Best Tank Travel Power


Dipstar

 

Posted

I have a little baby tank that I'm nurturing in between controlling and defending.

I was wondering what you guys thought about travel powers for tankage... Which bring the best benefits in terms of saving power slots and which just plain work best?

My mind/kin controller flies. I think of fly as more like a manouvering power than a travel power. I do have Siphon Speed so that balances out nicely. I gave him Inertial Reduction to see how Super Jump felt, but that "teh sucked" so I respec'd it out.

My Def has Super Speed and RF from the Teleport pool. So - I haven't really tried "proper" Super Jump or Teleportation as travel powers. I'm leaning towards Super Speed, just so I can take Hasten early, but Combat Jumping looks tempting too from the Jumping pool... though as a fire/fire I have plenty of defence already.

CoH boffins, don your thinking caps...


 

Posted

As fire/fire? Definitely leaping. Your life will be a lot easier if you take Combat Jumping and Acrobatics for immob and knockback protection.


 

Posted

As a fire tank? Take leaping. Because firstly: You have bugger all defence. You have resistance. And secondly: You want acrobatics for the knockback protection. If not, you will not be able to tank anything with any knockback whatsoever. Well you will, but you'll faceplant quite quickly.

That, and SJ is the most versatile. It's fast, end light, has good pre-reqs. I take it on every non-concept toon, and even on concept toons I try to fit it in.


 

Posted

Being a fire/fire, this bothers me cos I don't want SJ, it suits neither my style nor my character, it's a shame that so many people recomend it to fill in all the fire tank cracks that are so easilly exploited, but alas, it cannot be helped.

I sure would like some knockback protection though....


 

Posted

As a firetank leaping pool is the easiest way to go, you might want acrobatics for better quality of life although missions with a severe amount of knockbacks in them can actually be avoided but only for so long. Hover is okay providing your okay with it but most i already know people arent. I am convinced you can make an effective firetank from one with hover and flight pool but that wont be as easy.

As a stonetanker TP self imo is best as it helps you get around better whilst having to keep rooted on.

For ice or invuln you the choice is more a matter "suits you sir!" but you get extra defence from combat jump or more hp more often from haste.

Fire/fire eats xp still imo. I stuck all my tanks on test made non team tanks out of them (not suited for all/most enemies) with a completely selfish build and tried them. The fire/fire cleaned up the same level set sized mob as my other tankers, in half the time, for half the endurance but had less hp left at the end of the fight. Its probably the most fun tank to solo with if you like complete carnage with orange figures flying everywhere. My ingame tank is less destructive at the moment as id actually like to tank.


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

being a fire/fire tank i went for super jump and super speed as i have found that the combat jumping and acrobatics helps alot from nock back hasten helps if im getting low on health or just want to kill something quicker e.g healing flames before someone says it doesnt make u heal quicker and the 2 together can get across nearly every map apart from fire base zulu they also cost alot less endurance when just traveling


 

Posted

I might just invest in the SS power pool as it does suit my character ok, if Hasten is as good as people claim it is, that sounds like the way to go as well.

Question, can you slot hasten in such a way that you could leave it set to auto (shift click), and every time it wears off it automatically starts up again? Or does it have penalties or long recharge that make that a unlikely?

I dont know anything about it, but my logic tells me it would have some kind of endurance penalty at the end of it? In which case, if I were to slot it with plenty of end SO's that wouldn't be as much of a problem?

Sorry, lol just thinking aloud... well you know what I mean.

I still don't like SJ, even though it does have the defence buff and speed qualities, it's just not my style. Are there any other ways to avoid knockback? I have fly which I use frequently, but I noticed that my prescious stamina pool seems to have been nerfed recently, and now I am struggling to make good use of it.

I used to have hover but I found it as entertaining as nailing back my own eyelids and decided to ditch it for AS, which I like much better, it does however mean that I am getting thrown around like a rag doll in battles.

**sigh** poor me....


The Founder


 

Posted

Generally for a tank I would recommend Superspeed or Leaping as Hasten ( speed pool ) is useful to speed up the long recharge heal and Combat Jumping ( Leaping Pool ) is a nice way to get a small amount of extra defence and superior combat mobilty at very little end cost.

For a fire tank as others have already said things are very different. You have no knockback protection in the primary, which bascially means that against certain enemies you can't tank. There are 2 powers from the power pools that provide knockback protestion, acrobatics from the Leaping pool and Hover from the Flight pool.

Here are the advantages/disadvantages of the 2 pools.

Leaping Pool :
1. Can get early immobolisation protection with Combat Jumping, immobs are a bad as knockback for getting a tank killed.
2. No extra slots need to be spent.
3. Have to wait until level 20 to get knockback protection.
4. 2 toggles, CJ and Acro, CJ is cheap, IIRC Acrobatics is about as expensive as Hover.
5. No special vulnerabilies.
6. Toggle on Acrobatics and Combat Jumping and forget about ti.
7. Uses 3 powers.

Flight Pool :
1. Must get Burn from the primary to get immob protection, however burn means you have to land during combat, sacrificing your knockback protection. Burn is availble at level 18.
2. You need to 3 slot Hover to be able to use it in combat. Fly also probably needs 3 slots IMO as it is a slow travel power otherwise. Hover with 3 SOs is about the same speed as normal running.
3. Hover really doesn't start being fast enough until SOs. But if you flip it on and off it can be workable with SOs.
4. Slightly better endurance usage.
5. -fly powers completely ruin your day.
6. Incredibly fiddly, you need a number of binds to be able to activate burn in combat in order to get your immob protection and then switch on hover again. It can be rewarding though.
7. Uses 3 powers including Burn from the primary, however if you were going to get that anyway it only 2 extra power picks.

Generally the Leaping pool wins, the major disadvantage with the flight pool are the landing thingy and the -fly vulnerability. However flightis still workable and looks cooler than Leaping.


@Unthing ... Mostly on Union.

 

Posted

Hasten USED to be perma-able. Back in the days of six slotting, combined recharge and hastens own 70% recharge increase meant it was set to auto and everything died quicker.

Then came ED and all that stopped, but hasten is STILL awesome. I tend to use it more as an "Oh bugger" power than anything, if I'm surrounded in a fight that looks like I might be in trouble I'll turn it on, so I can spam soul drain, dark regen, and dark consumption.

Oh, and Hover has knockback mitigation, not protection. If you are knocked with hover on, you flip in the air, and you're fighting in a few seconds. With acrobatics, you just don't get knockback.


 

Posted

Super jump


 

Posted

One word:

BOING!!!


 

Posted

Fire Fire I would go CJ/SJ/AB as commented above


 

Posted

I just go with jumping whatever toon I make. Best travel power out there with hurdle.


 

Posted

my fire/energy has sj and ss, gr8 combo, super speeding round with combat jumping and hurdle is awesome