Holes in Defenses


Biospark

 

Posted

Quote:
Originally Posted by Firewasp View Post
First I made a WP tank. He has all of the wp defenses as well as tough and weave. This tank has full plain IO's
This tanker is level 24 (no secondary skills trained)

Next was Electric Defense -- all defenses (no tough yet), but with DO's so far
This tanker is level 12 (no secondary skills trained)

Last was Shield Defense -- all defenses (no tough/weave yet), with DO's so far
This tanker is level 12 (no secondary skills trained)

When I jump into a group of 3 or more baddies, I take damage. Massive damage with yellows and up. If not getting heals or popping greens pretty quickly, I will die.

A tank is supposed to be able to "tank" the damage. I understand a small health drop, but not all this (full health to zero in 7 seconds inside mob of 6 yellow and 2 oranges). This is not what I was looking for in a tank.

Any help here?

I have thrown this build together for a level 22 WP Tank. Having played a Willpower scrapper, I am pretty sure that I would be happy with this build (if I were to play it).
I only used Generic IOs for the slotting, but you will notice that by level 22 I would have a travel power, ALL my defensive powers and decent slotting on attacks. The only thing that this tank build is missing is "Taunt" which I would want if I was teaming alot and AoEs, which IMO can wait till the 30s.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Level 23 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping

Hero Profile:
------------
Level 1: Mind Over Body EndRdx-I:50(A), ResDam-I:50(5), ResDam-I:50(11)
Level 1: Jab Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(19)
Level 2: Punch Acc-I:50(A), Dmg-I:50(3), Dmg-I:50(9), Dmg-I:50(19)
Level 4: High Pain Tolerance Heal-I:50(A), Heal-I:50(5), Heal-I:50(13)
Level 6: Haymaker Acc-I:50(A), Dmg-I:50(7), Dmg-I:50(7), Dmg-I:50(23)
Level 8: Indomitable Will EndRdx-I:50(A), DefBuff-I:50(9)
Level 10: Fast Healing Heal-I:50(A), Heal-I:50(11), Heal-I:50(17)
Level 12: Quick Recovery EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(17)
Level 14: Rise to the Challenge EndRdx-I:50(A), Heal-I:50(15), Heal-I:50(15)
Level 16: Combat Jumping DefBuff-I:50(A)
Level 18: Super Jump Jump-I:50(A)
Level 20: Knockout Blow Acc-I:50(A), Dmg-I:50(21), Dmg-I:50(21), Dmg-I:50(23)
Level 22: Heightened Senses EndRdx-I:50(A)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet



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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
This tanker is level 24

This tanker is level 12 (no secondary skills trained)

This tanker is level 12 (no secondary skills trained)
Problem factors bolded for emphasis. Before level 22-25, very few, if any characters have matured. Not having attacks can also be a bad move for the most part because a number of them tend to have things that help with mitigation, such as knockdown/back or mezzes. Powers like Fault may "suck" (quote unquote, hint hint, nudge nudge, I'm blatantly mocking stupid people for making this claim, wink wink) for not having damage...but the power's mitigation capability is enormous.

Quote:
When I jump into a group of 3 or more baddies, I take damage. Massive damage with yellows and up. If not getting heals or popping greens pretty quickly, I will die.
I'm rather dubious of this claim, particularly for the level 24 WP. If that Tank, which apparently already has Tough and Weave can't stand in a group of 3+ indefinitely, you either need to turn the difficulty back to the default or find the crippling loose end in your build. You have to actually run the toggles, too.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

Biospark, Although my 50 claws/wp scrapper did very well in the middle of a large group, but my pure wp tank could not. That is not, tanking the Alpha Strike. His health would drop down so fast you'd think he was a level 1 with no defense.

WP works well in sustained combat with 10 foes around you, but the sudden surge of damage cannot be handled. My WP tank is 24 using L-25 generic IO's. Even with full defense and tough/weave, he gets his butt kicked trying to handle an alpha. It looks good on paper, but not in operations.

From what I have read, the stone tank (granite) is the only one that can just jump into a large group and go AFK if they want. With shield charge, lightning rod, ice patch or possible one of the mace aoe's you can jump into a group and knock all the baddies on their butt and survive without being stone.


 

Posted

I understand what you are saying. My SG leader plays mainly only Tanks and his main is an INV/SS and his favorite is a WP/SS. Every character seems to have its unique strengths and weaknesses, and from what I have read and what I have seen in my SG, WP doesnt overcome large alphas as well as other tank types. INV has its own little weaknesses and they are not the same as WP.
So, I dont know what to tell you, other than perhaps you are trying to do too much with your Tank. At level 24, for instance, I cannot imagine playing at +3 on an 8-man team, without some really good support behind me. I dont play tanks enough to tell you for sure, but the tanks I have run with, are insanely powerfull by their 30s and pretty darn tough after SOs.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

The reason I like to play tank is when an 8 man team gets to a large group, they all just freeze wondering who will make the first move. You ever see this? It happens all the time and I am sick of it.

I would play tank with my wp scrapper because the tanks were usually afraid to run into it first. Only my 10+ years of mmog experience keeps me alive. When I play tank in a group, I rush into the mob to always keep the fight going. This really speeds up the game and triples the xp. I just hope the healer is on their toes when I make this jump.


 

Posted

I was on a team with my WP Scrapper and the Tanker would stop, look at a group and say "Ready" at which for fun I'd charge in.

That meant my WP was in there taking an alpha.

What I did have is the people behind me...and a lot of faith in them.

Amongst those 7 other people, are people that should understand the word "team". They can all do things that will help the other people out whether its proactively or reactively.

Sometimes you will not get the support required when comes to direct alpha mitigation so you might want to prevent the enemies from hitting you all at once and make it so that the enemies are in melee range buffing your RTTC.

This can mean quickly before anyone interrupts, pulling mobs and tightening them up. This can often mean getting ahead of the team whilst they're all still busy cleaning up. Done right, the team should arrive at the next group just as the next group of NPCs tighten up. Obviously this doesn't mean run into the next group early, run around them, pull to a column then have them tighten up as there would be an alpha. It means run straight behind the column taunting just before you get there and stopping allowing mobs to get to you. Then there is no alpha as they can't hit you all at once and when they do they are in melee range.

It's not always good shooting off early as some people can't be left alone for five seconds. No team should "need" a tank except only find one preferable but those teams can exist and usually do especially with how most scrappers are built and played.

There are other ways of alpha mitigation, AoE controls, not all attract attention but with some of those that do, they can be done without getting attention. Either way it could be mob control then instant intercept by you of any strays, before the rest. Also debuffs to intercept and whatever buffs can be on you can help but I stress that, if you are buffed then you better most keen to be directing damage onto you. As a buffer myself, I don't mind buffing tankers as long as either, I can, or don't need to, buff others. If you can't keep aggro then I'd sooner buff others.

When it comes to people who can heal I normally find that they have other powers that can be more useful and if they used those powers we all wouldn't need so many green numbers.


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:
Originally Posted by Firewasp View Post
The reason I like to play tank is when an 8 man team gets to a large group, they all just freeze wondering who will make the first move. You ever see this? It happens all the time and I am sick of it.

I would play tank with my wp scrapper because the tanks were usually afraid to run into it first. Only my 10+ years of mmog experience keeps me alive. When I play tank in a group, I rush into the mob to always keep the fight going. This really speeds up the game and triples the xp. I just hope the healer is on their toes when I make this jump.
Well you can try popping purples and inspirations, but it just sounds like you get on some pretty awful teams. Try asking to team with some of the folks that post here. Hopefully you'll get a better teaming experience and get some real in game advice with demonstrations to boot.


 

Posted

I have to second the "Tanks need brains" philosophy. It doesn't take brains to stand there and hit "taunt". But those tanks will often faceplant the second they bite off more than they can chew. And if someone's just gonna eat agro for 5 seconds before dying, you might as well have a Blaster take alpha. Inspiration use, maneuvering, situational and environmental awareness are the best tool at a Tank's disposal.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

Quote:
Originally Posted by Firewasp View Post
Biospark, Although my 50 claws/wp scrapper did very well in the middle of a large group, but my pure wp tank could not. That is not, tanking the Alpha Strike. His health would drop down so fast you'd think he was a level 1 with no defense.
It really depends on what kind of damage the alpha is doing, and whether Rise to the Challenge is debuffing the attackers' accuracy. WP tanks are vulnerable to ranged energy attacks, especially if your defense is debuffed. A lot of attacks debuff your defense (swords, bullets, radiation, etc.), so you really want to make sure that there aren't any baddies standing back debuffing your defense.

In my experience WP tanks are pretty robust when they're surrounded by a lot of mobs. But I have to admit that I'm really leery of tanking for a pickup teams against certain types of attacks. Many tanks have poor defenses against certain damage types, and on a large team that has questionable buffs it can be a real meatgrinder.

I recently ran a level 41 Fire/Ice tank against +3 carnies with no buffs. The team leader wanted to charge into every mob. The team literally did not buff me at all. Or anyone else on the team, for that matter -- the lone defender later said she was falling asleep. I went down twice, then went to Ouroboros and filled my tray with purples. Then I took charge and resorted to the tried and true corner pull method and quickly finished the mission with no further deaths.

When your AT and your team can't help you handle the damage, you have to resort to divide and conquer tactics and inspirations. It's never fun when that happens, but most tanks can't handle the broad spectrum of damage types until late in their careers. And, sadly, some tankers can't handle certain damage types without outside help. (Elusive Mind is a great thing for Fire Tankers to get: be sure to go for it the next time the Rikti invade!)

Comparing your level 50 WP scrapper to a level 22 tank is unfair. The tank will be much more survivable at level 50 than your scrapper if you slot it out comparably, never fear.


 

Posted

Quote:
Originally Posted by Hyperstrike View Post
Okay, as others have said here:

  1. DOs aren't going to cut it. SOs will help.
  2. L25 IOs are about as effective as DOs. They just don't decay as you level up.
  3. It's not that anything magically "switches on as you get into the high-20's and low-to-mid-30's. It's a combination of several things gelling all at once.
  1. Several of your key defenses kick in around this time.
  2. You finally start having enough slots to slot them out properly without ignoring your damage output.
  3. Several of your key offensive powers also kick in around this time. Depending on set, this can lead to dramatic increases in ST and AOE damage. So you kill stuff faster and don't have to rely on your defenses/resists to keep you going as much.
  4. Generic IOs start becoming better choices than SOs
  5. Several key sets become available at this point.
You certainly have the progression right, but just a few clarifications. Level 25 IOs are only marginally weaker than SOs, actually (about one percent). Having just one slotted isn't going to be much different than having an SO in there. Level 30 IOs are marginally stronger than an SO, but again, only by about one percent.

Generic IOs are arguably a good choice through your whole career. I generally use whatever drops and is cheap until level 12, than fully slot level 15 IOs. You don't have to rebuy things at 20 and you save money there, and that's even more the case for the rest of your career with level 25 IOs, etc.

But yeah, the 20s really bring things together for a Tank if you do it right... Stamina helps you not run out of endurance so quickly, you start having enough slots for all your defenses and offense, which makes you more able to excel. WP was a good set throughout, but it got much better the farther I leveled. Adding Tough and Weave made him ridiculous, and each IO set even more so.

So I was just clarifying a couple things... most of what you said is right on.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Yes, but I wonder if there is a delay for RTTC to start working. If I jumped into the middle of a large crowd of baddies, shouldn't RTTC be activated at maximum regen? Or is there a few second delay that causes problems with alphas?


 

Posted

I don't know if just jumping in is the best approach for WP.
Invl can often just jump in because it has a lot of up front mitigation in the form of fat resistance to common damage types and it has a panic button in Dull Pain.


 

Posted

Yes, the regen kicks in at full. However, in the meantime, everything spins around and hits you as hard as they can, at the same time, and that often means that your hp yoyos below zero for a bit.. which means you fall over. Same issue that relying on healing always has had.


A no attack "Group-Friendly" Defender is like a "Team Friendly" basketball player who won't dribble, run, or shoot, under any circumstances. "I'm a PASSER."

 

Posted

Quote:
Originally Posted by Firewasp View Post
Yes, but I wonder if there is a delay for RTTC to start working. If I jumped into the middle of a large crowd of baddies, shouldn't RTTC be activated at maximum regen? Or is there a few second delay that causes problems with alphas?
A few seconds delay can come from foes entering your aura as its only an 8ft radius. RttC activates every second. RttC is practically a personal Regen Aura with a small debuff. It's not defense or resistance. It's not a reliable thing against a number of attacks or one giant attack. You only have a certain amount of hitpoints.


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:
Originally Posted by New Dawn View Post
RttC is practically a personal Regen Aura with a small debuff.
Small debuff? When I got my L35 (now 50) claws/wp scrap's RttC slotted with 3 health and 3 to-hit debuffs, I ran him over to a zone with +2's and 3's and stood there in the middle of them without attacking. They rarely hit me at all (if they did, the damage was regenerated back).

Shh! Don't spread it around, but WP is overpowered


 

Posted

Quote:
Originally Posted by Firewasp View Post
Small debuff? When I got my L35 (now 50) claws/wp scrap's RttC slotted with 3 health and 3 to-hit debuffs, I ran him over to a zone with +2's and 3's and stood there in the middle of them without attacking. They rarely hit me at all (if they did, the damage was regenerated back).

Shh! Don't spread it around, but WP is overpowered
3.75% base tohit debuff for scrappers. 3 slots should put it near 6% debuff.


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:
Originally Posted by New Dawn View Post
3.75% base tohit debuff for scrappers. 3 slots should put it near 6% debuff.
Add in the purple patch for +2's and you'd be around 4.75%. +3's would be under 4%.


 

Posted

4% - tohit is 8% damage not taken.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

a WP tank with tough/weave, combat jumping and the steadfast unique should be able to handle most groups at +2 and some at +3 if there are few bosses without ever possibly dying. Adding in set IOs will push you up to +3 easy and +4/+5 should be survivable for long enough to have your team's defender/controller heal you or have your team clear out enough mobs to make you sustainable.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

For some odd reason I feel like adding advice that everyones pretty much said...

-Defenses aren't strong until SO's
-Level 25 IO's are NOT the same as SO's, they are the same as -1 SO's, It's a huge difference when talking defense, as each percentage point towards the cap gives you more mitigation than the one before it. Unlike slotting for damage or something, where 9% is going to be maybe 10-20 more damage, negligible if you're not optimizing for damage.
-*which means wait til 35 IO's, which are the same as +3 SO's and will stave off the ED cap allowing you to get something like 99% rather than 80-90% 3 slotted.*
-Willpower is a powerful set, but it benefits greatly from layered defenses (IE tough/weave) and can handle the endurance drain.
-Willpower's weakness is the alpha strike, you have Three options.
*Use an offensive power to break alpha, KB/KD/Stuns
*Use an inspiration (both defense and resist stack with WP so it doesnt matter, it'll be enough.)
*Use Strength of Will (this is why you will feel more powerful at 32, your hole gets partially covered up)
-Willpower requires enemies around you to be strong, make sure you have the tools to keep area enemy aggro on you, in melee range.

All sets have a weakness, and all weaknesses can be patched, between pool powers, IO slotting, and playstyle.

All tank sets are capable of tanking what you want them to tank, in their future.

Certain sets are more defensive than others, as a 'pure' tank you'd be best going with things like Stone, Invuln, or WP, but research them to find their weaknesses, and how late blooming they should be due to power positioning/necessity SO's, or of offensive mitigation etc.

If you did the extreme build, you probably managed to put enough slots in your defenses to make them worthwhile after SO's as soon as you get them.
---------

This game is all about knowing your powers, look at the detailed info before you create a character, this will tell you what mez/res/def holes you have.
From that point choose your secondary keeping in mind what will be needed to cover them, and what your primary can support.

In this case you have a willpower tank, stone is a good secondary since willpower can handle the extra end cost of stone, and stone offers willpower an alpha dispersion tool, fault. This is why secondaries are important to consider even if you're not going offensive.

Now for pool choices, sometimes willpower has a tough time keeping aggro, which means a tough time being a team tank, and a tough time keeping regeneration high. It's a good idea to pick powers that
A.)Activate gauntlet rapidly (quick single attacks)
B.)Take several area attacks

*Edit* Don't take presence pool, just slot taunt correctly.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Quote:
Originally Posted by Katten View Post
C.)Take the presence pool taunt to supplement your taunt aura and true taunt.
I would just slot the true taunt better rather than take presence pool taunts. It's like taking aid other on an empath in that, it doesn't have to be taken.


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:
Originally Posted by Katten View Post
C.)Take the presence pool taunt to supplement your taunt aura and true taunt.
RttC is a weak taunt aura but on this? Just no.


Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~

 

Posted

Yeah, using your attacks, leveraging RTTC well, and Taunting when needed is plenty fine. Used to be Tanks took the Presence Pool because taunt was ST. Now, Taunt is much, much better: use it and forget the Presence Pool.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

ah yea, I'll strike the presence pool part of that post off. It's been a long time since I've played tank and it would probably hurt to see him go any more "pure tank" than he already is. *wish I knew how to do strikethroughs, delete seems kind of escapist*


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo