Looking for help on my Tanker
I would drop the knockback, replace it for a end-red.
The next few slots i would suggest going for the shields, to get more resist on those and become bity tougher (as mobs will get tougher). Together you can get ready for the fithness pool (stamina is very nice to have), wich needs 3 powers at lvl20. Add a possible travel power (CJ, SJ) and the lvl18 inviciblity.
Quickly said,
12 perhaps passive resist physical, energy or elements
14 taunt (teamwise) or extra attack, or the other passive
16 health
18 Invinciblity
20 stamina
from there, tough hide, few attacks, perhaps hasten, Unstoppable.
Remember that you can start slotting DO's at lvl12
At lvl22 you should have 3 slots in each shield for resist, extra slots for the end-reductions. Invinciblity goes for defence, tohit and end-reduction.
The passive's are worth slotting with 3 resist, Temp.inv goes 3 resist and 1 end-reduction, if you got end problems go for 2. same goes for Unyielding.
Hope it helps
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
Most endurance losses will happen when attacking and be down to attacks mainly. However just a end slot on Temp invuln is alright as TOs dont make much difference anyway being as they are schedule B. Slotting 3 slots for res is ideally done by 11.
Schedule A slots at TO stage most likely will do more for you these include heals and recharges. Dull pain gives you extra hitpoints to take more damage with and the resistance you have is spread amongst the hitpoints. At such a low level i find slotting dull pain up first the best way to go and go 3 rechg and 3 heals in it. I also pick up Haste to have it recharging faster.
Passives are great cos they cost no end but its the Resist Physical Damage one that will be most valueable as Smash and Lethal is the most common dsamage type. These have so little Resistance in them that they can go without extra slots until you reach the SO stage as DOs wont even do much.
Unyielding is a must pick power or you wont have Temp Invuln on for long as its like the belt to your trousers and even with this power stacking slots isnt going to do much.
At TO stage alot of people fall into the slotting of one of everything in each power as you go and at that stage it isnt a bad move but having the slot space for when you go from TO to DO and then from DO to SO is preferable.
Lets look at your build so far
01) --> Temp Invulnerability==> EndRdx(1) EndRdx(3) DmgRes(3)
you save .04 end per sec with the end slots but its 3 slots for DO stage
01) --> Stone Fist==> Dmg(1) Dmg(5) Dmg(11) Acc(11)
You would save roughly 5 times the end per sec your saving on temp invulnerability with an end slot here but always go 3 dam first.
02) --> Stone Mallet==> Dmg(2) Dmg(5) Rechg(7) Acc(7) KB_Dist(9)
This uses up 1 endurance point per second when used in a fight (recharge time plus action time divided by the end cost) so its way worse than stone fist and therefore worse than temp invuln on end. I would change the Kb dist to an end slot.
04) --> Dull Pain==> Heal(4)
This is a shame its not atleast 3 rechg cos it doesnt just mean more heals to you over time but for 120 seconds you have 40% more hp for alphas. Then i get haste to recharge it even faster. Rechgs are schedule A and at TO stage schedule A works best as they offer the more noticeable improvements.
06) --> Combat Jumping==> Jump(6)
I always go haste cos i dont need more immob protection or to jump high when i could do with a faster recharging dull pain to give me more hitpoints over time.
08) --> Unyielding==> DmgRes(8) DmgRes(9)
No real need to stack the slots in this till just before SO stage as Unthing has said before, the DOs improve your build through this power by roughly 1% more resistance each. Not much!
10) --> Hurdle==> Jump(10)
This is ok for jump but you lack control. Combat jump gives control but haste gives you faster attack chains, better heal over time, more hp over time, faster recharge unstoppable later and even if you took fight pool haste works out better than combat jump in terms of survivability especially considering the types of buffs or debuffs that will be about you coming from team.
With no respecs my next slots would all be powered into dull pain 3 rechg and then heals. I would fit an end slot where you have a knockback. If you can afford 3 resist DOs to go into Temp Invuln then do so for your first set of DOs. Remember you have to take the hits before you attack.
From your build (cos you may not be able to respec) id go to this build till 22 where its SO time, having the slots for SO is preferable and most new players are still broke:
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3)
01) --> Stone Fist==> Dmg(1) Dmg(5) EndRdx(11) Acc(11)
02) --> Stone Mallet==> Dmg(2) Dmg(5) Dmg(7) Acc(7) EndRdx(9)
04) --> Dull Pain==> Rechg(4) Rechg(13) Rechg(13) Heal(15) Heal(15) Heal(17)
06) --> Combat Jumping==> Jump(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(17)
10) --> Hurdle==> Jump(10)
12) --> Taunt==> Rechg(12)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Fault==> Acc(22) or Resist Physical Dam
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.
You could 6 slot temp invuln with resistant DOs and then respec into 3 slots for resistance but meh it dont take long and it aint so bad to get to 22 and have the right amount of slots for them.
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.
You've made some good first choices. I wouldn't bother with any of the passives until you are well into using SOs and have all your key powers, then see what you think.
I would get Heavy Mallet asap, at 12 if possible. Stone Melee if a very heavy hitter early on and having both Mallets will let you steam through missions solo, and make you a big damage dealer on a team. Not taking it just makes you level slower, and if you do get on a team with Speed Boost or AM available, you aren't going to do much with that extra endurance and recharge.
Yes, endurance is a problem - get used to filling your tray with Blues and Resting. Stamina is a must, once you have it slotted things become much easier. Pre-Stamina and SOs you have to rely on insps and End buffers like Radiation users and Kinetics.
Do not bother slotting toggles with EndRed until your attacks have EndRed in them. I would slot ACC then EndRed then DMG in attacks in that order.
I think you've over slotted Stone Fist and under slotted Dull Pain, but, no biggie. Knockback is only worth slotting for laughs. When you get there, Fault becomes a key power in Stone Melee for tanks; once it's slotted (worth 6 slots) it's extremely powerful and it also complements Invincibility - Fault will keep most dudes stunned, and even if they do take a shot at you they will likely miss because of your high Def.
Don't worry about not being very tanky at low levels, pre-SOs you're a slow and dumpy scrapper who isn't even very tough and gets tired all the time. All that changes in the 20s.
[ QUOTE ]
Don't worry about not being very tanky at low levels, pre-SOs you're a slow and dumpy scrapper who isn't even very tough and gets tired all the time.
[/ QUOTE ]
ahhh the joy of tanking
Filth's right though, you won't notice a rget difference till SOs, no matter what you slot. Personally i tend to go OTT on end redux at low lvls, in an attempt to keep me going as long as possible, but i'll put them all on attacks. The only toggles i use end red on are usually auras, cause they use a lot more end than the other toggles.
my first toon was a inv/stn tank and i didnt have a clue!! these are few things i picked up by playing and making a lot of mistakes.
i would recommend getting all the primaries in this set as soon as possible and getting them fully slotted for dam res, you can later swap out resist elements and resist energies if you want.
invincabilty is your taunt aura...when you first get it only run when needed (i had spawns chasing me around and didnt know why!!) later when you have def fully slotted and tough hide it becomes your herding tool (you only need taunt for stragglers and runners) and i slot it with 3 taunt 3 defbuff
definatly 6 slot dull pain as soon as you can, make the first 3 slots recred.
Stone melle wise get the first 3 attacks buildup and taunt should get you to your 30s ok, this will make soloing slow, but i just SKd a blaster to speed things up.
i would also definaly get seismic smash and 1 of fault or tremor (ive had both and im currently running with fault it causes no damage but disorintates, where tremor causes aoe damage but has slow animation)
health pool get swift, health and stamina
travel power i run with super jump but if you go super speed you also get hasten which speeds up all you attacks this is just down to personal preferance really. gotta go back to work if you are on union give me a shout and i will give you some more pointers @dipstar
Excellent advice all
All much appreciated, Big thank you
Hello ladies and gents.
I'm struggling with my Tanker at the mo...
I'm looking to go solo and team with him so can you suggest where i go next few levels...
Kyrus so far...
Level 11 Inv/Stone Tanker
Temp Inv: End Red 10+ (x2), Res Dam 10+
Dull Pain: Heal 8+
Unyeilding: Res Dam 12+, 12
Stone Fist: Dam 9, 10+, 11+, Acc 10++
Stone Mallet: Dam 10+, 10, Acc 10+, Recharge Red 10++, Knockback 10
Brawl: Dam 10+
Combat Jumping: Jump 5+
Hurdle: Jump 10
I've run the numbers through the hero planner but it means little to me so i'm hoping some seasoned Tankers can help