Tanker AT advice sought (long)...
WP/WM ... funnest Tanker to level (at least from the 16 or so I've levelled) ... great damage and utility.
Plan on taking Tough/Weave somewhere in your 30s if you want to tank for full groups.
P.S. - Have a Spines/Fire Scrapper that can tank AE boss missions (or I should say solo full spawns) so tanking a boss farm on a Fire/Fire shouldn't be a problem if that's your goal. And Jebe has a Dark/Dark that tanks (and solos if the group dies) AE boss farms just fine. (and I can tank these on my WP Tanker as well).
I find WP the easist to level as it has the least amount of "gadgets" allowing you to concentrate on your melee while solving the endurance woes of Tankers at a crowd pleasing L12 (Quick Recovery) instead of L20 (Stamina). They are also a lot of fun to slot for not having to worry too much about recovery.
Good luck
WP/DA would be my recommendation.
Yes, WP gets Quick Recovery at 12. Plan on taking Stamina at 20 anyways. You will want it in place before Tough and Weave, at minimum; and it's easy to arrange your power selections to make it possible, since the purely defensive toggles (Mind over Body and Heightened Senses) just do not repay the cost of running them before SO levels anyways.
Bosses? They're quite susceptible to Touch of Fear. Just needs to be applied twice instead of once. The recharge makes this easily possible. Slot it with one of the fear or to hit debuff sets that match your priorities. I like Siphon Insight.
Lots of to hit debuff means not worrying about defense caps.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
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Lots of to hit debuff means not worrying about defense caps.
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As long as you keep in mind the purple patch... "Lots" becomes subjective. Defense scales better than to-hit debuff if you're taking on higher levels.
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Levels above you / power effectiveness:
0 1
1 0.9
2 0.8
3 0.65
4 0.48
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For the full journy, it's hard to argue against WP. From lv 1 all the way to 50, you will feel tough and have fun. I was very supprised at how well WP was in the early levels. Similarly, /dark and /fire are fairly early bloomers and deal damage that isn't often resisted. Dark gets it's bread and butter very early, and Fire gets some decent aoe early also.
Willpower makes a great set for a new or returning tanker. I would add Stone Melee to the list of good secondary options. It offers some very nice damage and aggro management tools. I played and Invy/Stone all the way to 50 and enjoyed every screen shaking minute of it!
Sheild/SS is also supposed to be a good combo. Good AoE damage with Shield Charge and Foot Stomp backed up by Rage.
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
WP/Stone and WP/Mace are my usual suggestions for new tanks.
Just keep in mind WP doesn't scale as well as you might think without building well.
Imo, WP/DM is a great entry level tank. Taking taunt is up to you but make sure to take tough/weave for group survivability.
Question about DA:
I will be I imagine tanking in AE, and frequently face a horde of bosses with no LTs or Minions. Does the Cloak of Fear work on Bosses? It's only a Mag 2, and I am guessing it doesn't self stack, right? So this power would be useless in a boss farm, correct?
This is making me think of eliminating DA/ from consdieration, do I understand it right?
For Great Justice!
C. of Fear and Op. Gloom only work on minions, not even on lts. They don't stack unless you have some other power to stack the effects, such as touch of fear from DM or Clobber from WM.
OK, so I will be eliminating DA/ I think.
Another question: What are the benefits if any of Invuln/ over Willpower/ and Shield Def/?
Thanks.
For Great Justice!
Compared to Willpower, Invulnerability has:
- An easier time handling difficult incoming alpha strikes, even without Tough or Weave, thanks to stronger general resistance and defence, and a strong click heal; and
- An easier time holding aggro, thanks to a taunting aura that lasts longer than the one Willpower gets.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Hmmm - any idea then why I have this impression that Invuln is dangerous? Is that just a mistake on my part?
For Great Justice!
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Hmmm - any idea then why I have this impression that Invuln is dangerous? Is that just a mistake on my part?
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Invuln is more specialized than WP. WP is a very nice set, but not terribly strong at any one thing.
Invuln on the other hand is terrific vs. S/L, ok vs En/Ne/F/C, weak to psi and toxic, and only has dull pain as a heal.
WP is (generalizing) good vs. all and regenerates health. Not to be confused with "great" vs. all.
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OK, so I will be eliminating DA/ I think.
Another question: What are the benefits if any of Invuln/ over Willpower/ and Shield Def/?
Thanks.
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Invuln is the second strongest primary at taking alphas and the second strongest in prolonged fights (both second to Stone).
Will Power is very prone to large and/or concentrated alphas while Shield is a Defense based set that is has to deal with the random number generator (sometimes it just has it out for you) and doesn't come with a heal (in other words eventually you will die without healing (insps or another source)).
I wouldn't say that Invuln is "dangerous". In fact, it does not have the risk of sudden failure that Willpower has, due to temporarily being overwhelmed. There are only a handful of situations in the game (i.e. Clockwork King, Mother Mayhem) where I'd say that Willpower would be superior to Invulnerability for pure survivability.
Willpower has broad spectrum but relatively flimsy coverage, plus the ability to keep fighting after other tankers run out of gas. It is a mixed set of regen, resistance, and defense, with none of those being exceptional. WP's regen becomes stronger the more mobs are surrounding the tanker. There is no click self heal. WP benefits strongly from both Tough and Weave, which take some of the sting out of huge alpha strikes and allow the regen to kick in.
Invulnerability has exceptional resistance and some defense to physical (smashing / lethal) damage. It has defense to fire, energy, cold, and negative attacks, that becomes stronger when more enemies surround the tanker. It has very little native defense or resistance to psi or toxic attacks. There is a click self heal that also temporarily increases your max hit points. With Tough, Invulnerability can keep its resistance to physical damage capped or close to capped, all the time. Tough and Weave are more luxuries than necessities, but good to have.
The main advantage of Willpower is that it's more fun to level and play. With both QR and Stamina, endurance is basically covered, so you can easily afford to maintain the 6 toggles (7, if you like Combat Jumping or Hover) that a mature WP tanker ought to be running.
But Invuln is tougher, especially in only the primary and not considering the Fighting pool. It also holds aggro better. I would definitely plan on seeking recovery bonuses before attempting to hit the defense cap natively without helper mobs, which seems to me to be unnecessary. A mature Invuln tanker running the fighting pool will have 5 toggles on (6 with Combat Jumping or Hover) that are hard to sustain on Stamina alone, especially if you want your tanker to be more than just a tauntbot.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I have a L35 Dark/Mace tank who is quite durable and fun. He has Tough and is getting Weave at 41. Dark gets (arguably) the best heal, decent resists, some control, a damage aura, great aggro management, and good defensive potential (if slotted for it).
Before you completely rule out Dark Armor, consider a couple possibilities:
<ul type="square">[*]Any Dark Tank with the presence pool - Sounds like a useless pool for tanks, if you pick up Intimidate or Invoke Panic, you can stack fear against bosses, and fear is awesome! The base rech/duration on these powers kind of sucks until slotted, though.
[*]Dark/Stone - Stone offers great mitigation with KD, Seismic Smash (mag 4 hold), and Fault (amazing CC power). Fault has good rech/duration especially once slotted, allowing you to easily stack disorient with Oppressive Gloom (2+2 = stuns bosses), and the knockdown ensures the enemies don't wander far. Stone has a very powerful *feel* to it with great sound effects, animations, and knockdown. I would probably skip Cloak of Fear for this build.[/list]
Also, regarding other primary powersets:
<ul type="square">[*]Ice Armor is actually a great armor set other than its weakness to fire and psi. It gets really powerful once you snag Energy Absorption. Chilling Embrace is an amazing power (slows enemies, -14% damage). Ice Armor is also arguably the best at holding aggro, and has a great tier 9 (Hibernate).
[*]Shield and Willpower are great well-rounded sets. Willpower has already been discussed quite a bit, so I'll talk about Shield. It's one of the most offense-oriented tank sets, since you get Against All Odds (lower nearby enemy damage slightly, greatly increase your own (up to 65%!)). You also get the awesomeness of shield charge, which teleports you, does good aoe damage, and knocks enemies down! Incredibly good power that combos well with SS Footstomp, only limited by a longish recharge. Because Shield is largely based on positional defense, it's relatively easy/cheap to softcap with the right IO build. Both Shield and Willpower lack a heal, and consequently combo really well with Dark Melee since it has Siphon Life. Dark Melee also has loads of toHit debuffs to stack up with your already high defense. You also get Soul Drain and Dark Consumption![/list]
Lastly, quick rundown of some of the secondaries that haven't been mentioned:
<ul type="square">[*]SS is a set loved by many. I have no experience with it (Rage crash always scares me off), but I know it can do amazing damage, and that Footstomp and Knockout Blow are incredible.[*]Fiery Melee lets you dish out the most damage at the price of no secondary mitigation. If you pick a strong primary, supplement it with Tough/Weave, and slot wisely, you can make an offensive beast without sacrificing too much durability. With Combustion and Fire Sword Circle, your AoE damage is impressive, and you can throw in Breath of Fire if you want more.[*]Ice Melee used to be known for having the worst damage, but good mitigation. Now I believe it does decent ST damage, good AoE (Frost + Frozen Aura). You get lots of slows, a ST hold, and the awesomeness of your mini Ice Patch (which combos amazingly with Fire Armor's Burn).[*]Energy Melee used to be the ST damage king, but an animation time nerf hit it hard enough that many people avoid it like the plague now. Honestly it's probably not that bad, but people always have strong reactions to nerfs. Sadly, Whirling Hands is the only AoE in this set, and it's not incredible. The disorients stack nicely with Oppressive Gloom, though.[*]Axe and Mace are very similar, and both get great AoE late in the build. Axe has a lot of (randomized) knockdown, whereas Mace has a mix of disorient and knockdown.[*]Dual Blades has never felt like a tanker set to me, so I completely ignore its existence :P[/list]
I hope that breakdown helps you choose! There are definitely a lot of good/powerful combos to be had, and with the right IO slotting, any combo can achieve your goals.
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Dual Blades has never felt like a tanker set to me, so I completely ignore its existence :P
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This is perfect. Even my invul/db doesn't feel like a tank, I just feel too fancy.
I saw a SD/DM Tanker build that, including the IO sets, appears to be able to achieve a Defense of 50% and a Resistance of 41% S/L and 21% everything else. If we use the Def formula, then vs +4 bosses I think we get the following:
Bounded[ NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * Bounded[ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ] ]
If I understand this right, this means that against an even level minion, a 50% Defense would work out to have a base chance of Bounded( 50% BaseToHit - 50% Defense) = 5% chance to hit, bounded. If instead this is a +4 boss in AE, then we have to factor in their accuracy bonuses for their increased rank and level:
1.3 (Boss rank accuracy bonus) * 1.4 (+4 level accuracy bonus) * .05 (Base Bounded chance to hit) = .091
What this means is that if you have your defense softcapped, you will only have about a 9% chance that the boss can hit you, or about 1 chance in 11.
If the boss uses smashing or lethal, and you have 41% resistance to that that means that even the 9% of the time that they *do* hit you, they only do a little over half damage. (59%). Combining those numbers, it will take an average of 18.6 boss hits for you to take one full boss hit worth of damage.
So, here's this SD/DM with a softcapped Def and a 41% S/L Res. Do any other ATs (DA/, Will/, Invuln) hit that high a ratio of 1 +4 boss hit taken for 18.6 boss attacks received?
For Great Justice!
Assuming we are only concerned with enemies dealing s/l damage, an Invuln tanker can cap out their s/l resistance (90%) while still IOing up to the defense softcap (9.1% chance of being hit by a +4 boss), for almost 110 times less damage taken than a defenseless squishy. With Dull Pain up, you are only 12% away from the HP cap of 3212.7, attainable through some sets or accolades. The only way to get more protection against a L54 s/l boss would be adding more regeneration/healing or reducing the number of attacks the enemies are allowed to make through crowd control or killing them faster.
In this vein, while you previously discounted DA as a contender because its mez auras only affected minions, if you pair it with Stone Melee then Fault can stack with Oppressive Gloom to stun all bosses within melee range of you, as permanently as you like, and Fault and Tremor can chain-knockdown most any group. These effects are not as easily factored into a simple equation as res/def/regen/healing, but pretty impressive in actual play. Dark Melee is quite note-worthy for Siphon Life, as well.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
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Drk Fire Ice-1 Ice-7 Inv-1 Inv-7 Sh-1 Sh-3 Stn Grnt Wil
Def
Smash 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
Lethal 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
NRG 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
Neg 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
Psi 15.8 7.9 7.9 7.9 7.9 7.9 7.9 7.9 47.5 7.9 23.8
Fire 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
Cold 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
Melee 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
Ranged 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
AoE 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
Res
Smash 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
Lethal 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
NRG 31.7 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
Neg 63.4 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
Fire 47.5 90 32.3 32.3 31.7 31.7 23.8 23.8 39.6 79.2 11.9
Cold 47.5 31.7 90 90 31.7 31.7 23.8 23.8 39.6 79.2 11.9
Toxic 31.7 31.7 31.7 31.7 31.7 31.7 23.8 23.8 31.7 90 11.9
Psi 79.2 0 0 0 0 0 0 0 0 0 43.6
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I do not know if this table will display properly, but here is the table I made of all the defense and resistances. This is only a comparitive guide, NOT the actual values in play. I came up with these numbers in mids, and used as a default baseline slotting with 3 Generic Def or Res IOs as appropriate. Also, each build was granted Tough and Weave, also with 3 Generic IOs each.
I figure this gives a decent basis of comparison to decide from there - at least as far as def and res go. (Ice-1 and Ice-7, Invuln-1 and Invuln-7, and Shield-1 and Shield-3 are permutations of power that work off of how many friends or foes are near. Also, Stn = Stone without Granite, while Grnt = Stone with Granite.)
Dark Armor scares me and intrigues me. I mean, I could take Cloak of Fear/Invoke Panic to close to PermaFear the Bosses. The Stun option is harder because they tend to wander away.
If IOs can softcap the Defense of an Invuln Tanker in all but Psi, considering the relatively high Res Invuln has, especially versus S/L - the meat and potatoes of AE boss missions.
Assuming that one can softcap Invuln, that means a 9% hit rate versus the +4 bosses - which is 1 hit out of every 11. With 90% S/L resist, it takes 10 times as many hits to equal one normal boss hit. So that means out of ONE HUNDRED and ELEVEN hits, one full boss hit of damage gets through for S/L.
This seems very do-able.
What do you guys think?
For Great Justice!
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or reducing the number of attacks the enemies are allowed to make through crowd control or killing them faster.
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Or slows -- one of the strengths of Ice/, if I understand it correctly.
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
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Drk Fire Ice-1 Ice-7 Inv-1 Inv-7 Sh-1 Sh-3 Stn Grnt Wil
Def
Smash 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
Lethal 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 13.2
NRG 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
Neg 15.8 7.9 38.4 44.1 25.4 34.9 7.9 7.9 33.3 39.6 28.5
Psi 15.8 7.9 7.9 7.9 7.9 7.9 7.9 7.9 47.5 7.9 23.8
Fire 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
Cold 15.8 7.9 11.5 17.2 25.4 34.9 7.9 7.9 7.9 39.6 28.5
Melee 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
Ranged 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
AoE 15.8 7.9 7.9 7.9 7.9 7.9 41.4 51 7.9 7.9 7.9
Res
Smash 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
Lethal 71.3 71.3 23.8 23.8 90 90 47.5 47.5 39.6 90 71.3
NRG 31.7 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
Neg 63.4 47.5 0 0 31.7 31.7 23.8 23.8 0 79.2 11.9
Fire 47.5 90 32.3 32.3 31.7 31.7 23.8 23.8 39.6 79.2 11.9
Cold 47.5 31.7 90 90 31.7 31.7 23.8 23.8 39.6 79.2 11.9
Toxic 31.7 31.7 31.7 31.7 31.7 31.7 23.8 23.8 31.7 90 11.9
Psi 79.2 0 0 0 0 0 0 0 0 0 43.6
</pre><hr />
I do not know if this table will display properly, but here is the table I made of all the defense and resistances. This is only a comparitive guide, NOT the actual values in play. I came up with these numbers in mids, and used as a default baseline slotting with 3 Generic Def or Res IOs as appropriate. Also, each build was granted Tough and Weave, also with 3 Generic IOs each.
I figure this gives a decent basis of comparison to decide from there - at least as far as def and res go. (Ice-1 and Ice-7, Invuln-1 and Invuln-7, and Shield-1 and Shield-3 are permutations of power that work off of how many friends or foes are near. Also, Stn = Stone without Granite, while Grnt = Stone with Granite.)
Dark Armor scares me and intrigues me. I mean, I could take Cloak of Fear/Invoke Panic to close to PermaFear the Bosses. The Stun option is harder because they tend to wander away.
If IOs can softcap the Defense of an Invuln Tanker in all but Psi, considering the relatively high Res Invuln has, especially versus S/L - the meat and potatoes of AE boss missions.
Assuming that one can softcap Invuln, that means a 9% hit rate versus the +4 bosses - which is 1 hit out of every 11. With 90% S/L resist, it takes 10 times as many hits to equal one normal boss hit. So that means out of ONE HUNDRED and ELEVEN hits, one full boss hit of damage gets through for S/L.
This seems very do-able.
What do you guys think?
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One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...
For Great Justice!
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One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...
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I think I can safely say that it's already been done for all the tanks sets that are capable of soft-capping.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
[ QUOTE ]
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One of the challenges (if this works) will be coming up with the IO sets for softcapping Defense...
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I think I can safely say that it's already been done for all the tanks sets that are capable of soft-capping.
[/ QUOTE ]
Which ones *aren't* capable of soft capping, so that I may rule them out for certain?
For Great Justice!
I am looking for some suggestions as to my next CoX character, which I believe will be a tanker. Here's a little summary of the salient details:
-I am not a CoX noob, but Tankers have been one of the ATs I have largely ignored. Don't get me wrong, I worship the Tankers on my teams, but haven't really been about being one. Of my level 50 characters, mos are Blasters and Corruptors, with a large sampling of Masterminds, Stalkers, Defenders, Controllers, and Brutes. I haven't yet tried SoA's (they don't really call to me) and the two attempts I made at Khelds died in their 20s. I did take two successful brutes to 50 - a SS/Elec that was a blast, and a Fire/Fire that did some nice work. Fury really works well - or at least it did back when I did my brutes. However, the only level 50 Tanker I have is a Fire/Ice relic from the old pre-ED days of Dreck farms.
-I have more than enough influence to get whatever IOs and IO sets I need, if they can be bought, mostly from the days when I was a farmer - yes, I too have gone the Fire/Kin route, before I realized that zipping from 1 to 50 was skipping the game, not playing it.
-I am a strange creature in that for me, it is the journey from 1 to 50 that is the CoH/V game for me. I find playing after reaching 50 pointless, so at 50, I retire my character and start a new - probably why I have 15+ 50s across two accounts.
-I do not PvP, at all, for any reason. I am committed to enjoying the presence of other players in a cooperative, not competitive mode.
-These days I do not join farms unless I can make a positive difference, and be effective at helping and fighting. For me, putting *my* shoulder to the wheel is playing.
-I am just now finishing up my first scrapper (a Fire/Fire) that seem to be fun and working out well - wasn't sure I could have fun as a scrapper.
-I am a little worried that the Tanker's inherent passivity might be a fun-killer - I mean, even the Brute has Fury - but I feel like at this point, after all the years past my initial embrace of CoH beta, I need to shake things up a little and try some ATs I have been more or less avoiding.
-I am thinking this may the a good time to try a Tanker though, because not only is it one of the ATs I have been avoiding, but there seems to be a bit of an unfilled need for them at AE - more people seem to need Tankers then there are available - which hopefully means that picking up a team is less of a challenge.
-Oh, that's the other thing - what I will probably spend most of my time doing is AE missions with lots of bosses in them - perhaps nothing but level 52 or 54 bosses - most of which seem to attack with smashing and lethal and have a fair amount of KB.
Given all that, here are the tanker builds that at first bluch interest me - but if any of you have a recommendation that isn't mentioned (especially when it comes to primaries) I am not unwilling to consider all ideas:
Dark Armor interests me, but I am worried that the Fear mag makes it not useful against missions filled with only bosses. Stone armor's mobility issues completely turn me off. Ice seems somehow boring to me (not sure way, maybe its an aesthetic thing) and Invuln for some reason strikes me as dangerous - though that may be inaccurate, you tell me.
I have been seeing a fair number of Shield Defense Tanks, and it looks like fun, and the Shields themselves look very cool to my aesthetics. and for some reason, Willpower has also interested me. In both cases, I find the Tier 9's fatally flawed.
In terms of secondaries, the weapon sets leave me feeling cold - I would rather be using glowwy powers than a big honkin' axe or sword generally speaking - although of course, if the big honkin' axe (or sword) was that much more effective, I would consider it.
Putting aside Battle Axe, War Mace, and Dual Blades (I don't like worrying about combos), what remains? Stone Melee - but that seems somewhat "weapon" based with Mallets and all (though again, if it was terribly effective or synergistic with whatever primary I would up with, I wouldn't refuse to consider it.) Super Strength comes with a Rage crash issue. Ice Melee again seems boring-ish. Is Energy Melee suitable, does it have AoE, and didn't they gut the heck out of Energy Transfer? If so, that would leave Fire and Dark.
If it wasn't for the fact that I am geussing that an AE mish stuffed with bosses will not be affected by Fear, I would seriously consider and ask about Dark/Dark. If it wasn't for my fear that Fire/Fire seems weak/gimped for Tankers and might not be able nto handle 10-15 bosses all hitting him at once, I would consider *that*.
As it is, I think I may be left with either Shield or Willpower as a primary, and Dark or Fire as a scondary. Again, if anyone wants to throw their hat in the ring and tell me that I ought to be considering something else, I would love to hear it.
What should I do? What's the best Tanker to play from 1 to 50, that is the most effective in these AE boss missions no just at 50, but along the way, and which primary/secondary group will let me achieve my 3 priorities the best: First, to make sure that the baddies are hurting me not my teammates, second, to make sure that I can survive that, and third, to be doing the best DPS I can do, although obviously that will not be my forte or role.
Thanks!
For Great Justice!