SuperDuperMan Tank


EmperorSteele

 

Posted

Greetings Tankers,
Im just getting back into playing after a long Hiatus. Ive kept my account just wasnt playing for a while.
Anyway I thought I'd like to try for the Holy Grail (for me) of Tanking.
SuperMan.
What are the current thoughts on how best to make him.
WP or INV?
Is SS still the best candidate for a secondary?
Rules are he has to be fun to play and since this will be an Homage I'm going to taking laser beam eyes when the time comes.


Feel The Burn

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
Is SS still the best candidate for a secondary?
If you really plan on making it an homage to Superman what other option could you even consider?

As far as WP or INV, I think either would work fine... purests may tell you that you HAVE to pick INV for your purposes but my only high lvl tank is WP/SS and I feel pretty unstopable most of the time


Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute

 

Posted

Secondary wise, EMs punches minus their pom pom effects or perhaps they can be toned down to the point of being mild glows might have been a possibility.
I never cared for SS's Pro Wrestler looking (to me) attack animations, but I just remembered they gave us different animations to choose from so I'll have to take a peek and see what the new ones look like.
For me SS attacks were Hulk like, very SMASH, I always thought of Superman as having more finesse and restraint, he didn't always unleash all his power, only when it was really necessary did he do the double handed stuff.
Regarding your WP/SS Is your hi level IO'd or SO'd out of curiosity.
I will be taking a look at Call Me Awesome's guide regarding INV and soft capping, but Its gonna be a while before I get to a level and funds suitable for IOing and he has to be fun along the way.
Oh forgot to add in the Rules: He cant bring shame onto the Tanker class by not being able to tank well!
I have heard that WP can be a bit problematic with aggro holding but have never seen it in person.
So thoughts there would be appreciated.


Feel The Burn

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
Secondary wise, EMs punches minus their pom pom effects or perhaps they can be toned down to the point of being mild glows might have been a possibility.
For much of its career Dark Melee is a punching set, with a lot more finesse (including a Flurry style animation) than Super Strength, if you can find the right colors to tone down the smoke effect. You aren't required to take Touch of Fear or even Midnight Grasp; you'll be losing some damage if you did. I would nevertheless take Siphon Life.

Invulnerability/Dark Melee is probably the toughest tank you can make outside of Granite.

Just mucking around, this is what I would make. This would be an expensive build. You wouldn't have quite as much damage as you might otherwise with these sets, but I stuck with what fits the concept. You have all the powers needed for a Superman character IMO: flight, speed, laser beam eyes, invulnerability, and throwing punches.

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

Click this DataLink to open the build!

Hyperman: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(13), RctvArm-ResDam:40(25), RctvArm-EndRdx:40(40)
Level 1: Shadow Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Acc-I:50(48), EndRdx-I:50(50)
Level 2: Dull Pain -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(5), Numna-Heal/EndRdx/Rchg:50(5), Mrcl-Heal:40(13), Mrcl-EndRdx/Rchg:40(48), Mrcl-Heal/EndRdx:40(48)
Level 4: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Dmg/EndRdx/Rchg:50(39)
Level 6: Swift -- Run-I:50(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(9), RctvArm-ResDam:40(40), RctvArm-EndRdx:40(40)
Level 10: Air Superiority -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(11), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(31), Acc-I:50(37), EndRdx-I:50(50)
Level 12: Taunt -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg/Rng:50(42), Mocking-Taunt/Rchg:50(43), Mocking-Taunt/Rng:50(43)
Level 14: Fly -- Flight-I:50(A)
Level 16: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(17), RgnTis-Regen+:30(17), Mrcl-Rcvry+:40(43)
Level 18: Invincibility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/Rchg:50(19), LkGmblr-Def/EndRdx/Rchg:50(19), LkGmblr-Rchg+:50(37), GSFC-Build%:50(37)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), P'Shift-EndMod:50(21), P'Shift-End%:50(46)
Level 22: Siphon Life -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(23), Nictus-Acc/Heal:50(23), Nictus-Acc/EndRdx/Heal/HP/Regen:50(34), Nictus-Acc/EndRdx/Rchg:50(45)
Level 24: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A)
Level 26: Tough Hide -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(27), Ksmt-Def/EndRdx:30(27), Ksmt-ToHit+:30(50)
Level 28: Boxing -- Stpfy-Acc/Rchg:30(A), Stpfy-Acc/EndRdx:30(29), Stpfy-Acc/Stun/Rchg:50(29)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(31), RctvArm-EndRdx/Rchg:40(33), RctvArm-EndRdx:40(34)
Level 32: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-EndRdx/Rchg:50(33), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
Level 35: Smite -- C'ngImp-Acc/Dmg/Rchg:50(A), C'ngImp-Acc/Dmg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx:50(36)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), T'pst-EndDrn%:30(46)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Super Speed -- Clrty-Stlth:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison

 

Posted

Don't forget also that you have new punching attacks in Super Strength that are different from the originals. You may find they fit your concept better.

I know many people say Willpower is a better invulnerability than Invulnerability, but I find that between the lower defense numbers, which result in you taking more damage before healing it back up with RTTC, and the lack of strong taunt effect, it doesn't fit what I think of as that Superman feel. Invincibility, to me, fits the idea of him being fast and agile as well as bulletproof, while the Psi hole is kind of like Supes' weakness to magic. I do wonder what it is Superman would ever be afraid of, but you can get some Fear resistance IOs so at least it doesn't last that long.

And I've found the Slow resistance and Energy Drain resistance do make for a closer concept too. I'm not as much immovable as unstoppable.

Then again, my Superman clone has strong doses of The Thing and The Hulk as well, so the more "brawny" punches fit him.


 

Posted

You know, Superman's known just as well for his strength as his toughness. If you don't mind trading off a bit of one for the other, it's fairly easy to softcap a Scrapper's S/L defense. You can take MA (switch to punching animations) with Invuln... playing in mids, i got "him" to 53% s/l defense (8% more than you need for the soft-cap) and 67.3 s/l resist (with other resists hanging around the 20s, which isn't THAT much worse than an invuln tank). It should be noted though that i skipped build up, taunt, and health/stamina and had to IO out for recovery. There's probably plenty of other ways to go about making the build.

Just offering an alternative =)


-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 EmperorSteele View Post
You know, Superman's known just as well for his strength as his toughness.
I've argued this point before. Yes, Superman is strong. But have you ever known him to use that strength in combat with a common criminal in order to shorten the fight? Consider Batman or Wolverine with Superman's strength, for instance, and ask yourself how many villains would come away from such a conflict without being parylized for life. Superman never goes "all out" unless he knows his foe can take it, and even then he has other things to worry about.

Ultimately, though, I think it comes down to whether you feel Superman's role on a team is to defeat the bad guys, or to protect his allies. Not that he can't do both, of course, but I think even Superman himself would put the priority on protecting the innocent, and stopping collateral damage, even if that means taking the hit himself, or even letting the bad guy get away.

Ultimately it's a matter of opinion, and Supes is on the line in between. But it's my opinion he would call himself a Tanker, if nothing else.

Quote:
Just offering an alternative =)
That's never a bad thing.


 

Posted

Very Nice Jade,
I appreciate the input.
Thanks for the link too, it was a fun read.
I'm Currently thinking WP/SS with INV/SS as a possibility as well.
My thinking on WP is that since it gives a hefty boost to end, It captures the aspect of Supes never getting tired, I was playing my INV SS hes only 16 at the moment but he was sucking more blue than he had in fighting Tsoo groups in Steel.
But then again I had forgotten about INVs slow resists, its gonna suck when my WP goes up against the Knives and slows to a crawl!
Hmmm more thought.


Feel The Burn

 

Posted

You just need to grab stamina and maybe get some IO sets that give you extra recovery. Tanks are meant to be slow moving, so losing endurance helps maintain that "slow" feeling. Also, Tanks are team players: get a kin and/or a rad on your team and they'll take care of your endurance blues (pun not intended) while you handle the agro! You're never more powerful than when you have a good defender backing you up!


-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

I agree with Steel that Supes is not necessarily a tank. Though if I were to make him one, WP/SS would have to be it.

To make and AT into [yet another] Superman clone, cap defense. With WP/ I think it's easier to do it with S/L, though Melee/Lethal is possibly what it is. I don't recall.

Tanks don't dish enough damage to be Supes. No AT in the game does.

Hmm, I'd have to think of him as a kheld for a while...hmm.


 

Posted

The thing is, Supes is beyond the scope of this game's ATs. He can do more damage than anything in this game, and can take harder hits. But a lot of the time he cherry-taps everything on purpose and has no KB protection when he isn't expecting to get hit. However, at peak strength, he can shrug off a nuclear blast and can move a whole planet-sized being that's actively thrusting against him. He's always -just- as strong, tough, or intelligent as he HAS to be.

This is why i mentioned scrappers. Very few Tanks have the damage to take down an AV solo, but scrapper-level damage combined with capped defenses should easily do the trick.


-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)