Tanking and Concealment pool


Cuffzter

 

Posted

This question is prompted by a discussion in another thread and I would be interested in hearing other people's opinions (never having myself played a tank beyond level 20). Do many tanks actually use the Concealment pool?

I can certainly think of specific situations (e.g. ghosting glowie mishes) where stealth might come in handy, but I'm rather dubious about tanks taking Grant Invisibility and/or Invisibility as powers. Is there just not something better out there somewhere? It just doesn't seem to help much with what I consider to be tanks' main strength, i.e. holding aggro and keeping the mobs off the rest of the team. And sure, some people might have it for concept reasons, but it just seems a bit of a waste really


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Posted

If 'key' powers are left out of the build for it, then I would agree it's a waste. If you can get Grant Invisibility into the build I can imagine there are some squishier team members who would be more than happy getting Invis'd without the accompanying penalties.


 

Posted

For stealthing missions I prefer Superspeed to anything else. The combination of speed + stealth it provides is awesome.

I successfully managed to stealth that 5 minute timed Praetorian mission with my scrapper against +5s or so, so I doubt you need the concealment pool if you have taken Hasten already.

Also assuming you aren't being heavily sidekicked a tank should be tough enough to take an alpha strike from a spawn if he gets spotted with a tier 1 stealth power ( stealth or superspeed ).

As for Grant invisibility, I suspect that by taking it you are neglecting something that could be used to make yourself more useful to a team, like being tougher and more self sufficient ( primary power or fighting/medicine pool ) or doing more damage ( secondary power ) or some control ( either primary, secondary or perhaps the presences pool ).

Really a good stealther of missions should have recall friend too, in order to move the entire team in defeat boss missions.

Generally Tank builds are tight.. there isn't enough slack IMO for buffing friends unfortunately. I'd say leave that to the defenders and controllers.


@Unthing ... Mostly on Union.

 

Posted

I could see where Grant Invis could be somewhat useful, but I wouldn't take it personally. The rest of the pool is just a waste of space. Tankers are SUPPOSED to be seen. They're SUPPOSED to get the aggro. That's their job!


 

Posted

Back before issue 5 I used to be able to walk through a mission and get the glowies without any of the mobs being able to hit me. ah, those where the days.


I really should do something about this signature.

 

Posted

You used to be able to taunt whilst phase shifted. I am pretty sure thats what Prize had done for the first hami raid. I like the concept of a hero changing their molecular build from completely hard to something tangible. Room can be found at some expense to have your toon suit this concept however thats something should i of wanted would of found that room at much later levels. People who are permanently in granite can respec out armours i would guess and people who go with less attacks may choose to fast recharge them for a better rate of gauntleting and let other people basically do the damage. If you have rage you can use that as the way you get 3 damage slots. In short you dont have to have a completely written off tank to fit it in.


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

Well, theres Resist damage end then theres Avoid damage.

Tankers are by their powers GREAT at resisting most types of damage, what they are less good at are Avoiding taking damage.
While concealment doesnt help resisting any damage whatsoever it DOES help with Avoiding it.
And face it, there are some mobs out there who your resists are downright useless against (speaking from a Invulns POV) like Sappers and Carnie psionics.

Against these, Stealth WILL help, not just by adding a respectable DEF but also by giving the ability to get close and behind so you can get the first shot, maybe stunning/disorienting/knockdowning or even taking them out in one clean shot (my favorite is Build up + Energy transfer for this) before they get a chance to use their attack.

For the rest of the team, its all a matter of timing, they just have to wait a lil' bit longer since the tank wont take the alpha until he or she is just about to crack their skulls, instead of doing it while advancing towards the group.

I didnt take stealth until level 44. So personally i already had all the Primaries, Attacks and pool powers i thought i needed.
So yeah, i admit maybe im speaking from a high level Tanks point of view where i could with good conscience "waste" a power or two and not taking into concern the priorities of a lower level tank.


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