Stupid Question maybe but, How do I tank?
Lots of really good Tanking guides here
I would start with Tanking for Teams: The Anvil and A Guide to Lowbie Tanking and Surviving Their Spillover which seems pretty good guides.
This thread might help.
Someone was basically asking the same question about tankers and playstyles.
Shrug.
Simple and easy,
Do what you want-think-like a tank should-would do.
It is called playstyle.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
I posted on other thread, but I will give a succinct answer here.
I find the trick to being a good tank is, in essence, you "free" the other team members. In other words, they stop worrying about their health and survival and get on with doing what they do best.
It is probably this reason why good tanks are so popular and hold a team together. They function so much better without defenders / trollers / blasters running around / fleeing because they are wrapped up in their own battles for survival.
Ironically, I suspect that by this mechanism - of freeing up other toons, tanks actually survive better. So getting that taunt power probably actually makes you "harder" in some perverted way
[ QUOTE ]
Simple and easy,
Do what you want-think-like a tank should-would do.
It is called playstyle.
[/ QUOTE ]
Which is true, however there is a big proviso here. If you want to be of any use within a team certain things will be expected of you.
A tank who makes no attempt to hold the attention of the enemy will not be appreciated. The role of a Tank is normally seen as the guy who stands in harms way and deflects stuff so his squishy companions can blast around him without fear of dying. The guy who steps aside and lets them die - well he may still be a Tank, but he sure isn't heroic.
[ QUOTE ]
My 2nd ever toon was a tank and I ditched him as boring by lvl 7ish. I think I expected to play him as a bigger slower scrapper which of course he wasn't.
[/ QUOTE ]
I think of a tank as a brute version of a controller. Your job is to get the enemy to attack you so the rest of the team is safer. You do this by being the biggest nastiest looking hero in the group.
Ideally a tank should initiate the combat and collect the enemies in a nice group(1), all attacking the tank, so that the rest of the team can use their powers most effectively. It is best if they are all in melee with the tank as this means that AoE will hit all of the enemies*. Blasters can fire without restraint ( assumming they don't cause knockback ), controllers can control the most serious threats and scrappers can cut down the enemies without being in danger. Defenders should probably be using their powers to help the tank survive and the rest of the team
*This really is the best reason to have a tank in the group, a tank who gathers up enemies is a really good teammate to anyone with nice AoE attacks.
As someone else suggested read Tanking for Teams: The Anvil .
Note that if you want to solo with the same build as teaming you are best off using much the same tactics ( corner pull and herding ) and relying on damage Aura and AoEs to wipe out the minions and use your single target attacks on the big guys. At low levels this can be hard though.
@Unthing ... Mostly on Union.
Hmm, thanks for the points toward the guides folks they are very useful.
Have to say that from the sound of most of what I have read and from your posts the role of the tank is "Punch Bag".
I ditched the original tank toon as I found him dull and I kinda figured that was my inexperience. From what I'm reading though, the archetype may simply be not that proactive for my style of play.
I hope not coz he will be one of four linked toons I am planning after the I7 release and I want them all to work. I will certainly give him every chance and unless I find I REALLY HATE tanks he will definitely not be deleted, just not played much or lvled.
Thanks again all.
Hmmm, I'll break it down Run all shields make sure there all 3 slotted atleast with +Dmg Res or +Def if thats what it takes, Run in the mob use taunt use an AoE if got one to hold control and then carry on with Taunt, AoE but don't run out of end.
Edit :
Also know your build don't want to be tanking somethink you can't.
Tanks can be very active, probably just not in the way you want. We should direct the battle by picking which group is next, scanning it quickly for the biggest threat, check to see if there are any nearby groups which might be aggroed etc.. You end up being a leader even if you don't actually give out many orders.
Once the fight has started I'll typically fire off two AoE first, have a look around at what's going on with everyone and that everyone is ok, fire off a hold, a taunt, more AoE, punch the boss I'm next to to make sure he is looking my way etc. By the end of the fight I'm lucky if I've killed one minion.
I think it's a mindset about keeping everyone safe rather than applying the hurt to mobs. You can punch more stuff but the more you punch the less likely you are to spot that boss heading over to flatten the Defender...
Let me also say that at level 7 it's pretty hard to actually tank, anyway.
1. A lot of tanks don't even have a taunt aura yet. If you're, for example, an Invuln, you don't get that until level 18. So in the meantime you just don't have anything you can lock the enemy's attention with.
Taunt is also at level 10 nowadays. Not that it would do that much yet, though. Taunt is _great_ for getting the enemy's attention, but unreliable at keeping it by itself.
For starters it has a 5 target cap anyway. So if you're trying to lock 10 enemies with it, heh, good luck with that one.
Second, the way Taunt (and Gauntlet, a.k.a., punch-voke) seems to work in COH is pretty radically different from WoW or EQ. It doesn't actually build long lasting aggro/hate/whatever-you-call it. (And personally I doubt that such thing even exists in COH: the enemies show too short attention span for that to be the case.) It just forces enemies to target you for X seconds. After that's over, they're free to turn around and shoot the blaster in the very next millisecond.
So basically while you _are_ guaranteed to instantly steal aggro with a Taunt, you'll really need an aura to lock them on you. So basically if you want to tank, take your set's aura ASAP. E.g., if you're Stone, take Mud Pots ASAP, and so on. They're not there just to give you some extra damage output.
Chances are all you have is Gauntlet... well, it's certainly good for generating extra taunts, but it's short lived and short ranged. It will force everyone next to the punched one to turn towards you, but half a second later they'll turn and shoot the squishy. Again, don't imagine that you're building some long lasting aggro with it that'll last you for the rest of the fight. Regardless of the Scranker fairy tales you might have read on the US boards, you're _not_ going to be able to reliably hold aggro only with that at any level. Ever. And definitely not at level 7, when you might have 2 attacks total and 4 second breaks between them.
2. You don't have either the HP or the damage mitigation to actually tank yet. Much as tanks can get great damage mitigation on SOs, you get a sick joke instead when you're on Trainings. E.g., the difference between having 40% damage resistance and 80% damage resistance isn't just twice, it's actually taking 3 times more damage. But a lot of builds won't even have 40% at level 7, or only against smash and lethal. (I.e., don't imagine you'll tank Outcasts that easily.)
I.e., it'll be a hard life until you're on SOs.
Probably your best bet at low levels are small groups, so you don't end up taking damage from 10 minions and 5 lieutenants at the same time. You just don't have the damage mitigation for that yet, or not without a defender's full time attention.
Also don't be affraid to leave a group of idiots who've set an 8-man Frostfire on Invincible "because it's teh l33t xp!!!111oneleven" Don't kid yourself, it won't even get you appreciated as a dedicated team member there. By the time everyone takes their 6'th run back from the hospital, blame starts being passed around, or at least everyone starts thinking everyone else is an idiot. And chances are the group will fall to pieces anyway before you even see Frosty's fire monkeys.
From looking at this and your other thread, it does kind of seem you may just not be cut out for Tanking... but you never know - as Faultline said above, Tanking can be very pro-active indeed, just not normally in the sense of defeating enemies. I posted my thoughts on the subject here, in case they help you decide.
I'd suggest you get one of your other linked toons going first, ideally a Scrapper or Blaster for this purpose, and team a lot. By the time you've reached level 20-25 you should have a pretty good idea of how the succesful Tanks are behaving and if that style of play appeals to you.
By my 50s shall ye know me:
Tundra, DVM, The Late, Neutrino Ghost, Sir Clanksalot, End Of Days, Prof. Migraine
Howler Monkey
[/color]<blockquote><font class="small">En réponse à:[/color]<hr />
Have to say that from the sound of most of what I have read and from your posts the role of the tank is "Punch Bag".
[/ QUOTE ]
Aww, don't listen to that. Because some people want to pigeonhole you into a "punch bag" role for tankers, "healer" for defenders/controllers, "ranged dmg" for blasters doesn't mean you have to play that way.
You can play a very effective and proactive tanker by attacking things... It's as simple as that. Instead of sitting still like a brickwall and spamming taunt, you'll have to move from target to target and keep hitting, unload your AoEs as soon as its recharged, etc. Sure, it's harder, but it's almost as effective for holding aggro and better overall. (I've never seen Taunt defeating bad guys )
Just make sure you grab your AoE aura and as many AoEs in your secondaries as you can ; you can do without, but you might be frustrated with your performances.
Coming from an Empath background I use Taunt in the same way as I would use Heal Other. Being an Ice tank CE is great for holding most of the aggro, I see Taunt as a way of consolidating this and grabbing back any strays.
[ QUOTE ]
Let me also say that at level 7 it's pretty hard to actually tank, anyway for people who are new to it, especially new to the game and most certainly invulnerability dont really hold attention till later.
[/ QUOTE ]
agreed also firetanks get knockedback a bit "post 10 really" if you think hover is a bother and are passing time till acrobatics then bloody bay is great! great xp too!
Gauntlet duration changes with an endurance cost of a power, the lower the endurance the lower the duration, attacks tend to have longer recharges the greater the endurance cost and/or they hit multiple targets. It doesnt last long for consolidation purposes but does make a foe and four other foes in close proximity turn to face you, buying anyone time to get away etc, I like acc in my attacks first thing and end second but the high endurance consumption really does come from the attack chain not the toggles.
It depends on the type of tanker you are to find the extents that you can tank too. I will say pre level 10 there is no debt to worry about its a good time to experiment and learn as to how much you can do. Your hp increases as you level in diversity to other ATs. At low levels everyone elses isnt that much different than you hp wise.
If your stonetanker, invulnerable or a icetanker you can increase your hit points with your heal. I would suggest trying to make it so you use it after you have taken some damage so you get the heal and the healthpoints rather than just increase your healthpoints and then need the heal.
Invulnerability: the asap powers
Temp invulnerability will give you 30% smash and lethal resist so for every 100 hitpoints of smash and lethal 30% will not count. At this level adding training origins to boost resistances do very little as they are schedule B type enhancements worth 5%, by adding 3 training origins to this power you increase your resistance to 35%.
Dull pain takes schedule A enhancements which are worth 8.35% and makes a bigger difference to a power so is very much worth 6 slotting early for survivability imo. Recharge first to gain the extra hitpoints as often as possible as well as a small heal and then for heals.
Unyielding is your protection from status effects, it offers you resistance too to all damage types except psionic and untyped (primordial and cytoplasmic for example)and lowers your defence (but unless you have taken a defensive power pool power or have been buffed defensively you have no defense to lower).
Invincibility is the aura to which you finally have better aggro holding capabilities, the hitting of every dangerous target and taunting of where groups of five are away from you grinds to a halt. You gain a boost to accuracy and defence for everything in melee range (of which I find the defence important). Most important thing for me though is the taunt effect from the power.
The other powers in the set are worth taking, people do say ah but you dont see much of this or that but damage is damage imo and all types of damage is worth doing something about, I like my Resist elements for outcasts, trolls and magmas etc at low level.
I started my invulnerability tanker over a year ago, but I did restart one post ED to see whats changed and the only thing thats changed playability-wise is I cant get taunt at lvl 4. I did leave it till 10 anyway after I got unyielding at 8 first time round. Oh and I know what to expect from foes before I face them. Something a guidebook would help new people to achieve.
The icetanker: the asap powers
Hoarfrost, I basically feel the same way about this as I do dull pain 6 slot it asap.
Chilling embrace the recharge is basically pseudo defence imo as you lower the rate of damage per second around you.
Frozen armour is not as good as it will be in i7 for survivability but still a must have.
Wet ice is once again your status protection, frostfire was a complete wuss at level 6, for other tankers a break free saved for the moment is required at that level.
All other powers are worth having even permafrost imo.
personal outside powerpool love = haste get more hp more often
The firetanker : the asap powers
Fire shield is just like temp invulnerability but with fire resistance too but for less endurance. It also resists disorients.
Blazing aura hits upto 10 at a time which is great damage output it also helps to keep foes taunted when it hits, endurance slotting asap is important
Healing flames doesnt add hitpoints but if you can keep high burst damage down its great as it recharges well. Slot it asap.
Plasma shield sadly only offers resistance to sleep and hold status protection wise but the resist to energy, neg energy and fire is 30%.
The knockbacks against a firetanker is a real pain in the butt, you cant heal during the duration, hover can be used to sort the problem out from level 6 onwards you dont have to use it to herd with just learn when to judge when to turn it on and off.
personal outside powerpool love = haste, get more heal more often, oh and consume recharges good pre stamina too
The Stonetanker: asap powers
Stoneskin currently scaleable resistance where as rock armour isnt scaleable defence, rock armour also uses endurance and you can be detoggled so this would actually be a good start for those reasons. 12.5% resistance is nothing to laugh about though.
Rock armour, its good to have some defense to mitigate damage out before you have to resist it, its not scaleable till in i7. Defense slotting is schedule B so schedule A slotting would do more which is why heals may as well get more love at the start.
Earths embrace same as hoarfrost and dull pain.
Mudpots will keep foes attention on you allowing your team mates to "not" have their own problems to deal with and so cant contend with supporting you as and when you need it.
Rooted is an absolute pain in the butt power slows you down but you can click it as you run into a group and just as you get to where you need to be the effect of it is there in time. I like flyby taunting in which I run behind a rock or wall or something and as I do I taunt. What happens is I taunt behind the obstacle gaining me time to then use rooted before any attacks start.
All other powers are great to have depending on what you want to do simply put.
personal outside powerpool love = haste get more heal and hp more often.
As you can see i love haste! i see the dullpain as an emergency heal or the only heal i should need playing with a debuff defender set in a team as of course ill need to heal whilst the debuffs are being applied due to the way i do it and i kind of like it up as much as possible.
Slotting of all sets for team tanking: basically endurance on auras should you get them first, get your heal well slotted pre 10 but have the resistance slots there in your most resistant armours by the time you can take double origins at 12.
Low level tanking:
Doable?
Yeah baby! I say that cos its mad.
But only to certain extents for some tanks compared to others the different parts to tanking need to be broken down.
First in: Doesnt have to mean run into mob and get whooped because the team were either late, no amount of anything can save you at that level, people dont have the powers yet and you cant get single origins. Good thing to have is no one passing you and gaining any attention before you are ready or you have thought about how you will deal with the mob. It can mean you poke your head around the corner or just gets within perception range to gain aggro in which case not all of the mob will start at you at once so there is no high burst alpha, then you can hide so that all the foes turn up one by one and can start to be dealt with until the full weight of the spawn has arrived.
Consolidation: I havent ever seen it truly achieved without an aura and with a pre emptive team. I like to force tank. If I aint tanking against what suits me how it suits me i am not happy, I must play my tanker as I prefer to play it, i have no intention in having team wipes and thats why i need to be given a chance to do my thing. Its your tank, you know it, so dont be made to play in anyway that doesnt suit you. If Mr Rain of Fire blaster 2006 opens up with his best aoe (RoF) i think its most likely better for the team to leave him to it.
I work on this basis, I pull, I hide, the foes gradually build up around me, whatever I hit is safe to attack, whats in my aura is safe to attack. I always take taunt asap so I will taunt whats not coming to me, to me. What hasnt got to me in melee range people should leave and certainly shouldnt pass me. (As the foes come they come looking for me, some arent looking for me however they are just following their mates so if anyone is between me as a tanker and the foes on their way they have a chance of gaining aggro.
Flyby taunting: Once your level 10 taunt from a immediate safe point. As you run behind a wall taunt, then you have taunted foes who cant see you which must run to you. They will come in smaller groups as opposed to all at once and those that come you can be attacked prior to others coming.
Communication: Sometimes I see almost no communication like every man in the team is an island. some peoples powers work against anothers and some peoples methods put other people at risk. A tanker in a safe position during the herding process can be put at risk through pre emptive attacking during or before the herding process forcing a tanker out of his herdpoint into a more exposed position thus gaining more aggro than necessary at once. Its also good to talk about how things can be done, some people may have the experience you dont have. If your new to the game they can help you with certain things that are good to know ie what will the boss at the end be like, what can they do etc. Look at the type(s)of defensive sets you have in the team, ask the person about them and how best you can tank to gain the most out of them. If they have an anchor keep mobs and yourself near it as much as possible, if they have a debuff zone keep mobs within it but herding is also great for multitargetting attacks let alone defender sets.
Team survivability = my survivability: I work on this basis, if I keep aggro everyone else can be free to act as and when they need to. Instead of having a defender having his own personal battle, I like the defender to be using the defensive powers as when they have too. Also by gaining all the aggro anyones inspirations lucks, respites, sturdies break frees can be safely given to me, they dont need them and I have got a back up survivability. Also bare in mind you do not only herd foes you also herd the team too, if they end up having to attack from a dangerous standpoint where they can pull other groups through perception it can cause teamwipes.
Team balancing: I love all ATs in a team but my favourite team make up is made up of 1 tanker(me), 1 defender (dont care which), 1 controller, 2 scrappers (1 bodyguard to the defender, 1 to the controller as the just in case and only reason) and 2 blasters add one of anyother AT but another tanker. I once got invited to a team in low levels to find 4 tankers already in the team, i left to give some poor team somewhere else a tank.
Play to what your team can handle: very true its always good to learn to gel on a reasonable setting and get acquainted than to all start on an invincible mission and learn to hate eachother and quit team after having not enjoyed the experience at all. I'd rather a fun heroic mission that a horrid invincible mission in which you may have found the team leader is lvl 14 with an invincible mission and could only find lvl 12s such as yourself and has created the most unbalanced team ever. I dont do that. I make the teams when I tank. If they like me they stay. I log on whenever on some of my tanks and its as if people dont level without me, they must be in no rush is all I can say. Anyway i thinks its nicer to start on heroic, learn to play together well and socialise and then go up the setting.
Basic tactic then is: gain attention, hide, foes build up on me, first boss to come becomes the anchor (save till last). Debuff zone is at my herdpoint, any heals can be applied during the herding process. Once the mob is built up around my tanker, aoe controls can be applied for extra damage mitigation, single target holds can be applied on any stray or boss. What isnt in my aura gets taunted as I like everything debuffed and everything multihit. Foes undebuffed are an increased danger and single target hitting is drawing out the fight time and therefore potentially decreasing survivability.
So thats: Taunt then hide then whilst herding up the defender can debuff/heal, once herded a controller can control and then the rest of the team can lay waste to the mob. Simple!
Enough people in the game have tanked frostfire, atta, cavern of transcendence and positron properly on training origins to be able to say low level tanking for teams is possible. Its just these people tend to be past the point of needing a guidebook and are also on cooperative balanced teams. I find an aggro magnet of a tanker helps a team better, it leaves other people to concentrate more on their jobs than have them running for around screaming "heal, heal!".
I dont like the idea of me writing a guide or things turning into one and this I wouldnt class as one its just some tips. The proving that you can consolidate aggro so that people give you their not needed insps is a great tip. "i'm gonna have to run into that mob!"<pops 2 lucks>
But this site is a really nice guide to lowbie tanking imo.
Lowbie tanking!
i like lowbie tanking despite all the frustrations that may come with it (ie some clever bugger killed the anchor) but i would like to see a trend in more people doing it, i think more skill could be had for later too. People tend to get their game on at lvl 24 i think its alot later than necessary, i get hot tempered at the thought of one trip to the hospital, i am renowned for it, so im not dishing out how to be completely suicidal ideas for new people just some tried and tested stuff i think is worth trying. I dont think tanks are all that "gimped" to a rubbish scrapper AT at any level built and played well, just some of the peoples toons you team with can be sometimes be less supportive than another. You could be lvl 17 fighting lvl 20's wth a team of lvl 20s and fair worse than you would facing lvl 20's with another team of other people who are all lvl 17, thats not hard to believe is it? If things go wrong i know why they have gone wrong and the last reason is the devs dont know what they are doing.
At higher levels you maybe asking yourself how someone else got killed when everything was on you, aoes and pbaoes do get people and cone attacks with which you can only try and point in your direction. Much else of what you can learn as a low level tanker will apply later.
My first rule of thumb for being a team tanker is lead the team, your toon should be most at risk so you should have most control, (granted you cant save everyone or prevent people getting aoe'd or standing next to you for wholesome cone attacks when they dont need too but apart from all that).
Ive got to goto town so i cant be too thorough.
NOTE: to anyone its not a well edited anything its just input.
I have since edited my post but my grammar is still rubbish
but i have tried to make it understandable.
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.
[ QUOTE ]
Coming from an Empath background I use Taunt in the same way as I would use Heal Other. Being an Ice tank CE is great for holding most of the aggro, I see Taunt as a way of consolidating this and grabbing back any strays.
[/ QUOTE ]
and an awesome empath too!!
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.
Thanks Shannon . Happy that people still remember the orignal Kah
Keep your eyes open for Big Ray ... thats my little Ice/Stone tank
Why are people always talking about "spam AoE"... EM, Axe, Mace, Ice, SS (handclap not) all have 1 AoE wich you wont even have at low lvl (footstomp even 38). Outside fire, how can you 'spam AoE'?
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
[ QUOTE ]
how can you 'spam AoE'?
[/ QUOTE ]
use it every time its recharged? anyway cones and pbaoes are forms of aoes too and you can gain extra ones from the epics cant ya.
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.
Thanks all, more great advice especially that mammoth post from Shannon.
I teamed with group last night doing Frostie and payed a lot of attention to what the Tank was doing, keeping in mind all the advice given here. I really began to see how the tank works and how its different to a scrapper.
I am now really looking forward to rolling the new character and getting him going.
Thanks again all for opening my eyes!
[ QUOTE ]
How do I tank?
[/ QUOTE ]
Personally, I run in and hit stuff, just like all my other characters. Just have to make sure "Taunt" is there on my attack cycle, like my defender makes sure "Heal Otter" is on his.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
[ QUOTE ]
my defender makes sure "Heal Otter" is on his.
[/ QUOTE ]
Lucky Otters! I want to play one too - is it some sort of scrapper? Are they available for CoH and CoV? Can I be an evil otter? Otter FTW!!
"Pride is all well and good but a sausage is a sausage"
For Lent I gave up...
Hope
just a quickie
isnt the taunt cap 17 not 5??
[ QUOTE ]
just a quickie
isnt the taunt cap 17 not 5??
[/ QUOTE ]
The aggro cap is 17. So only 17 enemies can have you as a target at once.
AFAIK There is no cap on the total amount of people taunt but each use of the Taunt power will only taunt 5. Similar your aura will only affect the 10 closest people to you.
Punchvoke hits the 5 closest to the target so most of the time these are the same ones as the Aura.
@Unthing ... Mostly on Union.
[ QUOTE ]
just a quickie
isnt the taunt cap 17 not 5??
[/ QUOTE ]
My tankers can only get 17 to chase her with or without the aura. Only with aura and taunt and attacks do i keep them from attacking others.
The auras effect 10 (herd 17 and see how many you can keep). Using taunt on those furthest outside or outside of aura will help make another 5 comfortably taunted (so 15 potentially consolidated) and you could keep hold of a couple more for a short period through damage/gauntlet.
I havent tested this yet on my stonetanker but i should be able to use the taunts from presence pool, plus my own taunt plus mudpots to try to consolidate aggro of above the aggro cap of 17, what effect this will have i will have to see. I am wondering if its a case of i can only get 17 to attack me but have 3 more taunted that will just stand there and not attack me or anyone else despite getting damaged.
If anyone *cough*hawaiian punch*cough*or scratchy*cough*or tundra* cough can do the test before i do, itll be most appreciated.(i believe these stonetanks to have presence pool).
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.
I have a thread going on with advice for a tank build, thanks to all who posted on that but now I need some other advice.
My 2nd ever toon was a tank and I ditched him as boring by lvl 7ish. I think I expected to play him as a bigger slower scrapper which of course he wasn't.
With I7 I intend to try again but.. How do I play? What exactly DOES/SHOULD a tank do?
Help?????