Survivability


Captain_Tastic

 

Posted

So i was really looking forward to my first ITF after my ICE/SS tank hit 50 and I had spent 700Million on a few essentials.

1st mob, Hoarfrost, Energy Adsorption, Taunt.... "What happened next"?

You got it, 0-Faceplant in about 8-9 seconds.

Feeling very very put out.

SO,
I was wanting to remake another tank, and I want the "IAMTEHUBER NUFINHURTSME" feeling.

And I was considering Stone / Dark / Stone

My reasoning behind this was,

1) Forever in Granite+Rooted+Mudpots,
2) PbAoe Endurance + +HP Attack!
3) Aoes for after Soul Drain

Can anyone give me some advice on how to create a tank that truly feels like it would take a small country to bring it to it's knees?

P.s - If there is a better set than Stone/Dark for survivability please also include.

Cheers,
Donna


Consciousness: that annoying time between naps.

 

Posted

All tanker primaries have holes and penalties.
Defence based armors usually have good survivability until you get a cascading defence failure.


 

Posted

Perma granite, my style

My primairy goal was to get rid of as much of the penalties as possible. Thus 3slot swift to get granite 'walkable', teleport when rooted gets added.

Enough LotG's and set (doctored wounds?) recharge bonus to hit about 50-60% to counter the -recharge. Followed up by some extra defence/resist on the non-SL side, combined with increase HP regen and focus on cap HP (with EE).

In perma granite you have way more powerslots available to get 'filler' powers for IO's or solobility.

By now, very little can take me down. Psi, still being nasty, but pop a few purple and greens and you can overcome that, and i tanked about everything in the game by now.

I am SS however, there was no dark back then Even though, out of granite having perma hasten/EE/rage, is nice to have.


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Posted

Ye def going for Perma Granite, Dark would make it just that little bit more silly difficult to kill... Soul drain is a nice +Dmg+Tohitt, however akk my tanks have been SS so i dare say that I'd miss Rage.

However i was quite worried about, Rage Crash, End Crash drop outta Grantie and become flying mince infront of a 7 man team of blaster and defenders that could have taken more damage xD

So /Dark is becoming very appealing.

Pretty much will become an exercise in penalty reduction i guess.


Consciousness: that annoying time between naps.

 

Posted

Always keepa blue spare

Against drainers, be sure to keep rooted on, as that gives drain resistance and works very well.

(my initial build was footstomp -> aid self, remarkable usefull).


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Posted

Your icetank with a different player could be found tanking the "cant be tanked" with some slightly different slotting.

I imagine you to be one of those people with a lot of characters and too little time to fine tweak stuff in pve as much as you would pvp. If you could take on the pvp mindset and put it into pve I reckon the icetank would be good enough. The games made up of stuff that some tanks find easier than others but its not a case of there being content that can't be done its a case of some tanks will have more to think about and learn from than others.

The lucky streaks happen so you can decide on taking half an alpha, pulling, controlling, allowing some control from someone else initially, allowing some tankmaging by a really good defender. If you can aim to learn from experiences or look at enemies to overcome in PvE like you would in pvp with a non fotm, you prolly not need to change.

But any excuse for a new tanky is good.

Build anything and then we can see what you prioritize.


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

You have been unlucky, Donna. Simple as that. Ice is a very survivable primary for a tank but, as with all defence sets, you are always at the mercy of a random unlucky streak of hits and, on ITF where a large percentage of attacks that hit you will debuff you defence, an unlucky streak is going to really hurt.

But I certainly wouldn't give up with ice because of a bad experience early doors. It's a superb set. My advice would be to keep a window open to monitor your defence levels, and when you see a cascade defence failure starting hit a purple or two to top it up back to a survivable level. I have just finished a /energy aura Brute and that tactic worked very well for me. It wasn't always needed, just against foes with defence debuffs, but it saved me plenty of face plantage.

I'd stick with it. Granite's are highly survivable but boy was it a mind-numbing experiene to reduce yourself to basically a rock almost incapable of movement and giving yourself a -recharge penalty. I found ice a far more enjoyable and action packed tank than my granite, and generally highly survivable too.


 

Posted

[ QUOTE ]
I had spent 700Million on a few essentials.


[/ QUOTE ]

!!!

My Ice tank does better with just SOs (in my build on test).


Always monitoring you defense value is very good advice. It's also a good idea to know the capabilities of the mobs you are fighting, so you can anticipate problems and use insps before hand. Guys with broadswords have -def. Not hard to know that, and to know that -def can't hurt you until it hits you, so make sure you use purples to keep yourself at the def cap.


I really should do something about this signature.

 

Posted

[ QUOTE ]
I'd stick with it. Granite's are highly survivable but boy was it a mind-numbing experiene to reduce yourself to basically a rock almost incapable of movement and giving yourself a -recharge penalty. I found ice a far more enjoyable and action packed tank than my granite, and generally highly survivable too.

[/ QUOTE ]
Dispite that (it may very on play style), ice just cant reach the "IAMTEHUBER NUFINHURTSME" feeling.

I just cant understand why people keep saying 'unmovable', while that is only the case while rooted. Specialy with a kin you move just as fast as any other, nulifying that whole issue. In granite alone you have about normal running speed wich is often good enough.

There is no set, no power, no outfit more suitable to reach the "IAMTEHUBER NUFINHURTSME" feeling then the big pile of rocks. Its huge, its scary.. its close to immortal. And those 3 penalties will never take away that feeling.


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Posted

DM benefits highly of recharge, something stone penalises.

I would say a softcap typed invul/dm could be stupid survivable


 

Posted

Granite has no ability to jump, I wouldn't play granite as a tank as most of my combat movement I do through CJ on my melee characters. I have one exception in my DM/SR scrapper which is concept based rather than powerset anyway. The rest of Granite's downsides I could cope with, but this is the MMO where you can use leaping well in combat, to decide to throw that away...............


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

bunnyhop herding rocks


 

Posted

I'll be using TP as my main and only power. Happy with this as I am looking for an immovable force theme type Tank.

Got a good build, but seems to be nothing I can do about Psi Damage :/

Again, Main Question from thread was,

Is there a tougher to kill build? Would i be better with WP or Invul?


Consciousness: that annoying time between naps.

 

Posted

Pretty much every build has a hole, if you take the -recharge, -slow and -jump/fly for granted you overcome the big hole on perma granite.

I think a full IO inv set would do also pretty good, SL cap, trashload of defence (if mobs in melee) and quite a decent resist on non-SL. But i believe they also have no psi resist/defence.

Both have the HP boost, very good in cases you do get low on health, wich WP kinda lacks. Even fire can be quite decent, but -recharge will affect healing flame imho too much.


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Posted

Isn't Invul as bad or worse against Psi?

WP has fewer holes but is a bit worse at taking alphas and holding aggro. And anything that does -regen will make you weep (based on personal experiences on my scrapper with a Test custom Cold critter with Benumb).

Overall Granite tanks are the toughest to kill afaik. That doesn't mean they are god mode against everything in the game though, but they are the toughest things to kill.


 

Posted

[ QUOTE ]
Got a good build, but seems to be nothing I can do about Psi Damage :/



[/ QUOTE ]

Thats what minerals is for.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

Minerals cannot be used in Granite.


Consciousness: that annoying time between naps.

 

Posted

No but you can use it when tanking psi enemies.


 

Posted

Would Invul with Impervium Armour IO's 6 slotted in 5 res powers not give a good overall res to all inc psi?

Dunno if i'd have the slots for that tho :/


Consciousness: that annoying time between naps.

 

Posted

[ QUOTE ]
Would Invul with Impervium Armour IO's 6 slotted in 5 res powers not give a good overall res to all inc psi?

Dunno if i'd have the slots for that tho :/

[/ QUOTE ]
I only have 2 res powers, depending on your powerchoice you can increase this by 2.

I have granite/stoneskin as res, optional are Tough and that embrace armor (fire resist one).

But what are the odds you face a huge ammount of psi damage without any (healing) backup? Cheaper just to pop a purple then.


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Posted

If you want to tank Psi in Stone Armour then you drop out of Granite and hit minerals. You don't have to stay in Granite the whole time. I think that Minerals gives just under 40% def to Psi when slotted with 3 defs, get a Steadfast + def in there too and you have 43% def to psi. If you are facing other damage types on the same mission as Psi then hit another couple of toggles too.


 

Posted

Was looking into other avenues for the Ultimate godmode tank, how does this look?

compared to granite tank?

Not super high res, but I have 2x heals, 1 every 12s and 1 every 4s.

And 2 x +Endurance, 2 every 55s and

2 x Damage and to hit boosts.

Pretty proud of the build so what you think ?

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Consciousness: that annoying time between naps.

 

Posted

[ QUOTE ]
[ QUOTE ]
I had spent 700Million on a few essentials.


[/ QUOTE ]

!!!

My Ice tank does better with just SOs (in my build on test).


Always monitoring you defense value is very good advice. It's also a good idea to know the capabilities of the mobs you are fighting, so you can anticipate problems and use insps before hand. Guys with broadswords have -def. Not hard to know that, and to know that -def can't hurt you until it hits you, so make sure you use purples to keep yourself at the def cap.

[/ QUOTE ]

Over a course of a TF full of def debuffs that can drop base def passed -45% with all the ambushes etc I do wonder how many insps could end up being needed. I think more than just watching your base def is a good idea. Bunny hops help as its in, leave taunt duration and out stuff, allow time for def debuffs to go before launching in for an alpha, make there be no alpha, controls work even single targets especially as the higher ranks tend to do the most -def. Its getting so common for people to drop a tank they cant passively tank with.


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 ]
Was looking into other avenues for the Ultimate godmode tank, how does this look?

compared to granite tank?

Not super high res, but I have 2x heals, 1 every 12s and 1 every 4s.

And 2 x +Endurance, 2 every 55s and

2 x Damage and to hit boosts.

Pretty proud of the build so what you think ?

[/ QUOTE ]
Fire still is a very nice set to have, i havent checked up with the recent temp.protection changes, but afaik fire dont have -drain protection.

I would add BA though, else you have nothing to rely on except taunt and your attacks for agro. In that line, inv/dark would be a nice one too (wich lacks the healing, but has alot more defence and a very nice oooooh [censored] button).


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

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

 

Posted

[ QUOTE ]


Its getting so common for people to drop a tank they cant passively tank with.

[/ QUOTE ]

Too true. I have found that tanking is the AT which is most highly dependant on experience and knowlwedge of the game. That's why I consider Stone tanks to be "tanking for dummies". Now I realise that there are plenty Stone tanks out there who's knowledge and experience are as good as anyone elses on the game and they can tank at a far higher level as a result, but stripping tanking down to it's most basic mandate of "take alpha ---&gt; taunt ---&gt; survive" and Granite gets the job done without the need for the experience and added expertise.

I have 5 level 50 tanks and I consider my Granite my least favourite by far. It is survivable to the extreme (I don't think there is any debate to be had about whether or not it is the most basic survivable tank primary in the game), but how often is the extreme really encountered in the game? I have found that with accumulated experience and knowledge there is very little indeed that I can achieve with my stoney that I can't with my other tanks (invul, WP, Ice, Sields) with similar ease. For me, good tanking will always be 95% technique and experience and then the actual build becomes a little trivial.