Question about tanks


Finduilas

 

Posted

I just want to add to what others are saying as far as tanks dealing "respectable" damage. Not only is it true, it's VERY uncommon in MMOs. The tank class in most other MMOs does extremely low damage compared to the other classes whereas tanks in CoX are only a relatively small percentage below there less durable counterparts.


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 Scientist View Post
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.
I was going to post something along the above lines as well...

You can build and slot your tank for varying degrees of survivability and (or should I say vs.) damage.

With multiple builds you can dance with whichever partner you're feeling attracted to at that instant.


 

Posted

Ok, how do I respond to all of the responses. Well, I love tanks, and I know all of the inherent problems that come with them, but I also love running in and getting things started. I typically slot IO sets, and maybe I need to stay away from those for my attacks. I do decent damage, I realize that, and typically I miss because they are purples and such. But the feedback was great, and it has given me more food for thought when making my tanks.

I wuv you all!


 

Posted

Quote:
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.
There are two explanations for missing 50% of the time. Either the OP is fighting a lot of Spectrals or other acc-debuffing enemies, or they're indulging in rhetoric.


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

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

 

Posted

Yo Fulmens, no rhetoric, maybe innacurate perception of the reality that was taking place........in other words, I could have been wrong, lol.


 

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Quote:
Originally Posted by thgebull0425 View Post
Yo Fulmens, no rhetoric, maybe innacurate perception of the reality that was taking place........in other words, I could have been wrong, lol.
Believe me, 10% can FEEL like 50%. That's why the most common patch rumor is "the devs nerfed Accuracy". Even if it happens only once in a while, missing three times in a row is just such a pain it feels like it happens all the time.

I hate playing low levels for just this reason. It's not so bad since the increased to hit with low level was put in, but it can still be frustrating.

Also, with purples, even SOs can be inadequate. If you're serious about fighting purples, you should at least two slot for Accuracy, or use IO Sets that give you multiple Accuracy bonuses in addition to 100% (3 slot) damage. Also, see if you can talk somebody on your team into playing a Rad Defender. If nothing else, pick up Tactics, it's not going to do much, but it's something.

Wait, are you SS or Inv?


 

Posted

Hey Jade, I am a SS/WP tank.


 

Posted

Quote:
Originally Posted by Radubadu View Post
I just want to add to what others are saying as far as tanks dealing "respectable" damage. Not only is it true, it's VERY uncommon in MMOs. The tank class in most other MMOs does extremely low damage compared to the other classes whereas tanks in CoX are only a relatively small percentage below there less durable counterparts.
WoW being the dominant force right now... Prot (tank spec) warriors are getting (pvp) nerfed because they put out too much damage with too much mobility and too much survivability. Prot paladins also have had recent nerfs due to pvp damage output.

In DAoC the tank classes were often your primary melee dps (for pvp) due to the squishyness of the rogue classes in pvp. Same goes for Shadowbane.

Currently in WoW it is often faster to level your warrior/paladin as a tank than a DPS spec because the damage is very close, and your protection spec adds a lot of survivability and longevity.

Those are the only ones I am personally familiar with... but just wanted to comment on that.


 

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Quote:
Originally Posted by Ironblade View Post
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.
Yes, you're right, it is. I think Largo got Taunt and Taunt auras confused, since Taunt Auras are not autohit against AVs and GMs.

I wasn't sure he was right, but I didn't bother to check, which I should have done.

Thanks for catching the mistake.


My Characters

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

 

Posted

Quote:
Originally Posted by thgebull0425 View Post
Hey Jade, I am a SS/WP tank.
Sorry for not responding right away, but I lost track of this thread. Anyway, the reason I asked about SS is Rage has a +ToHit component. Slotting for it may help you hit. Not as much as Accuracy in the actual attacks, but it could be just the thing you need to help.

The reason I said Inv is that Invincibility adds +ToHit, too. Willpower's Rise to the Challenge does not have that bonus. (Instead, the foes get LESS ToHit)