FS (3 SO DamRes), PS (3 SO DamRes) - Total 93.6% (90% effective)

Resistance to Elemental Cold:

FS (3 SO DamRes) - Total 15.6% (many do not take TP)

FS (3 SO DamREs), TP (1 SO DamRes) - Total 27.6%
FS (3 SO DamREs), TP (3 SO DamRes) - Total 31.2%

Resistance to Elemental Toxic:

HF (0 SO DamRes) - Total 20% (many do not slot HF with DamRes)
HF (3 SO DamRes) - Total 31.2%

Defense to all:

Weave (3 SO DefBuf) - Total 7.8%


 

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Ice Armor Information:

Frozen Armor (FA) is 17% defense to smashing and lethal, 30% resistance to cold and 12.5% resistance
to fire and also provides resistance to defense debuff powers. Note: resistance is unenhancable

Hoarfrost (HF) adds 40% (20% enhancable) of your base hit points to your hit points, and then heals
you the same number of hit points. It also provides 20% resistance to toxic damage

Chilling Embrace provides -recharge (32%), -speed and -damage (14%) of the foes around you in melee
range. The effectiveness of the debuffs decrease with foes over higher level and foes with resistance of
their own to a damage type. Note: only -speed is enhancable

Wet Ice (WI) provides status-effect protection (hold, sleep, disorient, knock, immobolize) that increases
with level up to level 35 (mag -6 through -12). WI also provides 30% resistance to cold, 1% defense
(smashing, lethal, fire, cold, energy, and negative energy) and resistance to defense debuff powers.
Note: defense and resistance are unenhancable

Permafrost (PF) is 20% resistance to cold, 12.5% resistance to fire and resistance to slows.

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. It also
provides resistance to slows and +perception. Note: resistance is unenhancable

Energy Absorption (EA) is 2% defense (smashing, lethal, fire, cold, energy, and negative energy) for
every foe in melee range (max 1). And provides 0.5% per foe in melee range (max 10). It provides endurance
recovery per foe affected and endurance drain on those foes affected. It also provides resistance to slows

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

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

Defense to Smashing and Lethal (most common in the game):

FA (1 SO DefBuf) - Total 20.4% defense
FA (2 SO DefBuf) - Total 23.8% defense
FA (3 SO DefBuf) - Total 26.5% defense

FA (3 SO DefBuf), WI - Total 27.5% defense

FA (3 SO DefBuf), WI, Weave (3 SO DefBuf) - Total 35.3% defense

Defense to Energies:

GA (1 SO DefBuf) - Total 20.4% defense
GA (2 SO DefBuf) - Total 23.8% defense
GA (3 SO DefBuf) - Total 26.5% defense

GA (3 SO DefBuf), WI - Total 27.5% defense

GA (3 SO DefBuf), WI, Weave (3 SO DefBuf) - Total 35.3% defense

Resistance to Elemental Cold:

FA, GA, WI - Total 90% resistance

FA, GA, WI, PF (1 SO DamRes) - Total 114% resistance (90% effective)

Resistance to Elemental Fire:

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

FA, PF (1 DamRes) - Total 36.5% fire resistance
FA, PF (3 DamRes) - Total 43.7% fire resistance

Resistance to Elemental Toxic:

HF (0 SO DamRes) - Total 20% (many do not slot HF for damage resistance)
HF (3 SO DamRes) - Total 31.2%

Other Defense (Smashing, Lethal, Fire, Cold, Energy, and Negative Energy):

WI, EA (0 SO DefBuf) - Total 3.0% (1 foe) to 8.5% (10 foes)
WI, EA (1 SO DefBuf) - Total 3.4% (1 foe) to 9.7% (10 foes)
WI, EA (2 SO DefBuf) - Total 3.8% (1 foe) to 10.8% (10 foes)
WI, EA (3 SO DefBuf) - Total 4.1% (1 foe) to 11.9% (10 foes)

WI, EA (0 SO DefBuf), Weave (3 SO DefBuf) - Total 10.8% (1 foe) to 16.3% (10 foes)
WI, EA (1 SO DefBuf), Weave (3 SO DefBuf) - Total 11.2% (1 foe) to 17.5% (10 foes)
WI, EA (2 SO DefBuf), Weave (3 SO DefBuf) - Total 11.6% (1 foe) to 18.6% (10 foes)
WI, EA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 11.9% (1 foe) to 19.7% (10 foes)


 

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Invulnerability Information:

Resist Physical Damage (RPD) is 7.5% passive resistance to smashing and lethal

Dull Pain (DP) increases your available HP and max HP by 40% (20% enhanceable) and then heals you
for 40% (fully enhanceable) of your original max HP.

Temporary Invulnerability (TI) provides 30% resistance to smashing and lethal

Resist Elements (REl) is 7.5% passive resistance to fire, cold and toxic

Unyielding (Uny) is 10% resistance to all types except psionic (only 5% to smashing and lethal).
It also provides status-effect protection (hold, sleep, disorient, knock, immobolize) that increases
with level up to level 35 (mag -6 through -12). It also has a 5% defense debuff

Resist Energies (REn) is 7.5% passive resistance to energy and negative energy

Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 3% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect

Tough Hide (TH) is 5% passive defense to smashing, lethal, fire, cold, energy, and negative energy

Unstoppable (Uns) is 70% resistance to all types except psionic. It also provides status-effect
protection (hold, sleep, disorient, knock, immobolize (mag -12)) and a boost to endurance regeneration.
When it ends, it leaves you with no endurance and leaves you with 10% of your hit points

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

Resistance to Smashing and Lethal (most common in the game):

Uny (0 SO DamRes), TI (3 SO DamRes) - Total 51.8%
Uny (3 SO DamRes), TI (3 SO DamRes) - Total 54.6%

Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 60.8%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes) - Total 63.6%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes) - Total 66.3%

Uny (3 SO DamRes), TI (3 SO DamRes), Tough (0 SO DamRes) - Total 69.6%
Uny (3 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 78.0%

Uny (0 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 84.2%
Uny (3 SO DamRes), RPD (1 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 87.0%
Uny (3 SO DamRes), RPD (3 SO DamRes), TI (3 SO DamRes), Tough (3 SO DamRes) - Total 89.7%

Resistance to Elemental (Fire, Cold and Toxic), and Energies (Energy and Negative Energy):

Uny (3 SO DamRes), REl (3 SO DamRes) and REn (3 SO DamRes) - Total 27.6%

Defense to Smashing, Lethal, Fire, Cold, Energy, and Negative Energy:

Uny, Inv (0 SO DefBuf) - Total 1.5% (1 foe), 15% (10 foes)
Uny, Inv (1 SO DefBuf) - Total 2.8% (1 foe), 19% (10 foes)
Uny, Inv (2 SO DefBuf) - Total 4.1% (1 foe), 23% (10 foes)
Uny, Inv (3 SO DefBuf) - Total 5.1% (1 foe), 26.2% (10 foes)

Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf) - Total 11.1% (1 foe), 32.2% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf) - Total 13.1% (1 foe), 34.2% (10 foes)

Uny, Inv (3 SO DefBuf), TH (1 SO DefBuf), Weave (3 SO DefBuf) - Total 18.9% (1 foe), 40% (10 foes)
Uny, Inv (3 SO DefBuf), TH (3 SO DefBuf), Weave (3 SO DefBuf) - Total 20.9% (1 foe), 42% (10 foes)


 

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Stone Armor Information:

Rock Armor (RA) is 16% defense to smashing and lethal (cannot be active with GA)

Stone Skin (SS) is 12.5% passive resistance to smashing and lethal

Earth's Embrace (EE) adds 40% (20% enhancable) of your base hit points to your hit points, and then
heals you the same number of hit points. It also provides 20% resistance to toxic damage

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

Rooted provides 100% health regeneration. Rooted provides status-effect protection (hold, sleep,
disorient, knock, immobolize) that increases with level up to level 35 (mag -6 through -12). It also has -slow , -fly and -jump

Brimstone Armor (BA) is 25% resistance to fire and cold (cannot be active with GA)

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

Mineral is 16% defense to psionic (cannot be active with GA)

Granite Armor (GA) is 50% resistance to all but psionic. It also provides 20% defense to
smashing, lethal, fire, cold, energy, and negative energy. It also has -slow, -fly, -jump, -recharge and
-damage when active

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

Smashing and Lethal (most common in the game):

RA (3 SO DefBuf) - Total 25% defense

RA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense

SS (1 SO DamRes) - Total 18.0% resistance
SS (3 SO DamRes) - Total 23.4% resistance

SS (1 SO DamRes), Tough (3 SO DamRes) - Total 41.4% resistance
SS (3 SO DamRes), Tough (3 SO DamRes) - Total 48.4% resistance

Energies (energy and negative energy):

CA (3 SO DefBuf) - Total 25% defense

CA (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense

Elemental Fire and Cold:

BA (3 SO DamRes) - Total 39% resistance

Weave (3 SO DefBuf) - Total 7.8% defense

Elemental Toxic:

EE (0 SO DamRes) - Total 20% resistance (many do not slot with DamRes)
EE (3 SO DamRes) - Total 31.2% resistance

Psionic:

Mineral (3 SO DefBuf) - Total 25% defense

Mineral (3 SO DefBuf), Weave (3 SO DefBuf) - Total 32.8% defense

All Resistances except Psionic (defense to Smashing, Lethal, Fire, Cold, Energy, and Negative Energy):

GA (0 SO DamRes, 3 SO DefBuf) - Total 50% resistance, 31.2% defense
GA (1 SO DamREs, 3 SO DefBuf) - Total 60% resistance, 31.2% defense
GA (2 SO DamREs, 3 SO DefBuf) - Total 70% resistance, 31.2% defense
GA (3 SO DamRes, 3 SO DefBuf) - Total 78% resistance, 31.2% defense
GA (3 SO DamREs, 2 SO DefBuf) - Total 78% resistance, 28% defense
GA (3 SO DamREs, 1 SO DefBuf) - Total 78% resistance, 24% defense
GA (3 SO DamREs, 0 SO DefBuf) - Total 78% resistance, 20% defense


 

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Appendix 1: Enhancement Details

Schedule A Enhancements (33.33%, 16.66%, 8.35%) are:

Accuracy, Confuse, Damage, Defense DeBuff, Disorient, Endurance Modification, Fear, Fly, Heal, Hold,
Immobilize, Intangible, Jump, Recharge, Recovery, Run, Sleep, Snare, Stun, Taunt

These bonus types start to see reduction when the bonus is 70% or more, and a severe reduction at 100%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +33.3%
2 SO: +66.6%
3 SO: +95%
4 SO: +100%
5 SO: +105%
6 SO: +110%

Schedule B Enhancements (20%, 10%, 5%) are:

Range, Defense Buff, Resist Damage, To Hit Buff, To Hit Debuff

These bonus types start to see reduction when the bonus is 40% or more, and a severe reduction at 60%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +20%
2 SO: +40%
3 SO: +56%
4 SO: +59%
5 SO: +62%
6 SO: +65%

Schedule C Enhancements (40%, 20%, 10%) are:

Interrupt

This bonus type starts to see reduction when the bonus is 80% or more, and a severe reduction at 120%
bonus or greater. So your bonuses when slotting in multiples of the same Single-Origin Enhancement
work out to:

1 SO: +40%
2 SO: +80%
3 SO: +112%
4 SO: +118%
5 SO: +124%
6 SO: +130%

Schedule D Enhancements (60%, 30%, 15%) are:

Knockback


 

Posted

One too many posts


 

Posted

I was a little misleading with the Telekinesis power. Especially since this is for Tankers who have almost complete mez protection. I made it sound like Telekinesis would render them helpless and unable to act, when infact, you can act. You are just pushed Telekinesis, along with the repel effect, does also have a mag +3 hold

Also, I completely forgot to mention intangibility and phase-type powers


 

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New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.


 

Posted

[ QUOTE ]
New information provided by the Prima Guide implies that the To-Hit bonus from Invulnerability's Invincibility power gives a 20% boost for 1 in melee range and then adds more of a boost (a smaller unknown amount) when more foes are in melee range.

[/ QUOTE ]

My guess is that the 20% is more than likely the Scrapper number with 10 in melee range.


 

Posted

Just a quick correction. Whirlwind now provides Knock Back, not Knock Up. They changed this around the start of Issue 6.


Petey Quick, SL50 Ene/Ene Blapper - Cynapse, SL50 Inv/Ene Tanker
Witchblaze, Fire/Fire Blaster - Lo Ping, MA/Regen Scrapper
Astre, Fire/Kin Controller - Terri Volta, Rad/Rad Defender - Solarkinetic, Peacebringer

Yusaku's Guide to the Energy/Energy BLAPPER

 

Posted

There wasn't any explanation of the changes to defense in I7 here. If this is going to be an I7 guide, you should probably include that.


 

Posted

[ QUOTE ]
There wasn't any explanation of the changes to defense in I7 here. If this is going to be an I7 guide, you should probably include that.

[/ QUOTE ]

Actually, if you look at the section on 'Defense' you will see that it is a link to Aracana's Defense Guide.


 

Posted


Invincibility (Inv) provides 5% defense to smashing, lethal, fire, cold, energy, and negative energy
plus another 1.5% for each foe in melee range (max 10). It also adds a 2% to-hit bonus for every foe
in melee range (max 10) and provides a melee taunt-effect


 

Posted

Revised using iakona's AT modifier values


Power Pool Powers That May Be Useful to a Tanker - Travel Powers are obvious

Concealment:

Stealth will provide -perception and 2.5% defense**. The defense**
is twice that when not attacking, being attacked or clicking an object (Blaster 1.75%,
Controller/Mastermind 2.25%, Others: 2.125%)
Grant Invisibility will provide -perception and 1.625% defense** to your teammate

Fighting Pool:

Tough is 15% resistance to smashing and lethal. With 3* SO DamRes: 23.4% (Blaster 10.5%, Scrapper 11.25%,
Dominator 12.75%)
Weave is 5% **defense. It also provides some resistance to immobilization (Blasters 3.5%, Scrappers 3.75%,
Controller/Mastermind 4.5%, Dominator/Corrupter 4.25%)

Fitness Pool:

Swift is passive and helps you to move around quicker
Hurdle is passive and helps you to jump farther
Health is 40% health regeneration. It also provides some resistance to sleep
Stamina is 25% endurance regeneration

Flight:

Hover provides 2.5% defense** and partial knock protection (you flip over) (Blaster 1.75%,
Controller/Mastermind 2.25%, Others: 2.125%)
Air Superiority has a very high probability of knocking a foe down or knock them out of the air
Fly provides partial knock protection (you flip over)

Leadership:

Maneuvers is 2.275% defense** to you and your teammates within range (Defender 3.5%, Others 2.625%)
Assault 10.5% increase in damage to you and your teammates within range, it also provides resistance
from Placate and Taunt (damage increase: Defender 18.75%, Controller/Corrupter 15%, Others 11.25%)
Tactics is 7% increase in to-hit and perception of you and your teammates within range. It also
provides resistance to fear and confusion (to-hit increase: Defender 12.5%, Controller/Corrupter 10%,
Others: 7.5%)
Vengeance can be used on a fallen teammate to boost the to-hit, damage and defense** of you and your
teammates within range and also heal them 10% and provide a high magnitude of status-effect protection
Tanker Def: 16.25%, Dmg: 24.5%, To-Hit: 24.5%)

Leaping:

Combat Jumping improves your jumping, adds 2.5% defense** and also provides some protection against
immobilization (mag -5?) (Blaster 1.75%, Controller/Mastermind 2.25%, Others: 2.125%)
Acrobatics provides protection against knocks and a little protection against holds (knock mag -5?, and
hold mag -2?)

Presence:

Challenge is a single target taunt power
Provoke is a ranged AoE taunt power
Intimidate is a single target fear power
Invoke Panic is an AoE fear power

Medicine:

Aid Other will heal a teammate 20% and has a base recharge of 10 (interruptible)
Stimulant will free a teammate from immobilization, sleep, disorientation (stun), fear, confusion and
holds and provide protection for a period of time (interruptible)
Aid Self will allow you to heal yourself 20%, has a base recharge of 20 and provides resistance to
disorientation (stun) (interruptible)
Resucitation will allow you to revive a fallen teammate with full health and zero endurance (interruptible)

Speed:

Hasten will decrease the recharge times of your powers
Whirlwind will knock-back most foes within range

Teleportation:

Teleport foe can teleport a foe to you

*it is not recommended to put more than 3 of the same type of SO enhancement in any power

**Power Pool defense is smashing, lethal, fire, cold, energy, negative energy, psionic, melee, ranged
and AoE/Cone


 

Posted

you are the greatst if they still awarded stars to posters I would give you 100

ok ok ok I know that is totaly imposible even wen they had the poster ranking.


 

Posted

As always, thanks.


VIRTUE
Mister Marbles - Ice/Rad Controller
Glass Titan - Elec/En Blapper
Miss Marbles - Inv/Fire Tanker
Chef Jinglemerry - Spines/DA Scrapper
Blood Envy - WP/DB Tanker
Velvette - WS

My Custom Demos

 

Posted

Judas buffy, once again you amaze me with your testing and welcomed insight! Thanks for all the past issues you've graced us with Tanker and Scrapper numbers.

And for crying outload devs put this person on the payroll....or at least give a free month or two!


 

Posted

[ QUOTE ]
Judas buffy, once again you amaze me with your testing and welcomed insight! Thanks for all the past issues you've graced us with Tanker and Scrapper numbers.

And for crying outload devs put this person on the payroll....or at least give a free month or two!

[/ QUOTE ]

Well, I give all the credit to the Tankers that actually do the testing. I just put the data in one place for all to have easy access to.


 

Posted

There was a type-oh in the Fiery Armor section:

Resistance to Smashing and Lethal (most common in the game):

FS (3 SO DamRes) - Total 46.8%

FS (3 SO DamRes), Tough (3 SO DamREs) - Total 70.2%

70.2%, not 77.2%


 

Posted

Buffy,

This reference is invaluable to me for planning my tankers, and its cousin is similarly indispensable when planning my scrappers. Thanks for taking the time to pull it all together.

I have one brief comment: The Stone Skin information seems wrong.

You have

[ QUOTE ]

Stone Skin (SS) is 12.5% passive resistance to smashing and lethal


[/ QUOTE ]

and

[ QUOTE ]

SS (1 SO DamRes) - Total 18.0% resistance
SS (3 SO DamRes) - Total 23.4% resistance


[/ QUOTE ]

Assuming the first quote is right, then the numbers in the second quote should be 15% and 20.5%. Assuming the second quote is right, then the number in the first quote should be 15%.

I think the first quote is right. That assumption cascades to alter this:

[ QUOTE ]

SS (1 SO DamRes), Tough (3 SO DamRes) - Total 41.4% resistance
SS (3 SO DamRes), Tough (3 SO DamRes) - Total 48.4% resistance


[/ QUOTE ]

to be, instead, 38.4 and 43.9.

It might also be worth breaking down some of the GA permutations. It doesn't stack with other armors in the set, but I plan with my stone tank to stack it with pool defenses, which would be handy to have at a glance. To make it easier to break this down, you might try two sections, like so:

GA Resistances (all except Psionic):

GA (0 SO DamRes) - Total 50% resistance
GA (1 SO DamRes) - Total 60% resistance
GA (2 SO DamRes) - Total 70% resistance
GA (3 SO DamRes) - Total 78% resistance

GA Resistance to Smashing and Lethal:

GA (0 SO DamRes), Tough (0 SO DamRes) - Total 65% resistance
GA (3 SO DamRes), Tough (0 SO DamRes) - Total 93% resistance (90% effective)
GA (0 SO DamRes), Tough (3 SO DamRes) - Total 73.4% resistance

GA (0 SO DamRes), SS (1 SO DamRes) - Total 65% resistance
GA (3 SO DamRes), SS (1 SO DamRes) - Total 93% resistance (90% effective)
GA (0 SO DamRes), SS (3 SO DamRes) - Total 70.5% resistance
GA (3 SO DamRes), SS (3 SO DamRes) - Total 98.5% resistance (90% effective)

GA (0 SO DamRes), SS (1 SO DamRes), Tough (0 SO DamRes) - Total 80% resistance
GA (0 SO DamRes), SS (3 SO DamRes), Tough (0 SO DamRes) - Total 85.5% resistance
GA (0 SO DamRes), SS (1 SO DamRes), Tough (3 SO DamRes) - Total 88.4% resistance
GA (3 SO DamRes), SS (1 SO DamRes), Tough (0 SO DamRes) - Total 108% resistance (90% effective)
GA (3 SO DamRes), SS (3 SO DamRes), Tough (0 SO DamRes) - Total 113.5% resistance (90% effective)
GA (3 SO DamRes), SS (1 SO DamRes), Tough (3 SO DamRes) - Total 116.4% resistance (90% effective)
GA (3 SO DamRes), SS (3 SO DamRes), Tough (3 SO DamRes) - Total 121.9% resistance (90% effective)

GA Defenses to Smashing, Lethal, Fire, Cold, Energy, and Negative Energy

GA (0 SO DefBuf) - 20% defense
GA (1 SO DefBuf) - 24% defense
GA (2 SO DefBuf) - 28% defense
GA (3 SO DefBuf) - 31.2% defense

GA (0 SO DefBuf), Weave (0 SO DefBuf) - 25% defense
GA (0 SO DefBuf), Weave (3 SO DefBuf) - 27.8% defense
GA (3 SO DefBuf), Weave (0 SO DefBuf) - 36.2% defense
GA (3 SO DefBuf), Weave (3 SO DefBuf) - 39% defense


Just a couple of thoughts. Thanks again for all of your work.

Cheers,

Scrap


 

Posted

good job, u help me out alot


 

Posted

You found a type-oh. Thanks