Question about tanks


Finduilas

 

Posted

First, I love playing tanks. Second, they can be frustrating at times, and heres why. Tonight as I am playing my tank and taking damage, I was missing at least 50% of the time, and compared to others, I don't do a ton of damage. So I thought, why is that. Yes I get better resistance, yes I have more hitpoints, and yes I can draw aggro..........but is that all I am good for. I want to fight, and I want to at least do some damage, which I do, but not enough. I am just at the beginning of starting to enhance my tank, but it can be a bit frustrating.

So I guess my question is this, am I only good for drawing enemies from my teammates? I think the answer is yes, but I want to be all that I can be, lol.


 

Posted

Some sets, such as Super Strength and Fiery Melee have great potential to become decent damage dealers (both ST and AoE), especially if paired with offensive primaries such as Shield Defense and Fire Aura


 

Posted

Depends on the primary and secondary combination. F'rinstance, my Fire/SS can be a monster. Fire/EnM, I feel, is a bit "eh."


 

Posted

Welcome to the slowest maturing AT around!

Can you do respectable, even good damage? Yes. Some better than others, but not till later on.

Can you take a lickin' and keep on tickin'? Yes. Some better than others, but not till later on.

I think you can see where I'm going with this. Many tanks get great powers early, but without SO level enhancements, they just don't impress. On the flip side, many tanks get great powers very late (35, 38). Basically you're boned either way.

Just be patient and have fun.

Also, the fire alarm in my apartment just stopped, so either the fire department showed up and turned it off, or the part of the building with the control panel was consumed in the conflagration. At least it's quiet.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Because of the tanks inherent taunt ability, a tank gets hit with everything thrown at it. Its not all damage, it is quite often a debuff attack. Sometimes that debuff makes him miss more of his attacks. Thats why the power taunt is important. When you are accuracy debuffed and your punches dont land you can still hold the bad guys attention. The power taunt is autohit in most instances against PvE opponents. Except for AVs. A taunt can miss an AV. The reason you can slot acc in your taunt is to make you more effective against AVs and in PvP taunt is not autohit.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Quote:
Originally Posted by Largo View Post
Because of the tanks inherent taunt ability, a tank gets hit with everything thrown at it. Its not all damage, it is quite often a debuff attack. Sometimes that debuff makes him miss more of his attacks. Thats why the power taunt is important. When you are accuracy debuffed and your punches dont land you can still hold the bad guys attention. The power taunt is autohit in most instances against PvE opponents. Except for AVs. A taunt can miss an AV. The reason you can slot acc in your taunt is to make you more effective against AVs and in PvP taunt is not autohit.
you sir are completely wrong about what taunt can slot. you can slot acc io's in it. and only 2 of the 4 taunt sets do not have any acc in them.


 

Posted

Hmm. I'm thinking the inherent taunting of Tanker/Brute attacks only triggers when they actually hit? [ie, +acc probably being more important than +dam if you're the type who teams a lot?]


 

Posted

Quote:
Originally Posted by Sharker_Quint View Post
you sir are completely wrong about what taunt can slot. you can slot acc io's in it. and only 2 of the 4 taunt sets do not have any acc in them.
Yes, but that's primarily for PvP. As Largo said, Taunt is autohit in PvE, except in a few circumstances. Also please note that he didn't say you can't slot accuracy in Taunt, but that you only need to for PvP and a few cases in PvE.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Hmm. I'm thinking the inherent taunting of Tanker/Brute attacks only triggers when they actually hit? [ie, +acc probably being more important than +dam if you're the type who teams a lot?]
Inherent Power of a Tanker = [Gauntlet]

"Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best."

Every attack (from Secondary powerset, not from temp or pool powers) will inherently taunt the targeted foe, and up to 4 more around it, even if it's a single target power.

There are some powers like [Invincibility] for example that are auras, and also taunt foes within melee range without attacking.


 

Posted

Quote:
Originally Posted by JD_Gumby View Post
Hmm. I'm thinking the inherent taunting of Tanker/Brute attacks only triggers when they actually hit? [ie, +acc probably being more important than +dam if you're the type who teams a lot?]
Yes, I believe that's correct. However, in addition to Taunt, IIRC non-damaging taunt auras like Invinc are also autohit in most PvE circumstances.

But with IO slotting, I don't think any tank has to worry about giving up damage for accuracy; it's easy enough to slot for both.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

yeah. nice catch. i read to fast and thought there was a 't at the end of the word can. lol. i retract my post.. nothing more to read here........


 

Posted

I have a level 50 Shield Defense/Super Strength tanker, and yes, I can do pretty good damage... I have two AOEs (Shield Charge and Foot Stomp), and some strong attacks. When I pop Rage, I do a ton of damage for the next two minutes (and then there's the crash), but it works a lot better, IMAO, then Build-Up does. (Build-Up is usable for 10 seconds every 90 seconds, baseline, and Rage is usable for two minutes every four minutes, baseline. Rage has that crash at the end, but overall, it's far better.)

Now, yes, I do still have Accuracy problems. Nothing sucks more then having Knockout Blow miss. Twice in a row. Or not affecting as many enemies as I could when using Foot Stomp or Shield Charge (although part of that is from the fact that I'm generally fighting enemies at +1 or +2).

To be honest, to solve my accuracy issues, I'm thinking about re-speccing to drop the Flight pool entirely (with Ninja Run, I really wouldn't need a travel power), and picking up Focused Accuracy and Physical Perfection out of Energy Mastery. I wouldn't gain any net Defense out of it, as I couldn't six-slot both Rage and Focused Accuracy with Gaussian's, but the Build-up proc would have a lot more chances to trigger in FA then in Rage.


 

Posted

Regardless of the "tanks don't do squat for damage", "tanks are just meatshields", "tanks are a low damage AT" naysayers out there, the truth is that tanks do very respectable damage.

As much as a Scrapper or Blaster or Brute (with big fury)? No, of course not. But very respectable damage. [Of course I also believe that Controllers do just fine even pre-32, assuming you've built them correctly].

As to your issues:
1) Tanks are more of a late-bloomer than Scrappers and Blasters. Until you get SO's and sufficient slotting in place, they can feel a bit lackluster. I personally think it's more due to the endurance problems that most tanks have pre-stamina than anything else.

2) Obviously, if you want to do "good" damage you have to concentrate (at least a little) on your offensive powers and not just your defenses.

3) If you were REALLY missing 50% of the time (rather than it just seeming like it), then you need to either look at how you've got your attacks slotted or stop fighting those ultra-purple-con mobs until the character is matured some.

I love Tanks, in fact I'll usually build a Tank (as a Scranker) over a Scrapper when the powersets mesh. I've got Tanks of almost every combination. Trust me, Tanks are plenty powerful.

(On a side note, I hadn't played with my War Mace tank since before the last round of tweaks that Castle gave them. All I can say now is WOW, he was OK before, but now he's just BRUTAL).


6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.

 

Posted

Quote:
Originally Posted by Kierthos View Post
I have a level 50 Shield Defense/Super Strength tanker, and yes, I can do pretty good damage... I have two AOEs (Shield Charge and Foot Stomp), and some strong attacks. When I pop Rage, I do a ton of damage for the next two minutes (and then there's the crash), but it works a lot better, IMAO, then Build-Up does. (Build-Up is usable for 10 seconds every 90 seconds, baseline, and Rage is usable for two minutes every four minutes, baseline. Rage has that crash at the end, but overall, it's far better.)

Now, yes, I do still have Accuracy problems. Nothing sucks more then having Knockout Blow miss. Twice in a row. Or not affecting as many enemies as I could when using Foot Stomp or Shield Charge (although part of that is from the fact that I'm generally fighting enemies at +1 or +2).

To be honest, to solve my accuracy issues, I'm thinking about re-speccing to drop the Flight pool entirely (with Ninja Run, I really wouldn't need a travel power), and picking up Focused Accuracy and Physical Perfection out of Energy Mastery. I wouldn't gain any net Defense out of it, as I couldn't six-slot both Rage and Focused Accuracy with Gaussian's, but the Build-up proc would have a lot more chances to trigger in FA then in Rage.
You know that you can make Rage perma with recharge enhancements right?

I have it 6 slotted with 3 recharges and 3 To hit buff enhancements and my accuracy while not perfect is not bad and that's fighting at +2 or higher. 10 seconds out of every two minutes I can't do as much damage but it's well worth the payoff.


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

Quote:
Originally Posted by Sharker_Quint View Post
yeah. nice catch. i read to fast and thought there was a 't at the end of the word can. lol. i retract my post.. nothing more to read here........
np i accept your apology


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

A couple of thoughts;

(1) make one build focused on fighting. Slot attacks first, shields second, and run that build solo or on a team where you don't need max survivability (good buffers on the team, a second tank, etc.).

(2) Have another build really focused on survivability, with Tough/Weave etc. On a large team, with high difficulty foes, in end game content, the places people REALLY want a tank, they will be perfectly happy if you set a good pace, hold the attention of the most dangerous foes, and stay upright without ever defeating one single bad guy.

The single biggest determiner I've seen for how quickly and smoothly a pickup group can get through a mission and get good XPs is having a good tank, not just because "you need a tank to hold aggro" but because people are used to following one so they don't tend to split up, and you can control how fast the team is moving through enemies by staying out front. Strong team, move faster, go on to the next spawn to get it prepped while the team is mopping up stragglers, use Taunt for its -range to force foes into clumps, and everyone will have a good time.


 

Posted

Quote:
Originally Posted by Radubadu View Post
You know that you can make Rage perma with recharge enhancements right?
I could. However, right now, I have it six-slotted with Gaussian's. (More for the six-slot defense bonuses then for the build-up proc.) If I picked up FA, then yeah, I probably would slot it for recharge/accuracy and move the Gaussian's over to FA.


 

Posted

Quote:
Originally Posted by Finduilas View Post
Yes, I believe that's correct. However, in addition to Taunt, IIRC non-damaging taunt auras like Invinc are also autohit in most PvE circumstances.

But with IO slotting, I don't think any tank has to worry about giving up damage for accuracy; it's easy enough to slot for both.
It is eventually, yes I agree. But starting out, a tank has to give his attacks ample acc and endrdx first, before he can get his damage up.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Quote:
Originally Posted by Scientist View Post
The single biggest determiner I've seen for how quickly and smoothly a pickup group can get through a mission and get good XPs is having a good tank, not just because "you need a tank to hold aggro" but because people are used to following one so they don't tend to split up, and you can control how fast the team is moving through enemies by staying out front. Strong team, move faster, go on to the next spawn to get it prepped while the team is mopping up stragglers, use Taunt for its -range to force foes into clumps, and everyone will have a good time.
Agreed. I've been told that I'm a good tank because of this... oddly enough I owe it to a scrapper. I've teamed with the same scrapper quite a few times and that crazy SoB ran full bore into everything (ninja run ftw) so I kept trying to keep up with him 'til I started leaving the group of mostly dead mobs a few seconds before him lol.

The other thing that I would add to this is that you WILL have people that will pull aggro off of you... let them. If you have a large group of mobs surrounding you and a blaster decides to attack a target outside your taunt aura instead targeting you so they automatically attack your target it's on them. If you leave the group that's surrounding you to try to get that one mob they're going to lose interest and start attacking other people in your group. Yes, that's where taunt comes in handy but honestly in a situation like that I don't bother. It's your job to hold aggro but aggro management is everyone's job.


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

Quote:
Originally Posted by Kierthos View Post
I could. However, right now, I have it six-slotted with Gaussian's. (More for the six-slot defense bonuses then for the build-up proc.) If I picked up FA, then yeah, I probably would slot it for recharge/accuracy and move the Gaussian's over to FA.
The defense bonuses from Gaussian's aren't anything to take lightly I suppose... but permarage is AWESOME!!!!! lol


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

Quote:
Originally Posted by Radubadu View Post
If you have a large group of mobs surrounding you and a blaster decides to attack a target outside your taunt aura instead targeting you so they automatically attack your target it's on them.
Oh God, I hope the Blasters aren't targeting through me. I've often moved my targeting reticle to a new group I am considering aggroing, or I've accidentally targeted something down the hall for a second. Blasters who target through me are running a serious risk of eating an alpha strike and drawing lots of new enemies into the fight by accident.

Sure, you want to target the guys I've engaged, but you can tell who they are by surveying the battlefield. Retain control of your own targeting decisions, everyone, please! You're a player with judgment, not a damage-bot.

To the OP: what were you fighting? Some enemies will use powers to make it hard for you to hit, and that's part of the game design. In many cases, players standing away at range are not affected by the powers, and will keep hitting when you can't hit reliably. The problem is more pronounced for starting tankers without good enhancement -- you mentioned you're just starting to get good enhancements for him.

As you improve your slotting and mature, you will see that tankers can fight, don't worry.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Oh God, I hope the Blasters aren't targeting through me. I've often moved my targeting reticle to a new group I am considering aggroing, or I've accidentally targeted something down the hall for a second. Blasters who target through me are running a serious risk of eating an alpha strike and drawing lots of new enemies into the fight by accident.

Sure, you want to target the guys I've engaged, but you can tell who they are by surveying the battlefield. Retain control of your own targeting decisions, everyone, please! You're a player with judgment, not a damage-bot.
True lol I even when I play a blaster I don't do that... I just offer that as a suggestion to blasters who are bad at controlling their own aggro.

However for any energy blasters... if you're reading this... please for the love of god do not target me or any mobs I'm working on kthx!


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

Quote:
Originally Posted by thgebull0425 View Post
First, I love playing tanks. Second, they can be frustrating at times, and heres why. Tonight as I am playing my tank and taking damage, I was missing at least 50% of the time, and compared to others, I don't do a ton of damage. So I thought, why is that. Yes I get better resistance, yes I have more hitpoints, and yes I can draw aggro..........but is that all I am good for. I want to fight, and I want to at least do some damage, which I do, but not enough. I am just at the beginning of starting to enhance my tank, but it can be a bit frustrating.

So I guess my question is this, am I only good for drawing enemies from my teammates? I think the answer is yes, but I want to be all that I can be, lol.
Thought experiment time: Castle reads this post and says "You're right! Tanks should do just as much damage as Scrappers!"

... what kinda idiot would play a Scrapper when they could get the same damage and 200% the survivability?

(Fun factoid: Back in issue 4 someone did speed tests, INV/SS tank vs. MA/INV scrapper at L40 on a warhulk/fake nem pair. If I remember correctly it was very close to a tie. Scrappers have gotten more damage and faster attacks since then, but still: 80-90% of scrapper damage is hardly anything to cry about, especially since tanks are something like twice as hard to kill as a comparable scrapper. )


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Largo View Post
The power taunt is autohit in most instances against PvE opponents. Except for AVs. A taunt can miss an AV. The reason you can slot acc in your taunt is to make you more effective against AVs and in PvP taunt is not autohit.
Quote:
Originally Posted by Finduilas View Post
Yes, but that's primarily for PvP. As Largo said, Taunt is autohit in PvE, except in a few circumstances.
Wait, what???
Two people are saying that Taunt is not always auto-hit (outside of PvP). To the best of my knowledge, that is wrong. I am under the impression that TAUNT (the actual power with that name) is always auto-hit in PvE. Am I wrong? Please note, I'm not talking about taunt AURAS or taunt EFFECTS - just the power 'Taunt'.

Specifically, I'm saying that Taunt *IS* auto-hit against AV's and GM's.


Paragon City Search And Rescue
The Mentor Project

 

Posted

If you want to deal damage and (ALMOST) tank, you want a Scrapper or Brute. Tankers are not about putting up the greatest red numbers above the foes. If you've got to be the primary source of damage for your team, then you probably won't be happy with a Tanker.

The short answer is, if could deal damage like a Scrapper, you'd faceplant like one. A Tanker may not deal the big numbers, but he DOES contribute to the damage, and more importantly, he keeps foes off his allies. And Gauntlet is the vast majority of that, which means that while you may not be doing the greatest damage, every punch you throw DOES help the team. You don't want to stand there like a bump taking damage, holding aggro is an active job, and your team will appreciate you doing it.

Maybe some advice will help. First off, I don't know how you're missing 50% of the time (at most you should miss 25% of the time) but slotting your attacks for Accuracy can help. Even at the low levels, when you get a bonus to hit (up to 90% at really low levels) it can still help to slot as much Accuracy TOs in your attacks as you can. Don't worry about Damage, that's negligible at that level, but Accuracy will go a long way towards preserving your sanity, if not actually giving you any significant improvement.

Second, unlike the Brutes and Scrappers, you have less choices of attacks at low levels. While they're taking attacks, you're opening up defenses. If you want to deal damage, or even just hold aggro, grab up every attack you can the moment it opens up. You can always go back and get the shields after level 22, when you can slot them with SOs and they'll do MUCH more good. Remember that in general, Tanker attacks are slower but deal more damage per hit than Scrappers. You won't take out your foes any faster, but you CAN get those high red numbers -- when you get up in the 30s and those final attacks start opening up.

Third, I'll repeat some advise from the previous posters. If you're fighting purples, understand that's likely why you are missing and slot accordingly. (If you're low level, being PLed by highbies, just live with it. Maybe stock up on Insights) Firey Aura and Shield Defense have high damage and lower defense, making for a more Scrapper-like feel. (Super Strength and Stone Melee also do lots of damage, but as I said it'll really be the 30s before you feel it, while damage-oriented Primaries give better results early on. Also, Willpower is known for its offense, not because of a damage boost, but because it has Quick Recovery)

And finally, if you want to pick a Scrapper, and build for really strong defenses, you should be able to get the ability to take damage like you want, and deal damage. But understand, without Gauntlet or a Brute's ability to punchvoke, you won't hold aggro for your team anywhere like a Tanker can. If you want to tank, tank, if you don't, then don't think that you can do both. Even a Brute can't tank like a Tanker can.