macey mace
Mace is a slow starting set, mostly because the third available attack (clobber which is available at level 10) isn't much of an attack at all. It's more use as a method of removing a minion or lt from the fight for a while (85% chance to disorient or something like that) than as a means to do damage. It can be a long haul from lvl 10 to level 20, when the next damage-doing mace attack (jawbreaker) becomes available. I enjoyed using clobber a lot pre-level 24 but I also picked up a power pool attack, simply because brawl, bash, pulverise and clobber has to be the most pathetic attack chain for any lvl 19 tank to be using My advice to any mace tanker at that level would be to pick up air superiority to give yourself something to do in a fight and then respec it out later if you want to.
Another factor which may explain why some people wouldn't enjoy mace too much is that it doesn't do as much damage compared to the other tank secondary powersets. Pretty much any other tank I team with out-damages me and this has held true all the way from lvl 1 to 50.
Mace is a good set with some fun single target and aoe powers, but it can be disappointing if you're hoping to contribute to the damage output of the team. And that haul from lvl 10 to lvl 20 can be a killer
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
lol well that places a small downer on my latest char hehe, fire/mace at lvl 4 he solo'd a lvl 8 purple minion so was thinking wow tanks rule but looks like a may have my work cut out for me as i advance
Depends on whether you solo a lot or team a lot I soloed my tank a lot and needed a power pool attack to fill in my attack chain. Recently however I exemped down to the mid-teens to help out on a Frostfire mission. All I have at that level in my respecced for lvl 50 build is a one-slotted brawl, a one-slotted bash (with a taunt enhancer slotted) and a well slotted taunt. I was able to get by fine with hardly any attacking power because I was focussing on taking the aggro, not on doing damage.
Essentially, as it always is with these kinds of debates, it always comes down to personal playing style and preferences. If you enjoy playing your mace tanker then you're doing fine.
Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen
In Soviet Russia, mission farm you!
lol i know what u mean, anyway i was playing about with the hero builder and here's what i came up with for my tanker. as im only lvl 6 atm i expect a few things will be horribally wrong so be sure to let me know
1st off theres got to be an easier way of doing this that tping it out lol but well by the time i find out it will be too late.
im fire/mace
primary
secondary
power pools
enhancments
1) Blazing Aura => +acc, +dmg
1) Bash => 2+acc, +dmg, +dis, -recharge, -end cost
2) Pulverise => 2+acc, +dmg, +dis, -recharge, -end cost
4) Healing Flames => +heal, +dmg resist, -end cost, -recharge
6) Fire Shield => +dmg resist, -end cost
8) Consume => +acc, +end, -recharge
10) Clobber => +acc, +dis, -end cost
12) Combat Jumping => +def buff, +jump
14) Super Jump => 2+jump, -end cost
16) Swift => +run
18) Health => +heal
20) Stamina => +end
22) Jawbreaker => 2+acc, 2-end, +dmg, -recharge
24) Build Up => +hit buff, -end cost
26) Fiery Embrace => -end cost, -recharge
28) Acrobatics => -end cost
30) Whirling Mace => 2+acc, 2+dis, -end cost, -recharge
32) Rise of the Phoenix => 2+heal, +dmg resist, +dis, -end cost, -recharge
35) Shatter => 2+acc, 2-end cost, +dmg, -recharge
38) Crowd Control => 2+acc, 2-end cost, +dmg, -recharge
Most hero planners have an export function.
I would get Plasma Shield ASAP, it protects you from holds and sleeps as well as energy damage.
Slot your shields with 3 damage resistance adn possibly an end reduction. Put 3 or 4 slots in them.
Super Jump and Combat Jumping don't need extra slots.
6 slot healing flames as soon as is feasible, in later levels you want a mix of healing and recharge, early on healing is probably good enough. Don't bother slotting it for damage resistance.
If you use Blazing Aura, slot it for end reduction.
When you get Stamina, put 2 additional slots in it ASAP.
@Unthing ... Mostly on Union.
ok cheers for the info, not i just need to get my brute to lvl up twice so he can respec, a ss/en brute without fitness pp O_o
whats everyones opinion on maces i hate my lvl 15 stone/mace tank and i think its because its a mace or is it just tankers