SS or Energy and flight or jump?


bigboy_EU

 

Posted

Hey newbie question I know. I have a new Inv/energy tank and I was wondering if SS would be better and which travel power to take.

Is there also another power pool power I should take that would go well with my Inv powers?

TIA


 

Posted

I'm biased having a level 50 /energy tank but I'd say stick with energy. All the sets are fairly similar damage wise but at level 35 you get energy transfer, which is a godlike attack (shame about ED though).

As for the travel choice, it's up to you. That's a personal preference, combat jumping or Air Sup. should be your choices first though.

I would also say if you can fit in tough/weave then get them but don't stress about it.


 

Posted

Thanks, that's all good to know.


 

Posted

I would say ss brings abit more punch in the early game, with good and fast attacks. Energy melee is kinda poo in the beginning but if you can get it near lvl 35, as bigboy said, you'll get an attack calleed energy transfer. At lvl 38 you even get total focus, another great attack which looks very cool.

I don't have to much on ss because I never played one to any big lvl but afaik it does have alot of knockdown, which is useful if you want to live alittle longer. On the other hand energy uses disorient, good effect but if they wander of to far, you can go chase and perhaps lose some of the aggro from others, or leave so it will attack you with ranged weapons. Invunerability has alot more protection in melee range...

I got fly for my tanker (steel fusion) because I didn't really like the first couple attacks from energy melee. Air superiority was a great attack-chain filler.

My tanker is around lvl 26 so I haven't seen any of the higher game with my tank yet but so far it's great fun .


 

Posted

Having teamed with bigboy a lot and having myself a high level tank I've seen both Energy and SS at their best, and i would reccomend....both.

It's all up to your play style: Nrg has big single target damage(Bone Smasher, Energy Transfer and Total Focus)but a poo area of effect(Whirling Hands), while SS is a good mix of Area of Effect(Footstomp) and Single target(Knockout Blow and Haymaker)damage.

For the travel power it's yours the choice again, if you go for Super Jump avoid Jump Kick(long animation time)but pick Combat Jumping(nice defence bonus and res to immobilize) if you go for Flight avoid Hover due to his slow speed that will make you unable to reach mobs that are out of your taunt aura and pick Air Superiority because it's a good damage, fast attack with 100% knockup and -fly(Electric Outcasts anyone?)debuff.

Unless your Primary is Fire, then you're gonna need Acrobatics to have the resistance to Knockback and then you'll need Super Jump as travel power or Stone Armor that will need you to pick Teleport due to Rooted.

EDIT:
PLUS if you need a Tanker only super group with loads of active people and players, just send a tell to J. Brute or Mr. Knockout when you're online!


 

Posted

Personally I would stick with the secondary you have as it compliments Smash with Energy dmg. If there's anything that I regret with my tank it would be having SS instead of EM. Not only does it give you cool red glowing fists, you'll find in the later lvls that a lot more foes have a resistance to Smash/Lethal. Super Strength just doesn't feel like it saya it is ever since ED.

Although SJ offer as faster travel power to the latter, flight can get you anywhere on a map without much effort. What I don't get with SJ is that you're able to change direction in mid-air...useful for sure, but when you take a running jump forward in reality you go...well forward. You don't see the Hulk changing direction when he superjumps (yes..the Hulk is real, so neh :P ). Also to me flight feels a little more heroic soaring through the skies.


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"

 

Posted

[ QUOTE ]
Not only does it give you cool red* glowing fists

[/ QUOTE ]

*pink


 

Posted

heya,
i have a lvl 50 fire/energy tanker.
As said by others, major benefits of energy is the additional energy damage less resistable in the game than smash/lethal. Energy transfer is the best (yes: the best, brawl index 12.9) single attack power of the game (only criticals can do more damage), even post ED, and is enough fast. The hp loss is not important (and you surely will take health and stamina pools). Total focus is another good power, but with slow animation. Yes, what said by Jiaozy is correct: there is only one (good) aoe attack, so if your kind of play goes for aoe's don't take energy...

Imo, with energy, at high lvl, you'll be a good dmg dealer, not only a tanker


 

Posted

Thanks for the posts guys.

[ QUOTE ]
(and you surely will take health and stamina pools).

[/ QUOTE ]

I hadn't planned on it. I'd planned on taking everything in Inv and adding tough and weave as per a Inv guide I found on the US forums, I then added the leaping powerpool to this. Only problem is I some how messed up and took jump kick so I'm stuck with that.

If I leave a few attacks from energy melee then I could still take everything in Inv, all of leaping, tough and weave and still get health and stamina in there...

Is acrobatics worth getting or does unyielding give me all the hold and knock back resists I'll need, should I leave that off and take another in energy?


Eeek starting to get confused!


 

Posted

[ QUOTE ]
[ QUOTE ]
Not only does it give you cool red* glowing fists

[/ QUOTE ]

*pink

[/ QUOTE ]

jeez louise! lol ...red, pink, magenta, maroon...whatever colour it really is...it still looks cool


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"

 

Posted

[ QUOTE ]
Thanks for the posts guys.

[ QUOTE ]
(and you surely will take health and stamina pools).

[/ QUOTE ]

I hadn't planned on it. I'd planned on taking everything in Inv and adding tough and weave as per a Inv guide I found on the US forums, I then added the leaping powerpool to this. Only problem is I some how messed up and took jump kick so I'm stuck with that.

If I leave a few attacks from energy melee then I could still take everything in Inv, all of leaping, tough and weave and still get health and stamina in there...

Is acrobatics worth getting or does unyielding give me all the hold and knock back resists I'll need, should I leave that off and take another in energy?


Eeek starting to get confused!

[/ QUOTE ]

If you take all the toggles in invul and tough and weave without stamina you will run out of end in about two hits, i have all these toggles with end reducers and stamina and my end is still a massive problem. Personally I would go energy if you want to hurt single targets or fire if you want to do very damaging aoes.


 

Posted

Ye, without stamina your endurance is going to be a problem. I suggest playing with the build you want till about lvl 24 or so, if you like it you can keep it. If you want stamina in, get on the respec trial which awards you a respecification (sp?) so you can repick your powers from your primary and secondary and you can try other (fitness anyone? ) pools.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Not only does it give you cool red* glowing fists

[/ QUOTE ]

*pink

[/ QUOTE ]

jeez louise! lol ...red, pink, magenta, maroon...whatever colour it really is...it still looks cool

[/ QUOTE ]

Actually, you were right first time with RED, since when has "pink" been a color assocated with ENERGY?
Its because of the glowing effect it "brightens" up the RED energy fists, giving them a pinkish aura, but the base color for them is red.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Not only does it give you cool red* glowing fists

[/ QUOTE ]

*pink

[/ QUOTE ]

jeez louise! lol ...red, pink, magenta, maroon...whatever colour it really is...it still looks cool

[/ QUOTE ]

Actually, you were right first time with RED, since when has "pink" been a color assocated with ENERGY?
Its because of the glowing effect it "brightens" up the RED energy fists, giving them a pinkish aura, but the base color for them is red.

[/ QUOTE ]
Pink.


 

Posted

[ QUOTE ]
pink

[/ QUOTE ]

Aye, thats right, Red!


 

Posted

Well the attacks don't really matter that much in my opinion, they are equally as good for different reasons.

Most tanks go for Superjump as:
a) It goes with the 'Strong Bulky Powerful' element of a tank

and

b)You can get Combat Jumping as the first power (6+) , which is a good defence buff, and you can get Acrobatics, which is like Unyielding I think (20+)


 

Posted

[ QUOTE ]
Acrobatics, which is like Unyielding I think (20+)

[/ QUOTE ]Not at all....
Unyielding gives res to all dmg type, high mag resistance to hold, sleep, stun and KB, while Acrobatics only gives res to KB and mag 1 res to hold.