Tanker Changes


Captain_Solaris

 

Posted

I have just started to play again after about 2 years absence. i wanna know what sort of changes have happened since i left and what sort of play changes i need. if i remember right it was just before issue 5 (the one with the new zone with tree baddies). if its any help my tank is mid 30s fire/fire.
Thanks


 

Posted

You still need Acrobatics...if you're thinking about PvP'ing with him/her, I'd think twice about it. They're nerfing Acrobatics soon.

Because you were around issue 5, then you'll be aware of the Taunt caps and Enhancement Diversification (ED).

IOs have revoloutionised enhancements as you know it.


Erm...can't think of anything else specific about Fire/Fire that's had any big changes since i5. Sure someone else will though.


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"

 

Posted

[ QUOTE ]

Because you were around issue 5, then you'll be aware of the Taunt caps and Enhancement Diversification (ED).

[/ QUOTE ]ED was I6, actually, and AoE caps were....damn, not sure, somewhere between I6 and I7?


 

Posted

Ooof! Well there we go then. There's a lot for you to read up on.

Think it might be best to look up on Paragon Wiki for those details. Unless someone is able to write up a short on ED, Taunt Caps, IOs and acrobatics!


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"

 

Posted

Sounds like alot i better get reading up then. Maybe i should just start over and learn to play again. You said taunt and AoE caps,does that mean i cant grab a group and burn them all now?


 

Posted

Aye pretty much.

I don't know the exact numbers, but gone are the times of Dreck farming that's for sure. Oh yer...that mission is now timed.


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"

 

Posted

[ QUOTE ]
[ QUOTE ]

Because you were around issue 5, then you'll be aware of the Taunt caps and Enhancement Diversification (ED).

[/ QUOTE ]ED was I6, actually, and AoE caps were....damn, not sure, somewhere between I6 and I7?

[/ QUOTE ]

Think AoE caps were around issue 5 time, before ED. But not 100% sure on that one

Oh and numbers. You can only maintain the agro of 17, your AoEs will hit 10 or 12 of them at a time only. Burn also has a fear component (as in mobs back out of it) so you really need a lock down power if you want to herd and burn now


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They were appropriately appalled
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Posted

Fire/Fire is still a fine choice, but don't be expecting to have anything like the crazy survivability of Pre-ED Tankers. You'll still be fairly hardy, but you won't be able to take on entire maps by yourself any more even if you COULD hold aggro on more than 17 at a time.

Fire is now more about surviving through spamming Healing Flames than through weathering attacks via resistances. Even with Tough and all your armours slotted you'll only be hitting around 70%ish Smashing/Lethal resists now, but Healing flames recovers half your HP and is up every 20 seconds (and more often than that with Hasten and/or Recharge bonuses from Inventions).

Your aggro control will still be fine, but Burn isn't that useful nowadays on a Tanker unless you're always teamed with controllers. Fire Sword Circle, your damage aura and Combustion are where it's at, plus any Epic pool AoE attacks.

One other thing you'll probably notice that's different is that your attacks don't cost nearly as much endurance as they used to, since a lot of stuff was reduced in cost in i6 when ED was introduced. ED basically boils down to "don't slot more than 3 SOs worth of any one attribute in a power" So no more Acc/Dam/Dam/Dam/Dam/Dam slotted attacks, now it's usually Acc/Dam/Dam/Dam/Rech/End or something similar (though you'll really want to read up on Set Invention Origin enhancements, which if you mix them right can let you nearly max out all the attributes of a power at once).

Finally, You don't need Acrobatics any more, just slot a Knockback Protection IO into one of your armors or Combat Jumping (you'll still want Combat Jumping for the Immobilise protection when Burn isn't up). The Acrobatics Nerf will only really apply to PvP, and even then only against a few REALLY powerful knockback powers. In PVE, a toon with Hold protection (eg Tankers) will hardly ever notice the difference if they have one or two Knockback Protection IOs slotted instead.


 

Posted

Burn: base rechg 25 sec Immob duration 100 secs. If you use it as soon as you get into a mission and use it often then your alright. I think its best used between a FSC (10ft rad) and then Combustion (a larger 15ft rad) in every fight. The wider radius catches runners better making them come back. Used between those 2 powers you should have them running out after a 3rd of the ticks and then running back in for the remaining 3rd if they don't resist fear. If they resist fear there is no running but either way its still great damage per end and when hitting 5 targets its still one of the best dps powers on offer.


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Posted

[ QUOTE ]
Used between those 2 powers you should have them running out after a 3rd of the ticks and then running back in for the remaining 3rd if they don't resist fear

[/ QUOTE ]All robots stand their ground (except mech men), so you can happily burn them to your heart's content! And I do!


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