Earth: Invulnerability / Super Strength Tanker


Amazing_Shnyet

 

Posted

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I have been wanting to ask this for a long time:
if you have powers that give resistance 'over the cap' - and that of course means your resistances are at the cap in actuality - what happens when resistance gets debuffed? Does resistance get reduced from the cap downwards as if you didnt have any extra, or does the debuff affect the extra part first, making you less affected?

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The debuff starts from the real value, not the cap, so if you have 110% res to S/L and you res to that type of dmg gets a debuff of -40%, you will still have 70%.


 

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test servers are only really good if you can bring a team with you and face every enemy. i believe that best way to slot is from experience of levelling up "omg i nearly died there why was that? what do i need? i am a lvl 4 tanker and i cant keep aggro of people ("My Job").....i must need more recharges in taunt! Tankers imo should be the most likely to die first without ever often dying.

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Well I consider test server to be better than nothing, ie. respeccing the build and being sorry afterwards. Besides, its possible to test things like accuracy and endurance consumption pretty much solo.

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i personally would of thought people would know their priorities from levelling up if you had more than 3 of something you then made it 3 for ED, all toggles ideally need to be brought to about 0.23 in cost (if less like invincible why bother?) especially if you have many toggles. Whilst attacking you want to go through as little endurance as viable so as not to drop toggles. I personally wont ever use rage for accuracy there is enough in itself and from invincible, i keep accuracy in attacks also as i like to be helpful as a tank at any level, the end drop of rage is a big risk especially if your attacks take full end cost. If i did a couple of hits and had to rest midfight thats not adding to my survivability thats drawing out how much time i get hit for.
In most cases teams can flatten groups pretty quickly for you especially as you herd so that the team can capitalise on the multihit effect of their powers and so that any toon with healing ability only has your healthbar to worry about.
I can imagine the last build suggested easily and the thought of tiring quicker than i do would be a nightmare. With endreduxs in all my attacks i can attack chain pretty much constantly between everytime conserve energy kicks in. But facing a lvl 52 neuron mission my endurance drops fast enough as it is that i just about keep my toggles on with fighting at times, such low endurance would definately faceplant me. I know you can look to the team for buffs etc but i like my builds as independent as i can make them.
Captain_Solaris mate apart from lack of end costs, 3 res so's on unstoppable and 3 tohits on rage i actually think your "current" build is closer to the truth of what you need, its what your used too, you levelled up with it so it must say something. A mere test on test server can be meaningless compared to experience.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

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Captain_Solaris mate apart from lack of end costs, 3 res so's on unstoppable and 3 tohits on rage i actually think your "current" build is closer to the truth of what you need, its what your used too, you levelled up with it so it must say something. A mere test on test server can be meaningless compared to experience.

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I don't disagree with the to hit buffs in Rage, I think that it could be a good idea, to allow you to allows hit everything, I believe Rage is about as good as Focussed Accuracy as far as a to hit buff is concerned.


@Unthing ... Mostly on Union.

 

Posted

Cap Combat jumping is 3.1% def out of the box and 3.9% with 3 SO's .. don't think its worth wasting those extra 2 slots on combat jumping

Weave is a stupid 4.3% def out of the box and 6.8% with 3 def enh and 1 end redux.
Where as tough hide is 7.9% def with only 3 def enhancers and IS NOT a toggle

try this

Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Jab==> DisDur(1) DisDur(45)
02) --> Temp Invulnerability==> EndRdx(2) DmgRes(5) DmgRes(5) DmgRes(13)
04) --> Dull Pain==> Rechg(4) Rechg(15) Rechg(15) Heal(43) Heal(43) Heal(43)
06) --> Resist Elements==> DmgRes(6) DmgRes(7) DmgRes(7)
08) --> Unyielding==> EndRdx(8) DmgRes(9) DmgRes(9) DmgRes(11)
10) --> Haymaker==> Dmg(10) Dmg(11) Dmg(13) Rechg(23) Rechg(23) Acc(42)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Resist Energies==> DmgRes(16) DmgRes(17) DmgRes(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(45) TH_Buf(45) EndRdx(50)
20) --> Knockout Blow==> Dmg(20) Dmg(21) Dmg(21) Rechg(37) Rechg(37) Acc(40)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24) Heal(25) Heal(25)
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(34) TH_Buf(36) TH_Buf(37)
30) --> Taunt==> Rechg(30) Rechg(31) Taunt(31) Range(31)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) Rechg(33) Rechg(34) Rechg(34)
35) --> Teleport Foe==> Acc(35) IntRdx(36) Range(36)
38) --> Foot Stomp==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Acc(40)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42) EndRdx(46) EndRdx(46) EndRdx(46)
44) --> Boxing==> DisDur(44)
47) --> Tough==> EndRdx(47) DmgRes(48) DmgRes(48) DmgRes(48)
49) --> Tough Hide==> DefBuf(49) DefBuf(50) DefBuf(50)
---------------------------------------------
01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Empty(2)
---------------------------------------------

90% res to S/L
27.%% Res to all other sept psi
defence is 8.3% to all sept psi (0) and toxic which is 3.1% and thats without invincability


Defiant's GoEH/MILITIS METUS

 

Posted

The build I lvl'd up in was back in issue3 (got 50 in around March). The build I posted (in blue) is the current post-ED slotting for Earth.

On next free respec, shall be releasing the 2 Dmg Resist in Unstoppable would be beneficial, however am to keep 3 TH Buffs in Rage. With 3 TH Buffs in Invincibility and 3 TH Buffs in Rage, it provides me with about +85% ACC. At work at the moment so not able to see the figures for 1 TH Buffs in Invincibility and 3 TH Buffs in Rage.


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

 

Posted

Im a Tanker n00b, but with taking Taunt so late in the 2 last builds inthis thread (24 and 30 i think it was) and the first Aura Inv gets at 18, surely u wont b able to hold aggro until then? and even then only when theyr close. Am i missing something?
Looking to learn becuase iv rolled an Inv/SS too, he's only an ickle lvl 14 though.
Thanks

Shnyet AWAY


 

Posted

Current Build Setup in Issue6

Name: Earth (current)
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(7)
01) --> Jab==> DisDur(1) DisDur(3)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(9) EndRdx(31)
04) --> Dull Pain==> Rechg(4) Rechg(5) Rechg(45) Heal(45) Heal(46)
06) --> Resist Elements==> DmgRes(6) DmgRes(7) DmgRes(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(15) EndRdx(23)
10) --> Haymaker==> Dmg(10) Dmg(11) Dmg(11) Rechg(34) Rechg(34) Acc(42)
12) --> Combat Jumping==> DefBuf(12) DefBuf(13) DefBuf(13)
14) --> Super Jump==> Jump(14)
16) --> Resist Energies==> DmgRes(16) DmgRes(17) DmgRes(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(23) TH_Buf(43) TH_Buf(43)
20) --> Knockout Blow==> Dmg(20) Dmg(21) Dmg(21) Rechg(33) Rechg(34) Acc(40)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24) Heal(25) Heal(25)
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(31) TH_Buf(37) TH_Buf(43)
30) --> Taunt==> Rechg(30) Rechg(31) Taunt(46) Range(46)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) Rechg(36) Rechg(37) Rechg(37)
35) --> Teleport Foe==> Acc(35) IntRdx(36) Range(36)
38) --> Foot Stomp==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Acc(40)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Boxing==> DisDur(44) DisDur(45)
47) --> Tough==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------



Proposed Build for Issue7

Name: Earth
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(9)
01) --> Jab==> DisDur(1) DisDur(5)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(33) Heal(34) Heal(40) Heal(43)
04) --> Temp Invulnerability==> DmgRes(4) DmgRes(5) DmgRes(13) EndRdx(36)
06) --> Air Superiority==> Acc(6) Dmg(7) Dmg(7) Dmg(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(13) EndRdx(37)
10) --> Haymaker==> Acc(10) Dmg(11) Dmg(11) Dmg(15) Rechg(43)
12) --> Hurdle==> Jump(12)
14) --> Fly==> EndRdx(14) Fly(42) Fly (45)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(25) EndRdx(37)
20) --> Knockout Blow==> Acc(20) Dmg(21) Dmg(21) Dmg(31) Hold(31) EndRdx(46)
22) --> Stamina==> EndMod(22) EndMod(23) EndMod(23)
24) --> Taunt==> Rechg(24) Taunt(25) Range (46)
26) --> Tough Hide==> DefBuf(26) DefBuf(27) DefBuf(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(34) TH_Buf(40) TH_Buf(40)
30) --> Boxing==> DisDur(30) DisDur(31)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(34)
35) --> Resist Energies==> DmgRes(35) DmgRes(36) DmgRes(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(43)EndRdx(46)
41) --> Tough==> DmgRes(41) DmgRes(42) DmgRes(42) EndRdx(43)
44) --> Salt Crystals==> Acc(44) Rechg(45) Sleep(45) Sleep(45)
47) --> Fossilize==> Acc(47) Rechg(48) Hold(48) Hold(48)
49) --> Stalagmites==> Acc(49) DisDur(50) DisDur(50) DisDur(50)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------



Keeping Earth Mastery to be true to my bio once again.


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

 

Posted

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Im a Tanker n00b, but with taking Taunt so late in the 2 last builds inthis thread (24 and 30 i think it was) and the first Aura Inv gets at 18, surely u wont b able to hold aggro until then? and even then only when theyr close. Am i missing something?
Looking to learn becuase iv rolled an Inv/SS too, he's only an ickle lvl 14 though.
Thanks

Shnyet AWAY

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I get taunt at lvl 4 and put my tankers on the line for the rest of the team, the team kicks bleep and mostly they dont get hardly hit at all and keep passing me all the inspirations i need as they dont need them (I am talking about teams that know "when" to attack). This is good practise for later on for things you have little or no resistance too. Also you dont get debt till lvl10 so its a very good time to practise. Its often said its best to get taunt after mezz protection and i can see the point but i have alot more fun somehow surviving the worst of things. i think its better for the team if anyone with healing capability only has to focus on you as a tanker (partially why i prefer not to have other tanks on team), if you dont get all the aggro the healing has to be dished out all round and then you as a tanker may not get healed as and when you need it.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
Im a Tanker n00b, but with taking Taunt so late in the 2 last builds inthis thread (24 and 30 i think it was) and the first Aura Inv gets at 18, surely u wont b able to hold aggro until then? and even then only when theyr close. Am i missing something?
Looking to learn becuase iv rolled an Inv/SS too, he's only an ickle lvl 14 though.
Thanks

Shnyet AWAY

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With the "proposed build" I have Taunt in for lvl24. I've decided to be selfish from lvl 1-24 due to defences not being too great and a lack of attack powers.

Invincibiity, Knockout Blow and Stamina (fitness power pool) I'd like to get early as they are essential powers to take.

I'll still have taunt if I exemp down for first respec...and doubt I'll exemp down to the lower lvls too often.


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

 

Posted

stop taking weave cap its cack ! take tough hide instead !


Defiant's GoEH/MILITIS METUS

 

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stop taking weave cap its cack ! take tough hide instead !

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looks at the build on the bottom (the one in brown text) lol...the build in blue text is what earth has at the moment, as in now, before i get the free respec i need.

the bottom build is the build i propose to have....and it doesn't have weave! i realised how weak it was throughout issue6. ^_^


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

 

Posted

[ QUOTE ]
[ QUOTE ]
Im a Tanker n00b, but with taking Taunt so late in the 2 last builds inthis thread (24 and 30 i think it was) and the first Aura Inv gets at 18, surely u wont b able to hold aggro until then? and even then only when theyr close. Am i missing something?
Looking to learn becuase iv rolled an Inv/SS too, he's only an ickle lvl 14 though.
Thanks

Shnyet AWAY

[/ QUOTE ]

I get taunt at lvl 4 and put my tankers on the line for the rest of the team, the team kicks bleep and mostly they dont get hardly hit at all and keep passing me all the inspirations i need as they dont need them (I am talking about teams that know "when" to attack). This is good practise for later on for things you have little or no resistance too. Also you dont get debt till lvl10 so its a very good time to practise. Its often said its best to get taunt after mezz protection and i can see the point but i have alot more fun somehow surviving the worst of things. i think its better for the team if anyone with healing capability only has to focus on you as a tanker (partially why i prefer not to have other tanks on team), if you dont get all the aggro the healing has to be dished out all round and then you as a tanker may not get healed as and when you need it.

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You can't get taunt at lvl 4 anymore, hehehe, check the release notes of last patch..

Personally my build has taunt at lvl 16 currently. I realized there is no need of it much earlier cause tanks are about as weak as wet paperbags before you get SO enhancements. Attempts of holding aggro would just lead to death.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Im a Tanker n00b, but with taking Taunt so late in the 2 last builds inthis thread (24 and 30 i think it was) and the first Aura Inv gets at 18, surely u wont b able to hold aggro until then? and even then only when theyr close. Am i missing something?
Looking to learn becuase iv rolled an Inv/SS too, he's only an ickle lvl 14 though.
Thanks

Shnyet AWAY

[/ QUOTE ]

I get taunt at lvl 4 and put my tankers on the line for the rest of the team, the team kicks bleep and mostly they dont get hardly hit at all and keep passing me all the inspirations i need as they dont need them (I am talking about teams that know "when" to attack). This is good practise for later on for things you have little or no resistance too. Also you dont get debt till lvl10 so its a very good time to practise. Its often said its best to get taunt after mezz protection and i can see the point but i have alot more fun somehow surviving the worst of things. i think its better for the team if anyone with healing capability only has to focus on you as a tanker (partially why i prefer not to have other tanks on team), if you dont get all the aggro the healing has to be dished out all round and then you as a tanker may not get healed as and when you need it.

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You can't get taunt at lvl 4 anymore, hehehe, check the release notes of last patch..

Personally my build has taunt at lvl 16 currently. I realized there is no need of it much earlier cause tanks are about as weak as wet paperbags before you get SO enhancements. Attempts of holding aggro would just lead to death.

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1) i know about those notes check what i wrote i said i get taunt at level 4 which i did on my stone, fire and ice. Invuln was my first and taunt was my first power after mezz protection.
2) tanks dont have to be as weak as wet paper bags at any level and can be played as a tank from day 1. I know this.
3) attempts of holding aggro doesnt have to lead to death at all with the right gameplay at anypoint in the game against anything but not of any level. I am dead certain of this.
4) achievements of points 2 and 3 is a sign of a good team not simply a good tanker.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

If you say so.

EDIT: In any case, I'd recommend getting dull pain before you get taunt. It is more useful in early game.


 

Posted

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2) tanks dont have to be as weak as wet paper bags at any level and can be played as a tank from day 1. I know this.
3) attempts of holding aggro doesnt have to lead to death at all with the right gameplay at anypoint in the game against anything but not of any level. I am dead certain of this.
4) achievements of points 2 and 3 is a sign of a good team not simply a good tanker.

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I'm playing a new tanker(lvl 12)and being Ice I picked my taunt aura by lvl 6 and got Taunt at lvl 12 and I can tell you FOR SURE that even that is far too much aggro, even in a 3 people team due to the [censored] def that you get from TOs and DOs I can't really hold any more aggro that a regen could handle, still having all my defensive powers except Permafrost that I won't pick at all(Hoarfrost, Frozen Armor, Wet Ice).
Not being able to face a +1 Lieut means REALLY having some serious problem with the balance between def/res and attacks..
A blaster or a scrapper can take him down fast, a controller can mez it and dispose of him as he please, a defender can debuff the snod out of him...What about a little lvl 12 Ice tank?He has p.oo damage and [censored] defense, not being able to take him down fast enough..

Unless I'm in a team with an empath that focuses on me AND another kind of healing AT(Dark, Kin, Rad or even a Stormie has helped once)I really can't hold much more aggro than 3 yellow minions...

With SOs it gets far better, but till then we really have poor def/res..


 

Posted

My ice tank at lower levels is my best one i thought it was great, such a super tank straight out of the cradle so to speak wet ice is beautiful to have at lvl 6 it means i dont have to worry about knockbacks to slow me down in what i have to do.

Rebuilt shannon on defiant so far lvl 6 no taunt as yet cos its lvl 10, so far no difficulties damage is somewhat shared more, couldnt throw a taunt to save a mate from faceplant, having to face two groups at ambush points instead of pulling them apart which is more dangerous. So far with shannon II i have been lucky to have teamplayers who let the tanks take point. Recovery situations would really suck. Not having taunt below level 10 simply puts my tank at next to no risk compared to others and thats with tab smack tab smack, its quite boring really.

Started as a lvl 2 in a team of lvl 4's i couldnt be sk'd but i was completely safe as i couldnt actually hit a lvl 6 to get aggro most of the time. So far i have found just the firetank and stonetank have been both quite a challenge to hold up pre 10 with taunt due to what maybe the powers they get, how they work and my possible mistakes in slotting. Maybe its me thats a bit slow with the builds.

Getting haymaker earlier as opposed to taunt just means that you can level a tinsy bit faster between 0-10 (any hospital trips can counter this). Haymaker early is much better for you pvp too. No one had to take taunt at 4 and there is no debt but if anyone was to say taunt gets you killed cos you are too squishy thats an absolute nonsense. Its your power choices, slotting, how your team plays and the decisions you make that get you killed.

Either way i'd be happy as there is still a chance for some tanks to have taunt to make positron and cavern trial easier because thats where it can really start to shine.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[ QUOTE ]
[ QUOTE ]
2) tanks dont have to be as weak as wet paper bags at any level and can be played as a tank from day 1. I know this.
3) attempts of holding aggro doesnt have to lead to death at all with the right gameplay at anypoint in the game against anything but not of any level. I am dead certain of this.
4) achievements of points 2 and 3 is a sign of a good team not simply a good tanker.

[/ QUOTE ]
I'm playing a new tanker(lvl 12)and being Ice I picked my taunt aura by lvl 6 and got Taunt at lvl 12 and I can tell you FOR SURE that even that is far too much aggro, even in a 3 people team due to the [censored] def that you get from TOs and DOs I can't really hold any more aggro that a regen could handle, still having all my defensive powers except Permafrost that I won't pick at all(Hoarfrost, Frozen Armor, Wet Ice).
Not being able to face a +1 Lieut means REALLY having some serious problem with the balance between def/res and attacks..
A blaster or a scrapper can take him down fast, a controller can mez it and dispose of him as he please, a defender can debuff the snod out of him...What about a little lvl 12 Ice tank?He has p.oo damage and [censored] defense, not being able to take him down fast enough..

Unless I'm in a team with an empath that focuses on me AND another kind of healing AT(Dark, Kin, Rad or even a Stormie has helped once)I really can't hold much more aggro than 3 yellow minions...

With SOs it gets far better, but till then we really have poor def/res..

[/ QUOTE ]

Interesting, I have that to go with my Ice/SS, however I would say that just because you have Taunt doesn't mean you should spam it. I normally use Taunt ( on Golden Golem ) to get allow me to fight the enemy on my terms, rather than specifically to get aggro.


@Unthing ... Mostly on Union.

 

Posted

[ QUOTE ]
allow me to fight the enemy on my terms

[/ QUOTE ]

amen to that


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Ok, Ill retract my statement about tanks being wet paperbags in the early game. I just rolled a new invul-alt to get a better view of the powers while levelling.
Maybe I should have played more them myself rather than look how others play o_O

It is still very easy to get more aggro than you can handle, especially when team and spawn sizes grow and PvE bosses step into the equation. And if enemy levels go far past even levels, tank damage isnt gonna be much of a contribution to overall team damage.

One thing im sure of, is that taunt is more versatile for handling aggro than taunt aura in the early game. Because with taunt you can choose what aggro to get, as opposed to taunt aura getting you all aggro, and possibly more than you can handle in large teams. And of course taunt is ranged meaning its faster to pull enemies off your teammates with it. EDIT: Not to mention cheaper as endurance goes.

I just hunted a bit duo with a controller, and damn it was hard keeping aggro on me with just gauntlet when she was stone caging everybody O_o

As a sidenote, in my new respec for my main I'm planning on getting provoke back and ditching stupid buildup, so I can have both taunt and provoke in addition to invincibility.


 

Posted

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I'm planning on getting provoke back

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Phew, finally some1 ELSE has mentioned this Im level 14 and took Provoke at level 12 and Taunt at level 4. Im Inv/SS (as i said earlier) and have so far had no problems holding the aggro i create for myself. Yesterday i was Tanking 16's when i was 13 on a team of about 5 very capable forum players and pretty much holding every1 that wsnt already on the floor (shout out to Stasis, Maximillion, Deluge and Quilty) I think it'd only work on early Inv tanks though as they havent got an aura until 18. Ive got the presence pool on my blaster (for the fear aspects) and think that theyd be very handy in a Tanker set. I know for a fact i can lock down every minion around me with an Invoke Panic while blapping.
It'll obviously have to be well thought out (example - be pointless me using it if a) there's a fire blaster or kheld on team, or b) i use footstomp, d'oh ) one Question though, although Invincibility grabs aggro, DOES IT BREAK A SLEEP OR FEAR?

Thanks a lot guys, this thread is helping me no end.


Shnyet AWAY


 

Posted

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although Invincibility grabs aggro, DOES IT BREAK A SLEEP OR FEAR?

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Fear wont break im sure my mate finds it useful on her invuln, as for sleep anything that gets slept around a tanker is usually woken up through damage so ill never know it also brought me to my past question on whether frozen aura is a worthwhile power to have as i have never seen anyone with it.

In a way invulns are safe till level 18 for not getting too much aggro, being a high aggro obtaining low level tanker on pick up teams can be well dangerous as some have said you may find yourself not tanking to suit your build but be found getting more than you bargained for because of what someone else started. I'm easy about it upto lvl 10 before debt comes in, its a time for trial and error and there is no debt involved. If a blaster pulls for me i'll let him tank, he dies has a nice long trip back from the hospital and repeats all mistakes. People that allow me to flyby taunt (well i try) wait for bunch up, land a second taunt and then say ready so they can multihit like mad i like but they may quit at the end through boredom...oh well.
At no point have i said i have tanked without a defensive set on the team i will add and there is not many points in the game i would be without one.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

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although Invincibility grabs aggro, DOES IT BREAK A SLEEP OR FEAR?

[/ QUOTE ]

Invincibility does no damage(the only such taunt aura of all), and thus does not break sleep nor terrorize.


 

Posted

[ QUOTE ]
[ QUOTE ]
although Invincibility grabs aggro, DOES IT BREAK A SLEEP OR FEAR?

[/ QUOTE ]

Invincibility does no damage(the only such taunt aura of all)

[/ QUOTE ]I see your invincibility and raise you chilling embrace


 

Posted

Hehe I stand corrected.