Tankers - Skills, Sets & Tactics


Ammon

 

Posted

Was sitting in work and looking over the tanker section and noticed a few people asking about various sets, powers etc so i decided to create this thread dedicated to those of us that stand in from of the bullets and take the pain and do it with a smile(ok mabye on the inside )

In this thread we will hopefully dicuss Playstyles, Sets, Slotting & Tactics to help up and coming tankers and mabye even some old school ones help protect paragons little ones from getting faceplanted...

To start with i'm going to give my 2 inf on the sets i've been using for the last 2 years

Primary Set - Invulnerability

consists of the following(no particular order):
Resist Pyshical Damage
Temp Invulnerability
Dull Pain
Unyielding
Resist Element
Resist Energies
Invinciblity
Tough Hide
Unstoppable

Secondary Set - Energy Melee

consists of the following:

Barrage
Energy Punch
Bone Smasher
Taunt
Whirling Hands
Stun
Energy Transfer
Total Focus

*this guide is incomplete*


Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.

Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.

Co-Leader of The Echelon
Visit us at http://www.theechelon.eu

 

Posted

Perma Granite tanker:
Stone Armor
Stone skin
Mudpots
Rooted
Earth Embrace
Granite Armor

SuperStrength
Jab
Punch
Haymaker
Knockoutblow
Footstomp
Taunt
Rage

Pools
Fly pool - Air Supiority, Fly, Groupfly
Teleport - Recall Friend, Teleport
Fitness - Swift (3 slotted runspd)/health/stamina
Speed - Haste

Epic Earth
Immobilize power
Hold power
Stagmites (how to spel?)
Salt Crystals

Once you are in Granite not much can actualy take you down, the huge range of attacks (ranged and melee) is to have a nonstop attackchain (and case of -recharge) to keep gauntlet going. Epic set is great for ranged AV tanking, start power (salt crystals) and 2nd aoe attack (stalgmites with footstomp). Fly set because i like fly and works pretty good with Teleport (travel when in Granite) and secondairy PA drop support on Hami-raids and Taxi-service. 3slotted swift to counter -speed from Granite, although Rooted still gives you a close to stop.

Only Psionic is a nightmare (rooted helps), not really Solo friendly.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

thx for the info on stone armour sinergy couldn't finish the edit on my post till i got home and it expired d'oh but to finish what i started...

my experience with Invul & EM has been a memorable one with my current setup i tank, herd & lay down some serious damage EM blooms at 38 with both the extremes under you belt. total focus afaik is a mag 3 disorient/hold and energy transfer is your hardest hitting attack the drawback is it takes 10% of your health and puts it into attack power most tanks make due with dull pain or their equivilent primary heal but some have resorted to taking aid self to counter the hp drain...

Invul offers you one of the highest resistance to smashing and lethal damage to a lesser extent fire, cold, energy, negative, toxic and has no psi resistance. it does have defence to work with but require enemies in melee range and will get the biggest buff from the first enemy attacked in melee combat.


Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.

Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.

Co-Leader of The Echelon
Visit us at http://www.theechelon.eu

 

Posted

My view on a perma granite tank: its the ultimate purist tank. There to do no damage and to keep aggro and keep the team safe. To me the granite tank is a controller.

To this end (much discussed on this board)the granite tank must take as many tools to maximise aggro holding, since survival is a given. I suggest the following tools for that:

hasten 3 rech slotted
all attacks 2 slots rech
taunt 3 rech, 3 taunt slotted (unless you want to pvp, then I would add acc)
provoke 2 rech, 2 acc, 2 taunt slotted (a must, really, the more tools you have to gain aggro, the better, remember that taunt is a cone and you can hit only 5.

Epic: body mastery: focussed Accuracy, since you most probably will be tanking +4-7

Teleport: now this is the interesting one, not only do you have this to move around, but there is a certain amount of skill involved. There are many little tricks with this power to gain aggro, to keep aggro etc. This is (to me) the defining difference between Granite tanks with the same build, how they use this little tool.


@Boerewors

 

Posted

Hi there people!
I'm relatively new to this game (since november) and haven't really come to terms with the strategies of a good build yet.

Can you distinguished gentlemen answer a question?

My main character is a Inv/SS tanker and I'm aiming for a respec at lvl 24 (since I've noticed that I'm not completely happy with my picks and slotting ).
How should I build him?
(I want taunt and fly and the health power-pool is nice.)


 

Posted

24 can be pretty tight for wanting all those powers in Specialy that Inv has the 'good' powers already at early lvl. I would suggest taking Stamina with highest priority, the toggles can be pretty painfull heavy, specialy if you attack alot.

I'm give a go on the Hero builder, i'll post a possible build in a bit


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name:
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(15) DmgRes(15) EndRdx(25)
01) --> Jab==> Acc(1)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(3) Heal(5) Heal(5) Heal(7)
04) --> Haymaker==> Acc(4) Dmg(7) Dmg(9) Dmg(9) EndRdx(13) Rechg(13)
06) --> Air Superiority==> Acc(6) EndRdx(11) EndRdx(11) Dmg(37) Dmg(37) Dmg(37)
08) --> Unyielding==> EndRdx(8)
10) --> Swift==> Fly(10)
12) --> Taunt==> Rechg(12) Taunt(17)
14) --> Fly==> Fly(14) Fly(36)
16) --> Health==> Heal(16) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(40) Taunt(43) Taunt(45)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Acc(22) Dmg(23) Dmg(23) Dmg(25) EndRdx(27) Rechg(31)
24) --> Boxing==> Acc(24)
26) --> Tough==> EndRdx(26) EndRdx(27) DmgRes(34) DmgRes(34) DmgRes(34)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(46) TH_Buf(46) TH_Buf(46)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(31)
32) --> Unstoppable==> DmgRes(32) Rechg(33) Rechg(33) Rechg(33)
35) --> Tough Hide==> DefBuf(35) DefBuf(36) DefBuf(36)
38) --> Foot Stomp==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(40) EndRdx(40)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(45)
47) --> Weave==> EndRdx(47) EndRdx(48) DefBuf(48) DefBuf(48) DefBuf(50)
49) --> Resist Physical Damage==> DmgRes(49) DmgRes(50) DmgRes(50)
---------------------------------------------
01) --> Power Slide==> Jump(1)
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------


I'd try something like that, assuming that you want to go the route of the fighting pool rather than the medicine pool... they're both good for INV, but tricorders don't fit in that well with some concept builds...

"Optional slots" for me there would really the damages in Air Superiority. Inv/SS is endurance heavy, so I might shuffle them to put a second EndRed in TempInv/Unyielding and use the third in Taunt or Health. The general idea would be to use Air Superiority's Knockdown for mitigation until you can build up more resistance (Tough) and defence (Tough Hide, Weave). Your damage will come from Haymaker, KO blow and "Perma Rage".


 

Posted

Thanks for the response!
One question though...
Why not use the resistance powers? Aren't they worth having?


 

Posted

[ QUOTE ]
24 can be pretty tight for wanting all those powers in Specialy that Inv has the 'good' powers already at early lvl.

[/ QUOTE ]
Hehehe, I know. I might be too eager, but I only wanted to give you some input on my "plans for the future".


 

Posted

Nearly every power is worth having!

THe above build is a solid, adaptable build good for teams yet able to solo pretty well.

Personally, I tend to make my tanks very team focussed, which means squeezing out as much protection as possible. I would drop Rage and Hasten and put in the resistance powers myself. Yes, this means a drop in damage but it does mean Im a bit tougher and able to "tank" energy/fire/cold using enemies more effectively.

Im always a bit wary of rage used on a regular base (on a team) becuase when it drops, you loose aggro.

But its horses for courses really.


 

Posted

The good thing is it starts blinking before it runs out, so u have time to ditch out your final taunt/gauntlet set. Specialy with SS you got the famous Footstomp, add a taunt and trow a KO on the boss, most of the time it keeps agro.

I would swap out fighting with medicine pool and move it towards 38 Footstomp, those 2 work awsome (footstomp -> aid self, add a interupt SO). I took RPD at early stage, no-end and decent resist it gives (since you have base already very nice s/l resist). Weave imho gives too little defence for its endurance, popping a purple once in a while gives more value.

But if you focus a 100% teamtanker, that build is a very solid one, end-heavy on toggles but very stable on taking damage. Mine is more focused little teams/solo, Axe is somewhat different Rage is great for solo, hasten i never took, the resist powers were my priority.


50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore

Sign the petition, dont let CoH go down! SIGN!

 

Posted

I'm more of a "team-player", although I do solo at times, so I think I'm more into drawing aggro and taking punishment over dishing out huge amounts of damage.

Can't deny that it's fun to see an enemy fly thru the air after a solid uppercut though!


 

Posted

I would definitely recommend taking tough rather than resist physical, as it is more than twice the resistance.

Since a tanker is almost always fighting higher level mobs, I also will always choose to slot more than one accuracy enhance. In fact, for holding gauntlet, it may even be worth slotting three acc enhances in jab, just to help hold that agro.

Once you have both Rage and Focused Accuracy available to you, however, it should be quite feasible to swap the second acc enhancement in each of the attacks that have 2, and take a 3rd damage enhance instead where only 2 have been listed.

Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
---------------------------------------------
01) - Temp Invulnerability - EndRdx DmgRes DmgRes DmgRes
01) - Jab - Acc Acc Acc
02) - Dull Pain - Heal Rechg Rechg Heal Rechg EndRdx
04) - Haymaker - Acc Acc EndRdx Dmg Dmg
06) - Resist Elements - DmgRes DmgRes
08) - Unyielding - DmgRes DmgRes Rechg DmgRes EndRdx
10) - Air Superiority - Acc Acc EndRdx Dmg Dmg
12) - Swift - Run
14) - Fly - EndRdx Fly
16) - Health - Heal Heal Heal
18) - Invincibility - DefBuf DefBuf Rechg DefBuf Taunt
20) - Stamina - EndMod EndMod EndMod
22) - Knockout Blow - Acc Acc Dmg Dmg EndRdx Rechg
24) - Taunt - Rechg Taunt Taunt
26) - Tough Hide - DefBuf DefBuf
28) - Rage - Rechg Rechg TH_Buf TH_Buf Rechg
30) - Boxing - Acc
32) - Unstoppable - DmgRes Rechg Rechg EndMod Rechg DmgRes
35) - Tough - EndRdx DmgRes DmgRes EndRdx
38) - Foot Stomp - Acc Dmg Dmg EndRdx Acc Rechg
41) - Focused Accuracy - EndRdx EndRdx TH_Buf EndRdx TH_Buf
44) - Conserve Power - Rechg Rechg Rechg
47) - Resist Energies - DmgRes DmgRes
49) - Hurl - Acc Dmg Dmg Dmg

Personally, I prefer not to take fly on a tanker, as CJ is far more useful in combat situations, and SJ is a far more versatile travel power which lets you put slots in more important powers. However, knowing your concept, it is pretty essential in your build. Having Air Supremacy is also very useful on a tanker, so it is still a good build on those grounds.


http://www.savecoh.com/

 

Posted

[ QUOTE ]

Since my tanker is almost always fighting higher level mobs

[/ QUOTE ]Fixed that for ya.


 

Posted

[ QUOTE ]
Personally, I prefer not to take fly on a tanker, as CJ is far more useful in combat situations, and SJ is a far more versatile travel power which lets you put slots in more important powers. However, knowing your concept, it is pretty essential in your build. Having Air Supremacy is also very useful on a tanker, so it is still a good build on those grounds.

[/ QUOTE ]
Yes I'd say that the jumping pool is better for a tanker, but then again... flight IS essential for my concept.

I'm very thankful for the response from all of you. Thanks! It really helps.


 

Posted

[ QUOTE ]
Hi there people!
I'm relatively new to this game (since november) and haven't really come to terms with the strategies of a good build yet.

Can you distinguished gentlemen answer a question?

My main character is a Inv/SS tanker and I'm aiming for a respec at lvl 24 (since I've noticed that I'm not completely happy with my picks and slotting ).
How should I build him?
(I want taunt and fly and the health power-pool is nice.)

[/ QUOTE ]

All this should of been a new post. If you run foc acc then tohit buffs in rage and/or foc acc are never really needed unless you pvp.

I'd also never not have unyielding without 3 res slots on a build even with passives as streakbreakers do happen especially from AVs who have the highest amount of acc, and acc is applied after tohit and def but success is always partially due to everyone you team with. Energy is more suited to flying than super-strength.

3 accs in jab Ammon? = que?
Always look to 2nd end slot another power for overall build end economy before 3 end slotting anything. If you go fight pool then ya would benefit to take weave as its the best thing in it in survivability terms against groups for an invuln.

[ QUOTE ]
[ QUOTE ]

Since my tanker is almost always fighting higher level mobs

[/ QUOTE ]Fixed that for ya.

[/ QUOTE ]

*Takes note*

/em whisper, Its how to get over 10,000 posts


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 ]
3 accs in jab Ammon? = que?

[/ QUOTE ]
Because every miss is a lost gauntlet taunt, and jab is never really useful for much but its fast recharge for gauntlet building.

All my characters tend to end up in large teams, and usually fighting at least +2 level mobs as a matter of course, and often +3 or +4. I always make very team-oriented builds (since I find soloing misses the whole point of a MMO game) and so find I get a lot of repeat invites to team.

When taunting CoT mobs, you will find yourself the target of every acc debuff in the mob. Without that 3rd accuracy slot, you will only hit a thing if you have a defender with Tactics, or 2 or more other ATs with Tactics on the team, unless you continually gobble up Acc insps.

I know it isn't the rule of the masses, and that many players will even only take one acc slot on a power, but you'd be surprised how often that 3rd acc slot is a salvation, either to you being able to hit anything with at least one power, or to the entire team because you can better control aggro with gauntlet.

Seriously, try it out on the fastest recharge power on one of your own for a day, and I think you'll realise the unexpected difference it makes, and never look back.

In addition to that, I like to have all of my toons at least capable of basic PvP if they must. Again, that third Acc slot is a godsend in such cases, especially when trying to hit the Stalker with Ninjitsu, or SR.

Helps a lot versus Paragon protectors when they activate FoN or MoG too.


http://www.savecoh.com/

 

Posted

I find jab so small a duration and aoe in gauntletting its my "well it occasionally disorients ". Most likely its possibly only effecting what my aura is anyway. Its great where your concern is tho, when doin +4, 2 acc or 1acc +foc acc is a necessity for me, for me the 3rd acc moved to taunt instead can do more. Taunt 2 rechg is up every 5 sec and is of the best duration you can get so why not build on it? My taunt is 2 rechg (hasted but haste aint on 4 ever) 2 taunt slots and 2 range slots (the range is a special thing for -fight duration to self and a "type of attack" minimiser, not really worth copying). But anyway taunt duration from taunt lasts longest, is autohit, isnt subject to acc and the more that lasts the better. I also try and settle in for 3-5 secs and pbaoe on a mob b4 ppl attack (but you usually get one who says "a millisecond ought to do it" before planting.


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

Just thought i'd give some info about Stone/Super Strength, going from personal experience...

When i played mine i took him through 3 "stages" when it comes to the build and i dont remember them all so i wont be posting any.

I think this combo is good allround, good for staying alive when tanking at the same time as the damage output is very nice thnx to rage. only Tanker set with def to psi afaik, wich gives it the upper hand in such situations.

Loved playing my stone/ss both in teams and solo and had fun all the way to 50...

[u]Stone Armor:[u]

Rock Armor - Defense to smash/lethal, pretty essential power imo, take at lvl 1 slot 3def (1-2 endreduce if you have spare slots)

Stone Skin - Auto power, Resist to smash/lethal, nothing really fancy about this, i didnt take it until i got Granite since this power stacks with it. Take it or dont, not a must have (slotting 1-3 dam res)

Earth's Embrace - Increases your Max HP for a while and Heals, take it and slot it asap 3recharge 3heals

Mudpots - Damage/taunt aura, good power to have for holding aggro a bit better, especially when in Granite and all the powers recharge slower, its a bit heavy on endurance so might wanna wait with getting it until after Stamina. it does minor DoT damage and slow. slotting 1-2acc 2-3endreduce.

Rooted - Mezz protection and +Regeneration take it and love it.. dont have to slot it if you dont want to but if you do put heal enhances in it for +regen survivability goodness (3heal SOs = roughly 194% increase in Regen)

Brimstone Armor - In the midst of all the +Def in this set we have this power, gives Resist to fire/cold damage, yes resist, while lvling my stone/ss i didnt take this at all, managed fine without it. allthough when i took it in a respec after hitting 50 i really enjoyed having it, personal preference really, slotting 3damres (1-2endreduce if you have spare slots)

Crystal Armor - Defense to Energy/Neg. Energy, nice power to have this one, take it when you have room for it, slot 3def (1-2endreduce if you have spare slots)

Minerals - This is a real beauty, Defense to Psi-damage! no real need for it until 40+ though, take it when you can, slot 3def (1-2endreduce if you have spare slots)

Granite Armor - Now here we are, the toggle of all toggles take it, slot it, love it!! gives both Defense and Resist to Smash/lethal/fire/cold/energy/neg. energy as well as mezz protection (mezzprotection stacks with Rooted for extra resist), there are however some "downsides" to this power, due to the "shapeshift" into a huge stoneman you get -Recharge -Speed and -Damage but its nothing a few outside buffs cant handle... slotting can be varied in alot of ways, i first slotted it 2def 2res 2endreduce wich worked really great for me, later on i changed to 3def 3res, make endurance a little more of an issue than before but survivability was increase quite much...



[u] Super Strength: [u]

Jab - cant avoid it, dont slot it...

Punch - kinda semi-good power imo, take it or dont.. slotting 1acc 1-3 dam

Haymaker - good power, high damage + knockdown, slotting 1acc 3dam (1end if you have a spare slot)

Taunt - main aggro tool of a tanker allthough not a total must for tanking i'd say take it as a stoney as you'l be slowed down and cant run around as much without someone giving you Speed Boost. slot 1-2 recharge

Handclap - this power is really pants imo, does PBAoE disorient and knocks the enemies away from you wich kinda negates the whole point of tanking.. dont take...

Knockout Blow - awesome power, extreme damage and foe hold (minions and lts) take it asap, 1acc 3dam (1-2endreduce if you have spare slots)

Rage - "build up" power, gives +dam +acc for 120 seconds followed by a 10second "downtime" when you cant attack and a drop in endurance, i LOVE this power.. slot 3recharge

Hurl - kinda meh power, not much of a damage dealer but gives -Fly with can be useful since you cant jump while Rooted or in Granite. take it if you want it, slot 1acc 1-3 dam

Footstomp - very nice power, PBAoE with good damage and does knockdown, great to have for keeping aggro while doing damage, take it, slot it, love it... i slotted 1acc 2recharge 2end..

Pools:

[u]Fitness:[u]
Swift; take this instead of hurdle, slot 3runspeed to negate the -speed from rooted and granite. Health; gives +Regen, take it, slot it if you want/can.
Stamina; take it asap, slot 3endmod

[u] Speed: [u]
Hasten: nice power to have to negate the -recharge from Granite

Super Speed: Travel Power, if you want it go for it

[u] Teleport [u]

Recall Friend/teleport foe: either of these can be used really, doesnt matter imo.

Teleport: nice to have for vertical movement while rooted or in granite, no real need to slot unless you use it as your allround travel power in wich case i'd slot 3range 2-3endreduce


well thats my 2inf worth, hope its to some use, feel free to ask if you got any questions


@EU Brimmy - Union and Exalted servers

 

Posted

post has kinda grinded to a halt my fault really haven't had much to time to devote to it between work and actually play CoX but had a brainstorm the other day about recording demos of tanker tactics and sets to 'show' our would-be protectors what life is like when you hit the high levels, would also include if i have the time demos of herding tactics, tanking strategies for AV's dependent on your set or just in general would be quite a project...

so would anyone know of a good program for video editing free or otherwise i'll make my decision then


Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.

Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.

Co-Leader of The Echelon
Visit us at http://www.theechelon.eu

 

Posted

[ QUOTE ]
post has kinda grinded to a halt my fault really haven't had much to time to devote to it between work and actually play CoX but had a brainstorm the other day about recording demos of tanker tactics and sets to 'show' our would-be protectors what life is like when you hit the high levels, would also include if i have the time demos of herding tactics, tanking strategies for AV's dependent on your set or just in general would be quite a project...

so would anyone know of a good program for video editing free or otherwise i'll make my decision then

[/ QUOTE ]

you could just use the in-game Demo Recording, cant remember the commands for it atm but i'm sure someone else knows them..

Or you can use Fraps, its a free program for video capture, available from www.fraps.com.


Note on Fraps: To do "videos" from the game your gonna need a very good comp spec-wise or it'll lag you to death even when running on the lowest setting.
Not sure about the in-game Demo Record though, never used it myself


@EU Brimmy - Union and Exalted servers

 

Posted

[ QUOTE ]
post has kinda grinded to a halt my fault

[/ QUOTE ]

Here's something that might generate more discussion then, something central to the tanker's role: taunt.

How much duration do you slot in Taunt, how much do you slot in your aura, and why?

Reason I'm asking: I'm currently running a 25 ice/ice on red DOs. I'm about to freespec into SOs and I thought I'd take the opportunity to revisit my taunt duration slotting. I currently have 2 each in Taunt and Chilling Embrace, and thinking about salvaging one from each power to use elsewhere. I enjoy tanking oranges/reds and am focusing the build on control and survivability rather than damage.

I understand taunt duration scales with your own lvl and also is reduced increasing con lvls.

I'd appreciate opinions on how much taunt duration is enough or how much is too little, in particular with respect to ice.

Cheers


 

Posted

Your an Ice/Ice then 1 taunt (if that?) in the aura should be fine especially if you have icicles. Taunt in those levels it maybe useful to be able to quickly spam it and not have to spread a debuffed mob but you do have icepatch so in those levels you may even get away with 1 taunt or 1 rechg, especially as some people will be prone to think that the icepatch is the good reason to see you herd (when there are multiple reasons). Dont put the icepatch before gaining and keeping aggro. I see alot of /ice do that, its like *i have icepatched so i can chat now* when ambushers/unseen stray have come along and are beating up someone. The slotting comes down to experience, how you have played, who you have played with and what powers everyone had. I aim for 2,2 always by 40, overkill to some alot of the time but for that time it may not be, i dont want it to be.


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're going full tanking, the most I'd slot in taunt would be taunt duration, but IMO recharge is very important to, a recharge in taunt always helps.


 

Posted

[ QUOTE ]
[ QUOTE ]
post has kinda grinded to a halt my fault really haven't had much to time to devote to it between work and actually play CoX but had a brainstorm the other day about recording demos of tanker tactics and sets to 'show' our would-be protectors what life is like when you hit the high levels, would also include if i have the time demos of herding tactics, tanking strategies for AV's dependent on your set or just in general would be quite a project...

so would anyone know of a good program for video editing free or otherwise i'll make my decision then

[/ QUOTE ]

you could just use the in-game Demo Recording, cant remember the commands for it atm but i'm sure someone else knows them..

Or you can use Fraps, its a free program for video capture, available from www.fraps.com.


Note on Fraps: To do "videos" from the game your gonna need a very good comp spec-wise or it'll lag you to death even when running on the lowest setting.
Not sure about the in-game Demo Record though, never used it myself

[/ QUOTE ]

Have a pretty hardcore machine so no worries about lag

as for taunt slotting Phobos has 3 taunt duration 2 recharge and it holds aggro pretty solid


Heroes: Phobos-, Protector-Bot, Shadow of Ra, Bionic Eye, Entropic Chaos, Strike-Freedom.

Villains: Necron Phobos, Khorne-Berzerker, Full Metal Panic, Smasher Devourer, Degrees Kelvin.

Co-Leader of The Echelon
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