travel powers for tanks


Atomic_Red_EU

 

Posted

i have a lvl 10 tank with sets super strnegth and invul. just wondering what travel power is best to take for tanks, i think i am going to have flight, just because i like to fly, had it on my blaster (yes i know that flight is good for blasters and not for tanks, but i just like to fly).

Was thinking possibly super jump? any ideas?


 

Posted

If you already like fly and thinking of picking it, its probably the best for you. I myself have fly on my tank and I certainly enjoy it. I'm not the first to get to the mission.. but its not a race to get there first and dont let people tell you it is. Your the tank, and if the team your on are smart, they'll wait to attack until you get there.

Some will argue that you should go for superjump as its superior to fly with its 'combat jumping' toggle that gives more defence.
While theyre certainly correct in that no tanker has ever taken damage from having more defence, you should also realise that this adds another endurance eater to your already endurance heavy powers, its more than likely that you wont have it toggled on anyway.
Another reason for picking fly is that Jumping dont gives any defence to attacks you are weak against, like say, Psi, while Fly in a way can mitigate Psi damage if you pick Air superiority.
AS will if you put it in your attack chain let you 'juggle' a enemy so that theyre unable to attack you, giving a way to defend against enemies by attacking them.


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

If U go for CJ/SJ, U get extra defense from CJ.

After playing COV I swapped my travel on my tanks to fly, to get my hand on an extra attack "Air sup", which I like very much.

So if you like Fly, go fot it, U get an attack power for free :-)

Fire Green - lvl50 tank INV/FM


 

Posted

Generally the Jump pool (for CJ and Acrobatics) is the pool of choice for Fire tankers. Stone tankers tend to take the Teleport pool because no other travel power will work whilst Rooted and Granite Armor are on. Ice and INV tankers don't "need" to take any particular pool... but since both are defence based sets they will get a slightly noticeable buff from Combat Jumping or Hover.

+ Hasten is really the only reason for a PvE tanker to take the Speed pool (SS is useful in PvP for melee ATs). Super Speed lacks vertical movement and tankers generally won't have any use for its "stealth" effect.

+ The Flight pool has a very nice attack in Air Superiority, which can increase a tank's damage mitigation with its low cost, fast recharging 100% Knockdown. The damage output is on-par with super-strength's "Punch". Hover also has a slight defence buff but can be a noticeable endurance drain to run constantly.

+ The Teleport pool has Recall Friend and Teleport Foe, either can be useful in certain situations. The main reason for a tanker to take this pool is if they want to move whilst in Granite/Rooted.

+ The Jump pool has Combat Jumping, usually taken with Hurdle for 'unsuppressed movement'- allowing you to maintain good speed whilst attacking. This is handy for most toons in PvP and "squishies" in PvE. Acrobatics is also sought-after for toons without Knockback protection (Fire Aura tanks, Dark Armor scrappers, etc.)

Note that Combat Jumping also grants considerable immobilise resistance which is useful for some powersets (including Fire tanks!). The defence buff of CJ is very small and should really be considered "icing on the cake" rather than the main reason to take the power. The endurance cost of CJ is extremely tiny and isn't even worth an endurance reduction SO in the default slot.


 

Posted

[ QUOTE ]
Hasten is really the only reason for a PvE tanker to take the Speed pool (SS is useful in PvP for melee ATs). Super Speed lacks vertical movement and tankers generally won't have any use for its "stealth" effect.

[/ QUOTE ]

true. But super speed has side advantages. You get hasten and superspeed in one pool power for one thing that means you can delve into pool powers a bit more. Which also means, if you`re taking hasten uin the first place, you actually gain a power in the long run.

plus, if you go the aid self route you can take whirlwind which is a great power to set off and launch AS relatively safely.

So all in all (assuming you have a vertical movement power like jump jet) I would argue that SS is probably the best travel power at least till the late 30s when footstomp can clear some space for you.

Having said that, my energy melee Tanker who definately would benifit from whirlwind, flies.

I like the graphics of flying. (so sue me.)

It comes down to do you want the most practicle Tank or the one you overall enjoy the most.


Don't get into a flap. It's only my opinion and I'm thick

Arc 56763 Lord Anarchys heaven

2 mission arc. Bring friends cause Lord Anarchy means business...

 

Posted

super speed i find fun on my superstrength tanker, zap in and footstomp before they know whats hit them.

vertical movment is covered by hurdle and any flying mobs are brought to earth with hurl, he ran from 40ish to 50 with just this config and it worked ok - surprisingly in pvp it worked ok too, by the time hurl animation had finished suppression was off and i could basically throw a rock and catch the baddy as they land with a KO Blow.

Sirens destruction area was traumatic for chasing though


@ExtraGonk

 

Posted

[ QUOTE ]
Note that Combat Jumping also grants considerable immobilise resistance which is useful for some powersets (including Fire tanks!).

[/ QUOTE ]
As a Invulnerable tank, you will have superior Mez resistance with Unyielding against all forms of stun, knockback, sleep etc etc. So there wont be any need to pick combat jumping for its immobilisation resistance, only for its defence buff.


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

or jumpyness


@ExtraGonk

 

Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
Note that Combat Jumping also grants considerable immobilise resistance which is useful for some powersets (including Fire tanks!).

[/ QUOTE ]
As a Invulnerable tank, you will have superior Mez resistance with Unyielding against all forms of stun, knockback, sleep etc etc. So there wont be any need to pick combat jumping for its immobilisation resistance, only for its defence buff.

[/ QUOTE ]
... which is something like 1.75%. This bonus is small enough that it just doesn´t matter most of the time regardless of your armour set. It will only be somewhat noticeable if you face an enemy spawn and you somehow already have them very close to the ToHit-floor without actually reaching it.
So, for an Inv/* tanker, there is only one true reason to pick CJ: concept. You lose a lot more survivability by eschewing Hasten or Air Superiority than you gain by taking CJ.




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

[ QUOTE ]
or jumpyness

[/ QUOTE ]

yes, combat jumping gives pretty good "jump control" in terms of maneuverability when jumping.. But do you really want to compare it with the maneuverability of Fly?


UNION
Officer Cuffz lvl 50 Inv/Nrg Tank
Badge lvl 50 dwarf/human Peacebringer
Dark Air lvl 50 Ice/Cold Corruptor
Ayre lvl 50 Storm/Elec Defender

Total Cat: @Officer Cuffz

"When I say interview, I mean engage in combat and defeat..." -Laura Brunetti, on how to deal with Warriors.

 

Posted

On my invuln superstrength i am very haste--&gt;superspeed biased.

Superspeed in and knockout blow sappers etc followed by footstomp. Anything in the air upto 80ft away throw a rock at them for haymaker damage. To travel to them thru flight and air sup them may take longer. Hurl and ss in or stay where i am and hurl if i dont ideally want to move. If i am kiting an AV for any reason i can still contribute damage aswell.

On an energy melee id want air sup without question (no energy punch) and cos whirling hands can be used mid air unlike footstomp (which needs you on the ground) flight isnt too bad an idea. I look at CoP trial with a spawn in the air and think damn hurl isnt an aoe! If i was an energy i could fly right in and whop them with whirling hands.

Stone, superstrength and ice melee are the more grounded sets but always put concept first.

With superspeed i have more chance for leaving a taunt duration on an AV (it cant hit no one else) then disappear good and far for an unstoppable crash and get back before taunt runs out in theory and it has worked when needed in practise.

Conceptually travel powers never really come into most my toons. I usually do whats powerchoice saving.


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.