Which "power set" should I roll?


BlueRidger

 

Posted

I was wondering...which power set do you think would suit me for my next tanker. I have a Fire/Fire already but i would like something with a bit more survivability.I also would like to have some good damage, a mix of AOE and Single Target . I was thinking about a couple different combinations:

WP/SS
INV/SS
WP/EM
INV/ICE
WP/?
INV/?

As you can see I have mostly been going twords WP and INV because I like how the more FOES in range, the more DEF (for INV) and the more REGEN (for WP) . If you could, would you be able to suggest some sets to roll and the PROS and CONS and a little bit about the sets. I will even maybe go with other sets. Thanks a ton!


Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

Inv:
-Pros: solid mix for survivability, +ToHit helps a (very little) bit offensively, Unstoppable when gotten used to is literally unstoppable, DP + Hasten = win.
-Cons: no psi protection. Others will say that Inv has bad end usage, but that's patently false--Tough and Weave aren't part of the set and aren't really necessary if you don't want them.

WP:
-Pros: also a solid mix for survivability, with both QR and Stamina, can easily afford Tough and Weave, which makes it really tough.
-Cons: weakest Tanker taunt aura, practically every power except the self-rez are necessary (SoW is a maybe, but when tanking the big stuff, or against massive -def debuffs, comes in handy).

Also consider Axe and Mace for good mixes for ST and AoE damage. Stone is also great, especially coupled with WP and its extra endurance.

A WP/Dark is practically unkillable, but lacks enough AoE to keep some more...zealous teammates from pulling aggro off of you.

Lots of options in total. Hope you find something you enjoy. Ultimately, that's all that's important.


 

Posted

I really enjoy my Dark Armor/Ice Melee. It's a very unusual build (have yet to see another on my sever) and really fun.
Pros: Lots of control/survivability between ice patch and oppressive gloom (I skip cloak of fear) not to mention the slows inherent in ice melee. GREAT self-heal with dark regeneration. Good mix of aoe damage and single target. Overall great resists (save energy) and easy to cap Psi resistance.

Cons: No inherent knockback protection. Weak damage against robots (they're very resistant to cold). Low energy resistance.

Note: Some say that ice melee is a low damage set. While it's true that some sets do more damage (fire melee) this is an uneducated statement. Look at mids (if available) and check the numbers out yourself. It's also worth mentioning that it uses smashing, lethal, and cold in it's attacks as opposed to a limit of one damage type (lethal, for instance).

Another great combo is Inv/dark melee
Pros: Inv... you know the pros. Also, siphon life is a GREAT self heal. It's not huge (mine heals my tanker for about 370 or so) but it recharges fast enough that it doesn't need to be. Not to mention you've still got dull pain to fall back on. Really nice single target damage. Also note, I took Air superiority in my build rather than hover and it has worked out wonderfully. The extra knockdown makes for some very nice extra mitigation. The resulting attack chain (Smite, Shadow Punch, Air superiority, Midnight grasp) makes for some solid single target damage.

Cons: Inv... you know the cons. Also, not amazing aoe damage. Shadow maul is very nice, and can get down to about 3.8 seconds to recharge, but it's still a short cone. Dark Consumption and soul drain are nice, but I wouldn't really consider them aoe attacks (mostly due to the long recharge).


50 Tankers: Ice/EM, Stone/WM, Fire/Stone, Dark/Ice, Inv/SS, Inv/Dark, Elec/Elec
50 Brutes: ElecMelee/EA, WM/Elec

 

Posted

[ QUOTE ]
I was wondering...which power set do you think would suit me for my next tanker. I have a Fire/Fire already but i would like something with a bit more survivability.I also would like to have some good damage, a mix of AOE and Single Target . I was thinking about a couple different combinations:

WP/SS
INV/SS
WP/EM
INV/ICE
WP/?
INV/?

As you can see I have mostly been going twords WP and INV because I like how the more FOES in range, the more DEF (for INV) and the more REGEN (for WP) . If you could, would you be able to suggest some sets to roll and the PROS and CONS and a little bit about the sets. I will even maybe go with other sets. Thanks a ton!

[/ QUOTE ]

I would go for Inv/SS if big time tanking is your main goal with this guy (Inv being more solid then WP from a tanking pov).

However WP/SS runs smoother, has a bunch of cheap slotting (so room to play around) and is fairly cheap to IO out (compared to the +recovery you're going to want in an Inv/SS build).

So depends how often (and how heavy) you are going to group and what type of content you will be doing with your Tanker.


 

Posted

Failsight's review of both Invulnerability and Willpower are pretty much on the money.

I was happy through 50 levels of Invy/Stone. It's a solid combo with great survivability, reliable aggro control, good damage and a very powerful feel. Very "fire and forget" with some SMASH thrown in for good measure.

If you are looking for something that is super survivable and are willing to sacrifice damage to get it I would say go Stone/Ice. You'll never do alot of damage but you will be an aggro magnet and with the right slotting you'll be damn near unkillable even without Granite up.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat

 

Posted

[ QUOTE ]
If you are looking for something that is super survivable and are willing to sacrifice damage to get it I would say go Stone/Ice. You'll never do alot of damage but you will be an aggro magnet and with the right slotting you'll be damn near unkillable even without Granite up.

[/ QUOTE ]

Well, yeah. The absolute hardest-to-kill monsters in the game are Stone/Ice and Stone/Dark. I'm hard-pressed to pick which is tops, it kind of depends on the enemies at the moment. But neither is a damage dealer in any real sense, and they're thin in the AoE department too. Making one is a conscious choice to be an anvil, not a hammer.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

[ QUOTE ]
[ QUOTE ]
If you are looking for something that is super survivable and are willing to sacrifice damage to get it I would say go Stone/Ice. You'll never do alot of damage but you will be an aggro magnet and with the right slotting you'll be damn near unkillable even without Granite up.

[/ QUOTE ]

Well, yeah. The absolute hardest-to-kill monsters in the game are Stone/Ice and Stone/Dark. I'm hard-pressed to pick which is tops, it kind of depends on the enemies at the moment. But neither is a damage dealer in any real sense, and they're thin in the AoE department too. Making one is a conscious choice to be an anvil, not a hammer.

[/ QUOTE ]

True, the Stone/Ice combo is more about tanking and melee control than damage. If the OP is interested in farming than he or she will more than likely be teamed and Stone/Ice does a great job of locking down large mobs for the slaughter. Invy/Stone does a great job at tanking as well, I'm just offering up another option is all.


"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull

"Durability is the quintessential super-power. " -- Sailboat