[Newbie] Tanker viable for PvP?


Ammon

 

Posted

Hey hey,

New to CoX, big PvP fan (though I understand this isn't a hardcore PvP game). Anyways, a quick question: is a Tanker viable at all in PvP? I like being the tough guy and winning through endurance. Is this in any way possible in CoX PvP?

Thanks


 

Posted

[ QUOTE ]
Hey hey,

New to CoX, big PvP fan (though I understand this isn't a hardcore PvP game). Anyways, a quick question: is a Tanker viable at all in PvP? I like being the tough guy and winning through endurance. Is this in any way possible in CoX PvP?

Thanks

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Well some powersets are... problem that you will only do enough damage with certain secondaries, mainly energy melee and superstrength... As most everybody doing pvp has a selfheal etc so you need to overcome that...

Tankers can be useful in team pvp as tauntbots though, but personally thats not my cup of tea.

also, welcome to the forums.


 

Posted

Yes tankers are certainly viable in pvp, especially in teams, where your job is to taunt as many of the opposition as possible and sit back and take whatever is thrown your way. As a consequence, you dont get attacked much

Also, CoX is an exceptional game for hardcore pvp fans, with more variety and combinations than pretty much any game out there.

I like to think its the thinking mans pvp, as it gives us old gits a chance against the young whippersnappers.


 

Posted

Viable? yes, but it plays very differently from the PvE game. As hammerfall says you can play it as a taunt-bot and just annoy people, if you actually want to fight you need to pick your powersets carefully.

From the primary anything but Stone will do ok, from secondary I wouldn't recommend ice,fire,mace or energy. You'll find Energy listed as the top PvP attack powerset, unfortunately if you play a tank you will probably quit the game before you get high enough to use those great attacks - the first one available at level 35...it's the last thing I would recommend for a newbie player.

The big problem with tanks in PvP is almost all their attacks are melee, and even if they do get to attack they don't get the damage advantages scrappers do ie. criticals. This also means tanks can generally be destroyed by any ranged attacker given time.


 

Posted

I would agree with everything Filth just said except that Energy Melee is always a good choice (for the stuns), and Super Strenth is another good choice as you get the best build up of all, and a ranged -fly.

As filth said, do NOT take a stone tank.


 

Posted

Okay, thanks for the answers so far

Three follow-up questions:

- What's so terrible about Stone?
- How about Willpower? Too soon to call?
- I like being 'slow', but I guess there's no place for that in PvP?


 

Posted

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- What's so terrible about Stone?
- How about Willpower? Too soon to call?
- I like being 'slow', but I guess there's no place for that in PvP?

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Granite armour massively debuffs your movement, and attack capability. No matter how tough you are, the only way to win in PvP is to defeat the opponent before he defeats you. It is no good hoping for a stalemate as that's never a victory. And many toons, given freedom to pump damage into you without fear of you even getting close, will just annihilate you.

- Yes, still early on Willpower. It desperately lacks a self-heal, so Medicine pool would probably be essential. It will suffer slightly from being the classic 'Jack of all trades, master of none', and most critically of all, I don't see it having any of the debuff resisrances of other armours. Ice and SR both resist def debuffs heavily. Ice and Elec armours resist slows. The shields on WP don't seem to provide any debuff resistance. However, neither does Regen, and that's okay for PvP. Have to wait and see. The Fear resistance is a nice benefit though which most other armours lack.

-Slow targets in PVP are easy targets. Slow enemies can't catch you to hit you, allowing you to just attack and attack until it crumbles, without ever being at risk. Other than the risk of needing to pop a blue insp to hit you some more that is.



Note, this is about Stone Armour. Stone melee isn't so bad apart from the slow recharges, and a Stone/Elec Brute, with the nice recharge bonus from Lightning Reflexes, could be quite fun in PvP, though it is always going to lack the damage-per-second of fire, energy, or super-strength primaries. Seismic Smash compares to Total Focus though (Mag 4 hold on decent damage), so it wouldn't be gimped.


http://www.savecoh.com/

 

Posted

you can actually eliminate the entire -speed of granite AND rooted and the -recharge of granite with a correct IO build

Willpower is very good on tanks even in pvp without a self heal, regeneration is based as a % of hitpoints so the more you have the more regeneration you run. Throw in the accolade powers and a wp tank is running massive regeneration. A wp tank with accolades running 572% regeneration is regenerating the same as a regen scrapper (at base hitpoints) running 1052% regeneration (and instant healing is 993% 3 slotted) which is quite simple pretty awesome and thats before you start throwing in +regeneration bonuses and taking into account the very large +regen bonuses you can get from IOs. So you can actually set up a WP tank so you are essentially running perma IH which is very very nice. AND you get +perception AND a comprehensive mez protect AND resistences to SL equal to an INV brute AND a mild t9 crash AND massive res to PSI AND some semi decent defences as a bonus. Throw in aid self and you are laughing.

Never forget 10% regen found in many IO sets goes a lot futher on a tank than it does on any other AT.

*edit* im halfway through a +regen build on a WP tank and without Rise to the challange running im already supassing perma IH on a scrapper 491% regen and 3150 HPs means 65 Hps are regenerated every second. A regen scrapper running IH, fast healing, health and integration all 3 slotted with heal IOs (regeneration 1566%) regens 87.3 HPs every second. With the WP tank running RTTC regen reaches 749% regen and 98.3 HP every second. Now of course if the regen scrapper was hp capped with accolades and dull pain he reaches HPs of just over 2400 and regens 156 HPs every second but then they dont have any resistences.

Its really quite interesting but as a WP tank can run better than instant healing (3 slotted with health IOs)on a base HP scrapper passively (1093% regen, 1339 HPs, 61 HPs regen ever second), permanantly (IH cant be perma on scrappers) without rise to the challenge I really dont see them as going to have much issues in pvp

*edit edit* oops i left out the regenerative tissues +25% regen unique IO too so it gets even better

Basically you have the resistences of a INV brute, the defences of epic class armour (in way more categories) +perception, repel res, confuse res, fear res, twice the hit points of a brute and run instant healing passively, no built in heal certainly looks like a good trade off from where I am sitting


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Posted

What you're forgetting is that regens have the base regen of Fast Healing and Integration, which puts them at 500% (?) regen. My "cheap" IO build for my kat/regen is running ay slightly above 700% without uniques.
But yeah, WP is good.
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I don't see it having any of the debuff resisrances of other armours. Ice and SR both resist def debuffs heavily. Ice and Elec armours resist slows. The shields on WP don't seem to provide any debuff resistance.

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All resistance shields come with resistance debuff automatically. I think it was Arcanaville that said this:
Resistance debuff resistance resists resistable resistance debuffs but unresistable resistance debuffs debuff resistance debuff resistance making them resistance debuff resistance debuffs that debuff resistance.
Also, WP has regen debuff resistance too.


 

Posted

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What you're forgetting is that regens have the base regen of Fast Healing and Integration, which puts them at 500% (?) regen. My "cheap" IO build for my kat/regen is running ay slightly above 700% without uniques.
But yeah, WP is good.

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um no, i ran the numbers and pretty much showed everything from slotted alone IH to fully slotted up IH, FH, Health and integration in optimal HP cap status for the scrapper and when it outpaces the WP tank, see here

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if the regen scrapper was hp capped with accolades and dull pain he reaches HPs of just over 2400 and regens 156 HPs

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And thats with everything slotted up and running, H, IH, FH, Integ and DP (and is also unsustainable in any build). I was in no way trying to bend the numbers to show what I wanted, I showed everything as is. Base regen on a scrapper with H, FH and integ is 365% (including the 100% base regen that every character has) which recovers 20.4 HPs per second, to put that into context, the base regen of wp tank at base everything (including HPs) health and FH gives a regen of 215% and heals for 20.1 HPs per second, so even at base WP tanks essentially get integration for free.

Your example of "base" regen of FH and Integ actually only recovers 325% (again including 100% base regen all characters get)to get 500% (494%) regen on a scrapper you need FULLY slotted fast healing and integration (and again tanks reach the same relative levels from just Health and Fast healing) which I will assume you actually ment (base is unslotted everything)

As I stated WP can run (slotted) base IH as a PASSIVE which it does and even exceeds when you factor in the toggle RTTC the numbers change again and then it EXCEEDS fully slotted H, FH, IH and integ (base). Then you can factor in the regen being at the scrapper HP cap and their full on regen of H, IH, FH and integ draws ahead of the WP tank BUT they have 750 less HPs AND no realistic resistences.

Lets put it into a further context, you have an invulnerable brute with double hitpoints running fully slotted but base instant healing, IH, H, FH and Integ (but without a clicky heal)

Also worth remembering is that the enhanceable portion of instant healing for scrappers is tiny, only 25% of IH is actually enhanceable

Make no mistake, WP is NOT a awesome pvp set for all ATs that can access it, it works ok for stalkers due to the mez, resistences and clicky heal that ONLY they get, due to stalkers tiny HPs (and lack of RTTC) its not even worth taking FH on a stalker and going for any regen, its pretty meh on a brute (pvp) due to lack of heal and smaller HPs (re significantly less regen) and pretty pants on a scrapper for having even less HPs than brutes. It is however godly on tanks and thats my point. Whatever regen bonuses a scrapper can squeeze out of IOs tanks (all, but especially WP) get twice the benefit or more out of them due to regeneration being a % of total hitpoints. (same with the +HP IO bonuses)

Now regen scrappers are very strong and durable but my top spec EM/Fire brute hasnt met one she cant put down but then she is in a nice spec and 2 shots ice tanks when they come out of hibernate (clues right there) but there was a WP tank in RV (freedom server) who was just not dying, when he started to get into the danger zone up came strength of will (oh and I havent even mentioned the 300second recharge of the t9) in the end I had to carefully line up my attacks to stack stun over their mez. Now this is one of regens true value in PvP, they have resiliance which on the face of it is a pants power but with all the EM in PvP you will never get stunned (unless a DA decided to spite you and rez after you killed them)

I think properly speccd WP tank with aid self would be literally unkillable in melee combat against any other melee toon (unless they stack stuns over their mez ) WPs weakness is their lack of clicky heal built in but /elec brutes do more than ok with aid self. An ultimate spec regen scrapper with perma DP is probably a little more versatile with uninteruptable heals and better damage index but WP gets my vote for what will be a future fotm once people realise what they can drag out of it (tanks and stalkers only)


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