New to the game....Tanker questions


AquaJAWS

 

Posted

I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.

I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...

I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.

On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)

For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.

So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.

I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover

Thanks for any replies!


 

Posted

Welcome to the boards and to City of Heroes.

Quote:
Originally Posted by Strykr View Post
I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.
I'm no Tank Master, but I can give some simple advice.

Quote:
I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...
Quote:
For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.
The Presence Pool is not terribly useful for Tankers. As a power option in your Secondary at level 8, there should have been a Taunt Power. This power is more effective than Provoke. In addition to the Tanker's inherent Gauntlet, which does a potential "Taunt" everytime you attack an opponent, Taunt should be all you need to hold the aggro from large numbers of enemies.

Despair not. We should be getting a free respec with Issue 16, and you could also use your alternate build as a "poor man's respec" until then.

Be aware, at low levels, your defenses are not mature enough to actually handle all the aggro you could generate. Once you get in your 20s, you will see a dramatic increae in your survivability.

Quote:
I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.
Passive powers that only enhance one attribute almost never benefit from having more than 3 slots devoted to them. When you respec or use your alternate build, you should take the extra slot or two from Passive Resist Damage Power, and put them in Temporary Invulnerability. Temporary Invulnerability enhances your Damage Resistance to a greater degree, and it takes more than one kind of enhancement.

Quote:
On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)
Three attacks at level 8-10 sounds about right.

Quote:
So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.
At this point, you can probably still "wing it." You aren't doing enough damage? Take another attack at the next opportunity. You seem to be taking more damage than you think you should? Add another defensive power. Dull Pain, then Unyielding would be good choices for you next on the defensive side of things.

You should be seriously reconsidering that Travel Power, though. A fast moving team hates to wait for people to arrive at the mission door. As a conscientious player, you can get by without one if you know your way around the city. I've been delaying my travel power picks lately, and I'm almost never the last one to arrive at a mission door.

Quote:
I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover

Thanks for any replies!
The game is pretty casual friendly. The "loot" isn't required to succeed, and nothing you "equip" or craft will change the look of your character unless you want it to.

Maybe I'll see you in game. I'll see if I have anyone level 10-12 on Victory.


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Posted

Quote:
Originally Posted by Strykr View Post
I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.

I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...

I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.

On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)

For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.

So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.

I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover

Thanks for any replies!
Welcome to the game.

I don't have much experience with tankers (after 5 years in this game, I only have one level 50 tanker, and no others)

However, I do recommend you go down to the Tanker forums, as there's a wealth of information there regarding tankers, and is frequented by players extremely knowledgeable of that archetype.


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Posted

Quote:
Originally Posted by Strykr View Post
I think he is a Mutation/Fire build?
Mutation is your origin, which has limited impact on play. Based on the powers you mention later, your powersets are Invulnerability / Fiery Melee, typically referred to as invuln/fire.


Quote:
I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...
Yeah, it kind of was. In your fire set, you will have a power named Taunt. This power makes Provoke/Challenge look like trash in comparison. Make no mistake, there are good powers in the Presence pool, but a tank gets a better power than either of the first two.

As for the travel power, if you have one or both of the temporary travel powers which you can get from the Atlas Park or Kings Row Safeguard mission, then you can delay getting a 'real' travel power for a long time.

I note that you later say you're level 12. If you don't have the Zero-G Pack (temporary jump power), you can still get it. Go to Steel Canyon or Skyway City. Talk to the detective assigned to you to get a police radio, if you don't already have it. Do a few scanner missions (3, I think) and you'll be asked to talk to the detective in person to get a Safeguard mission to protect the Kings Row bank. Complete that successfully and you'll get the temporary jump pack.


Quote:
I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.
Better the other way around. Temporary Invulnerability should be prioritized since it gives 30% resistance. The passives give 10% each and many people wait until later (late 20's at least) for Energies and Elements.

Unless you later decide to invest in IO sets (special enhancements - too complex to address here), you won't need more than 4 slots in Temporary Invulnerability and 2-3 in the passives (I would say just 2 early on - you'll need the slots elsewhere in the early levels).


Quote:
On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)
You know, I have a level 50 fire/fire brute and can never remember which fire power is which from the names.


Quote:
So my question is this...What should I focus on now?
In the invulnerability set, you have a few key powers that you should take as early as possible: Temporary Invulnerability, Dull Pain, Unyielding, Invincibility. If you want five 'key' powers, the next one would be Tough Hide, but those first four are VITAL to any invuln tank.


Quote:
I play on the first server too, Victory?
There is no 'first' server. The servers are listed as follows:
1 - the last server you were on
the rest - listed in order of 'server load', with the lightest usage at the top (This will more or less equate to 'lower population'. The lowest population servers may seem a bit quiet, while the highest population ones may seem too darn crowded - there's something for everyone.)


One final suggestion: scroll further down on the first page of the forums and find the Tanker section. Plenty of the experts read all the sections, but for questions specifically about tanks, that would be the place to post.


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Posted

Quote:
Originally Posted by Strykr View Post
I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.

I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...

I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.

On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)

For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.

So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.

I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover

Thanks for any replies!
Sounds like you have a Mutation Invulnerability/Fire Tanker. For tankers, since they are about survival, the Defensive Set (Invulnerability) is first. Their melee attacks (Fire) are second.

Your origin (Mutation) isn't really that important. It affects your starting contact, some of the first enemies you face, and possibly what kind of enemies will drop enhancements that you can use.

I'll second the advice given previously. Your Taunt power available in your secondary power set is more powerful than the pool power selections, such as Challenge, Provoke, etc.

Temporary Invulnerability, is more powerful than the passive Resist Damage. Nothing wrong with having both. You can see the Detailed Power Info by clicking near the top of the screen in your Enhancement Management Screen. That will show you the enhanced and unenhanced numbers, so you can see for yourself.

Also, you should pick up Unyielding soon. This power is your resistance to sleep, stun, hold, immobilize, etc, and not having it will become increasingly annoying, and dangerous.

Also, www.paragonwiki.com is a distillation of player knowledge and very useful. You can find detailed write-ups of the powers there.

Movement powers are fun (especially flying!), and convenient, but they do take up power choices. If you have a temporary power from the 5-10 or 10-15 Safeguard missions, you can hold off travel power selections even longer.

I'm on Victory as well, and know the Invulnerability Tree pretty good, and have some limited experience with fire melee, so I might be able to help you.

Post your questions here, if they are about the game generally. You may wish to peruse the Tanker Forums below for more detailed infomation, and many, many varying opinions.

You were smart to post here. We like helping people!


www.paragonwiki.com is a great source of information for this game.

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Posted

Quote:
Originally Posted by Strykr View Post
I just created a Tanker, I think he is a Mutation/Fire build? He is pretty fun to play, but I would like some suggestions on the build from anyone that has experience as a tanker or working with them.
In order to give you much useful advise I'd need to know what primary you took; your origin (mutation) is nearly meaningless other than the stores you'll shop at for enhancements. Your secondary, /Fire Melee, is the best AOE damage set available to tankers and is a good solid choice.

Quote:
I opted to not get a Running/Flying/Jumping power and got the taunt power section, hope that wasn't a mistake...

I have been working up my defensive side and now have 3-4 slots in the passive defense and 2-3 slots in my limited invulnerability spot. Also recently got the resist elements power and have 2 slots in that now.
Ah, from this I see you have an Invulnerability/Fire tanker. I would suggest you look at my beginner's guide, Invulnerability tankers, the first 20 levels. From your description you could do with a few changes. The passive resistances aren't very useful to you at this level and Resist Elements is the single most skippable power in the entire Invulnerability set. I'd also suggest getting a travel power; for a new player the easiest route is to get Air Superiority (a good melee attack and travel power prerequisite) and Fly. It isn't the fastest travel power but it's by far the easiest to use and it's fast enough... you're not in a race after all.

Quote:
On the fire side, I have Combustion, Fire Swords and 1 other (AOE type ability)

For the taunt, I took the 2nd choice, which I believe is Provoke as it seemed to be better than Challenge.
Oops, this isn't a good choice at all, the Taunt power in your secondary is vastly superior... it's autohit (does not need accuracy and can not miss in PvE) and has a 41 second duration as well as being zero endurance.

For an Inv/Fire tanker in the teens I would have Scorch (no choice here) and Combustion for attacks. Taking Air Superiority will give you another good attack and, at the same time, get your prerequisite out of the way so you can take Fly as your travel power. By the way, Combustion is the only AOE attack you'll have until 16 if you take Breath of Fire (which I do not recommend) and Fire Sword Circle at 28 (which you most certainly SHOULD take)

Quote:
So my question is this...What should I focus on now? What would make my tank more "Group Friendly" in the near future. I just did my first partnering today with a scrapper and it was a lot of fun. He helped me kill Frostfire, which I could not do on my own.

I am pretty casual in my play, playing a bit here and there, moreso very late at night PST. I play on the first server too, Victory? So if anyone would like to partner up, shoot me a message here and I will seek you out. I should be level 12 next time I log in. Name: Agent Flashover

Thanks for any replies!
I'd suggest you check out my mini-guide for the first 20 levels to start out; from your comments it sounds like you've a sub-optimal build. Later on you may want to check out my guide to soft capping an Invulnerability tanker... I wouldn't suggest you worry about that yet though, for now just concentrate on building a solid foundation.

You'll want to download Mid's Hero Designer in order to plan out your build; it's a bit complex but playing around with it should give you more of a grasp of powers and enhancements. Additionally most of the guides for various powersets use Mid's for sample builds.


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Posted

Wow, guys, thanks a ton. That is all extremely helpful and I'll have to look into the respec thing. Seems I made some mistakes that I'd like to take back. I just leveled up to 12 and took the Taunt ability and it works really good, saved a defender with it today. And I am certainly missing out on the travel powers so I'd like to look into that as well.

I'll check out the wiki and the tanker forum. All great suggestions and much appreciated.


 

Posted

It was mentioned above, if you don't want to wait for the Free Respec when the new issue comes out, you can use the Second/Duo/Alternate Build feature.

Talk to a Trainer NPC (like Ms Liberty or Blue Steel).
- You'll see a choice for "Select Your Active Build". Choose it.
- Next screen is "Select Build 1 or Build 2". Choose Build 2. You'll notice your powers tray emptying out.
- Then talk to the Trainer again to "Train up to next level". You'll be starting from level 1.
- Repeat training up until you get back to your current level. Choose wisely.

Note: you can swap back between Build 1 and Build 2 at any time (with a 15 minutes recharge between swaps).

Note: each Build is independent of the other, so each will require its own set of enhancements. The first time you use it, all your slots will be empty when you finish.

Since you mentioned that you're level 12, don't bother re-buying the Training Origin (TO) enhancements. You ought to moving on to the Dual Origin (DO) enhancements at this time anyway. Dual Origin enhancements are twice as effective as Training Origin enhancements. Later at level 22, you'll want to start using Single Origin (SO) enhancements, which are twice as effective as DOs. Around the 30s, you may want to start looking into the Invention Origin (IO) enhancements, either the "common" IOs or the named "Set" IOs.

If you need Influence. let us know and we can give you some tips on how to build up some.


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Posted

I also want to reiterate, for the Invul/* powerset,
- Temp Invulnerability
- Dull Pain
- Unyielding Stance
- Invincibility
are your heavy armors. Get them as soon as they become available. Slot them up.

The passives Resists are the light armors. You can pick them up later when you can.

In terms of the attacks, they're all ok, so it's up to you. The general rule of thumb I follow is to get 2-3 attacks so you can actually defeat foes on your own. Include an AOE attack as soon as it become available to help with keeping all the foes in the immediate area interested in you. In the early levels, slot each attack with an Endurance Reduction enhancement first, then Accuracy and Damage as you can allocate slots to the powers.

Taunt is up for debate, but it's not priority. I take when I can fit it in and feel that I can actually survive the extra aggro.

In regards to Travel powers, you'll need to take one of the prerequisite powers first. I'd like to point out that Air Superiority from the Flight power pool is great. Aside from the decent damage, it has guaranteed knockdown. You can keep a Boss completely out of the fight by bouncing him. And while he's getting up, you can dish out 1-2 attacks before he's ready. Air Superiority can ensure that he's never ready. 2 Accuracies is the minimum slotting for it and it will save your life. You can add more enhancement later if you feel like it. And, of course, Fly is really nice.


Teams are the number one killer of soloists.

 

Posted

How important is Resist Physical Damage? I am getting the idea that Limited Invulnerability is the primary that I should have with 2-3 slots in it.

I am going to re-spec using the Alt-Build, I'll have to sell some of the salvage I have accumulated to do so, but that is fine, I am still very young so I will not have lost too much in the process.


 

Posted

In game, in the chat, type:

[Resist Physical Damage] and [Temp Invulnerability] (with the square brackets)

This will create links that you can click to bring up the info on the powers. You can see for yourself what the numbers are.

Or you can go to http://coh.redtomax.com/data/powers/


Teams are the number one killer of soloists.

 

Posted

Quote:
Originally Posted by SerialBeggar View Post
It was mentioned above, if you don't want to wait for the Free Respec when the new issue comes out, you can use the Second/Duo/Alternate Build feature.
At that low a level, it could even be best to just reroll the character and try again (if you want to save your look, be sure to stop off at the tailor and save your costume so you can easily reload it when you remake the character.)

Should not take long at all to get back up to 12.


 

Posted

Make mistakes and asks questions. It's how the knowledgeable people learned in the first place.


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Posted

Quote:
Originally Posted by Strykr View Post
How important is Resist Physical Damage? I am getting the idea that Limited Invulnerability is the primary that I should have with 2-3 slots in it.

I am going to re-spec using the Alt-Build, I'll have to sell some of the salvage I have accumulated to do so, but that is fine, I am still very young so I will not have lost too much in the process.
RPD is useful, but it should wait until sometime in the 20's. For comparison:
  • RPD offers 10% Smash/Lethal resistance, enhanceable to 15%
  • Temporary Invulnerability offers 30% Smash/Lethal resistance, enhanceable to 45%
Roughly 75% of all damage in the game is either Smashing or Lethal... and close to 90% of the damage in the low levels is of that type so it's your most important protection.

Here's how damage resistance works, let's say you get hit by a smashing attack that does 100 points of damage. If you have no smashing resistance then as you'd expect you'll take 100 points of damage. If you have 30% resistance then you'd take 70 points of damage; 50% resistance and you'd take 50 points of damage and so forth up to the Tanker resistance cap of 90% where you'd take only 10 points of damage from that attack.

Here's what I would recommend for you as an Invuln/Fire tanker thru level 21:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 21 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness

Hero Profile:
Level 1: Temp Invulnerability -- ResDam(A), ResDam(11), ResDam(11), EndRdx(17)
Level 1: Scorch -- Acc(A), Acc(7), Dmg(7)
Level 2: Dull Pain -- RechRdx(A), RechRdx(3), RechRdx(3), Heal(15), Heal(15)
Level 4: Combustion -- Acc(A), Acc(5), Dmg(5), Dmg(13), EndRdx(13)
Level 6: Air Superiority -- Acc(A)
Level 8: Unyielding -- ResDam(A), ResDam(9), ResDam(9), EndRdx(17)
Level 10: Taunt -- RechRdx(A)
Level 12: Hurdle -- Jump(A)
Level 14: Fly -- Flight(A)
Level 16: Health -- Heal(A)
Level 18: Invincibility -- DefBuff(A), DefBuff(19), DefBuff(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------[/b][/u]

This would be a good basic build with decent Dual Origin enhancement slotting. Once you get to Single Origin at 22 (they become available as level 25 enhancements so you can slot them at 22) you may want to change the slotting a little; at that point one accuracy/3 damage/1 endurance will become fairly standard for your attacks. For the sixth slot I'd put either a recharge or another accuracy.

Pay attention to the power choices at different levels; you'll absolutely want Temp Invuln at 1, Dull Pain at 2, Unyiending at 8 and Invincibility at 18; those are critical powers. The slotting can change marginally although I've given you a good, functional slotting order. Notice the numbers after each slot? That's the level those slots were placed. This isn't set in stone, but it will cover your bases well, particularly while you're still learning. Following this build will get you a nicely effective tanker that will do the job adequately without the frustration of trying to learn while also playing a poor build.

Welcome to the game, and I hope you enjoy your tanker... you've chosen a good combination that can get really good in the later levels.


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Posted

Quote:
Originally Posted by Starflier View Post
Make mistakes and asks questions. It's how the knowledgeable people learned in the first place.
Precisely. It helps to surf the Archetype forums as well to see what you can pick up.

There's no mistake you can make that can't be fixed later on. Don't worry too much, just try to have fun.


 

Posted

Welcome to the game.

The advice given above is excellent, of course.

I appreciate your concern that a tanker should taunt, I won't suggest you go tauntless (I have both types) but I do almost always recommend delaying taunt a bit.

Low level tanks are not bad, but other than good hit points, are not as survivable as you might assume. It's probably best to rely on gauntlet to pick up its share of aggro until you can handle more attention.

At early levels on a team, either you'll be fighting reasonable sized mobs that gauntlet would probably do good enough on (when Taunt would be overkill) or you are fighting unreasonably sized mobs that will get you killed fast, and then the team would have no tank. In those cases, it's best for the team to deal with excess aggro that a living tank isn't grabbing, vs. all the aggro that the dead tank isn't grabbing.

Once you get some hardened defenses and resistances, then choosing to take taunt is not a bad choice. I'm not saying delaying taunt into the 30s or something (although... it's interesting to do that...) just don't feel that you need it immediately.


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Posted

Quote:
We should be getting a free respec with Issue 16
This hasn't been officially stated by the devs yet as far as I've heard. They said we're getting costume change tokens in the interview with the MMORPG site, since power customization will be tied to the costume slot, but I wouldn't assume we're getting respecs as well. They don't always give them for new issues, only if they make significant changes to existing powersets that could affect the playability of existing characters. So far, they haven't announced any changes of that nature. They have some power sets being proliferated but that doesn't affect existing characters since you can't change your powersets

Quote:
I opted to not get a Running/Flying/Jumping power and got the taunt power section
The power pools are mostly there to help you fill in the gaps and weaknesses of an archetype. Tankers have defense and melee strengths and already have a taunt power. Most powers, excluding the actual travel powers, have a stronger version somewhere in the main power sets for some archetypes. For example, the medicine pool has various self and ally heals, buffs, and a rez. Many defender primary, controller secondary, and corruptor secondary sets have stronger heals, buffs, and rez's already in them, so they would be better to skip the medicine pool and use their power sets versions. Tankers, Blasters, and Scrappers don't get ally heals or rez's, so if the player wanted to be able to do that with them, they can get that pool. All tanker secondaries have a Taunt power usually around level 10 (I think) so they would be better off getting that power rather than a taunting power from the Presence set. The Presence set does have some fear-inducing powers, however, that could be useful.

Also as someone said, the forums have a Tanker section that would be more helpful in answering specific questions about builds.


 

Posted

Quote:
Originally Posted by AquaJAWS View Post
This hasn't been officially stated by the devs yet as far as I've heard. They said we're getting costume change tokens in the interview with the MMORPG site, since power customization will be tied to the costume slot, but I wouldn't assume we're getting respecs as well. They don't always give them for new issues, only if they make significant changes to existing powersets that could affect the playability of existing characters. So far, they haven't announced any changes of that nature. They have some power sets being proliferated but that doesn't affect existing characters since you can't change your powersets

While it hasn't been stated that we will be getting a freespec with Isue 16, it is an educated guess. Stalkers and Brutes with Electric Armor have had one of their powers removed (Conserve Energy) and replaced with a new power (Energize). This was done so that Electric Armor could be ported over to Tankers, who receive Conserve Power as one of the powers available in an APP.

Energize does much the same thing as Conserve Power (End discount, fairly long recharge), however, it does not provide as much of an end reduction as CP. In exchange for this, Energize also has a self-Heal component. Current slotting of Conserve Power will not translate into similar performance with Energize. Thus, the freespec.

So far, this is the only power change (that I know of) that leaked out of beta before they closed the character creator to the public.


New story arcs coming soon (ARC IDs will be aded when I finish the arc):
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and
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Posted

Quote:
Originally Posted by Fantastic_Foe View Post
Welcome to the game.

The advice given above is excellent, of course.

I appreciate your concern that a tanker should taunt, I won't suggest you go tauntless (I have both types) but I do almost always recommend delaying taunt a bit.

Low level tanks are not bad, but other than good hit points, are not as survivable as you might assume. It's probably best to rely on gauntlet to pick up its share of aggro until you can handle more attention.

At early levels on a team, either you'll be fighting reasonable sized mobs that gauntlet would probably do good enough on (when Taunt would be overkill) or you are fighting unreasonably sized mobs that will get you killed fast, and then the team would have no tank. In those cases, it's best for the team to deal with excess aggro that a living tank isn't grabbing, vs. all the aggro that the dead tank isn't grabbing.

Once you get some hardened defenses and resistances, then choosing to take taunt is not a bad choice. I'm not saying delaying taunt into the 30s or something (although... it's interesting to do that...) just don't feel that you need it immediately.
Totally agree here, I have lvl 50 tanks including fire/axe, invul/energy melee, and willpower/superstrength and they all were quite weak in the lower levels (and well, my fire tank is still not that durable). I think having fire as your secondary is a good choice to generate some damage. Playing an invulnerability tank is a great deal of fun as it really allows you to take on a good number of mobs; I did include Aid Self later in the pool powers to help while my dull pain was recharging, however with IOs (I don't have any) you might be able to slot it so that it recharges pretty quickly.

Welcome to the game and have fun! Been 5 years and counting for me and still love it!


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Quote:
Originally Posted by Lightfoot View Post
While it hasn't been stated that we will be getting a freespec with Isue 16, it is an educated guess. Stalkers and Brutes with Electric Armor have had one of their powers removed (Conserve Energy) and replaced with a new power (Energize). This was done so that Electric Armor could be ported over to Tankers, who receive Conserve Power as one of the powers available in an APP.

Energize does much the same thing as Conserve Power (End discount, fairly long recharge), however, it does not provide as much of an end reduction as CP. In exchange for this, Energize also has a self-Heal component. Current slotting of Conserve Power will not translate into similar performance with Energize. Thus, the freespec.

So far, this is the only power change (that I know of) that leaked out of beta before they closed the character creator to the public.
I heard that Energize is in the Tanker and Scrapper versions of Electric Armor, but I hadn't heard that they went back and modified the sets for Stalkers and Brutes? They didn't necessarily change existing sets to match the proliferation before. If that is the case, then, yes I would expect a freespec assuming everything stays as stated.


 

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Quote:
Originally Posted by AquaJAWS View Post
I heard that Energize is in the Tanker and Scrapper versions of Electric Armor, but I hadn't heard that they went back and modified the sets for Stalkers and Brutes? They didn't necessarily change existing sets to match the proliferation before. If that is the case, then, yes I would expect a freespec assuming everything stays as stated.
Based on past history it's nearly a given that we'll get a freespec for issue 16; I honestly can't remember an issue that didn't give one since issue 5... I can't remember if issue 4 did or not; that's been awhile ago. They may say it isn't a guarantee, but I would be very surprised if we don't get one.

Of course issue 16 is probably still a good month or more away since it just last week went into closed beta testing; that typically means 4-6 weeks at least before it goes live. If they run into problems in testing it could be considerably longer.


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Posted

Again, thanks for the great information. I had done the alternate build and actually went with combat jumping and now Super Jump at 14. For some reason, I like the idea of a tanker type being a jumper not a flyer, I guess more so for roleplay reasons. It might hinder me a bit not having the additional attack right now, but my original build is actually not horrible for soloing, not great either but more effective than my alt build at this time. (Also I am still earning money to reslot all my stuff on the alt build and doing so with DO's so it is expensive)

The build planner is a really great help to me. Although I am straying a bit from the flight path, everything else is great info and I'll implement it as soon as I can.


 

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Originally Posted by Strykr View Post
Again, thanks for the great information. I had done the alternate build and actually went with combat jumping and now Super Jump at 14. For some reason, I like the idea of a tanker type being a jumper not a flyer, I guess more so for roleplay reasons. It might hinder me a bit not having the additional attack right now, but my original build is actually not horrible for soloing, not great either but more effective than my alt build at this time. (Also I am still earning money to reslot all my stuff on the alt build and doing so with DO's so it is expensive)

The build planner is a really great help to me. Although I am straying a bit from the flight path, everything else is great info and I'll implement it as soon as I can.
Nothing wrong with CJ/SJ; that's the route I took with CMA and a fair percentage of my characters are jumpers. CJ is useful for combat mobility and it provides a small amount of defense; stacked with Invincibility and Tough Hide it becomes more noticeable. By the way, CJ is so incredibly low in endurance cost there's absolutely no reason to ever slot endurance reduction in it... it uses 0.07 end per second. By comparison your armor toggles, TI, Uny & Invincibility use about 0.26 end per second each. Also, Super Jump is a lot of fun

Anyway, you should have a solid foundation now; if you care to learn about set IO's and more complex builds you can check out my guide to soft capping the defense of an Invulnerable tanker... the link is in my signature. Don't worry about it for now though; you've enough to learn without adding another level of complexity.


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