Taking It on the Chin. An Intro to Tanking
Excellent guide! Thanks for writing!
Great guide, I haven't really played a tanker (I have one at 12) because I prefer ranged toons but I may have to give one a serious try here soon. Thanks for the tips.
Member of the Hyperion Force
I'd like to beat my personal dead horse, "Build are not cheap."
Frankenslotting is not actually cheaper than SO's, but it is certainly in the same neighborhood. And while you can make a Tank a lot more "Something" for a lot of money (faster, stronger, tougher, whatever you want) you can make a tank pretty "something" with cheap sets.
For instance, slotting Knockout Blow... you might want a build with 170% permanent recharge [permahasten] and KO blow up every 10 seconds. You might even be able to do that before level 50 and for under ten billion inf, I don't know the state of the high-end game.
But for a couple million, you can slot this with five level 34's:
Focused Smite Acc/Dam/Rech, Dam/Rech
Smashing Haymaker Dam/End/Rech, Acc/Dam, Dam/Rech
That's 95% damage, 41% acc, 82% rech and 23% end reduction in five slots - just about 7 SO's worth of bonus and you can keep that from level 31 on. Up every 15 seconds. If you can afford a Crushing Impact Dam/End/Rech instead of a Dam/Rech, haven't priced those lately, you're at 77%-ish recharge and 40% end reduction.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Thanks for the kind words.
Manny, that is exactly what I was trying to encourage with this guide. I hope you enjoy your tankers as much as I do mine.
Fulmens, your quite correct, but for a intro to AT guide I had to keep it very general. covering the high points of building a wad of cash and/or spending it most efficiently is easily a guide unto itself. Even if limited to the one AT. The more tanks I level the less the build cost worries me. I think it is because you have a better feel for how much bonus is "enough" and don't waste billions on IO boni that do almost nothing in actual game play.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Good overview of all the sets, abnormal. Should be helpful to anyone looking at tanks and wondering what feels right for them.
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
Amazing guide for tanks everywhere. 'Nuff said.
@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
A brilliant guide.
After 4 years I am trying out Tanks, never really having gotten on with playing them before (as for HEATs - forget it!).
Thanks for the kind words.
Manny, that is exactly what I was trying to encourage with this guide. I hope you enjoy your tankers as much as I do mine. Fulmens, your quite correct, but for a intro to AT guide I had to keep it very general. covering the high points of building a wad of cash and/or spending it most efficiently is easily a guide unto itself. Even if limited to the one AT. The more tanks I level the less the build cost worries me. I think it is because you have a better feel for how much bonus is "enough" and don't waste billions on IO boni that do almost nothing in actual game play. |
Ooh, a sarcasm detector. Oh, that's a *real* useful invention. http://www.telegraph.co.uk/technolog...t-sarcasm.html
A very, very helpful guide to us tank newbies that want to give it a try, but don't have the time to "test" different combo's... Thanks much!!
Nice intro to anyone wanting to try tanking!
Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom
Glad the guide is proving helpful. I was hoping as many folks as possible would be prompted to try my favorite AT.
Looking forward to adding energy melee to the list once released and updating some of the info, particularly for Dark Armor.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
... Looking forward to adding energy melee to the list once released and updating some of the info, particularly for Dark Armor.
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I love my Tankers! All 27 (so far) of them.
Be Well!
Fireheart
Glad the guide is proving helpful. I was hoping as many folks as possible would be prompted to try my favorite AT.
Looking forward to adding energy melee to the list once released and updating some of the info, particularly for Dark Armor. |
yikes this sounds like an infomercial!
Were you like me? Thinking... a "Tank!?!?" NEVER!!! "What would I do with a tank?"
Well, I used to think just like that, until I read "Taking It on the Chin. An Intro to Tanking" By Abnormal_Joe. While I haven't commited to making a tank, thanks to Joe's guide, I'm now thinking of tanks in a whole new light!!!
Thx Joe
Nitra
Justice Server
It's better to save the Mystery, than surrender to the secret...
Joe, I am so not a tank person, my flavors are trollers, blasters and defenders, BUT after reading your guide you have me thinking "maybe a tank might not be so bad"...
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In addition to taunt/aggro, you have stuns, knocks, slows, debuffs, fears, etc. all to help 'control' enemy behavior. So, a Tanker can be seen as a melee-range Controller.
Be Well!
Fireheart
Nitra, in some ways, a Tanker IS a Controller, only instead of immobilize or hold, a Tanker utilizes Aggro to force the enemy to do his bidding. "Hey, You! Ugly!" (Taunt) "Get over here and bring your buddies!" (Smack up the side of the head) "Don't look at the squishies, Look at ME!" And then you hold their attention, while the Blaster nukes them into oblivion... Or, until you grind them into dogmeat Yourself.
In addition to taunt/aggro, you have stuns, knocks, slows, debuffs, fears, etc. all to help 'control' enemy behavior. So, a Tanker can be seen as a melee-range Controller. Be Well! Fireheart |
It's better to save the Mystery, than surrender to the secret...
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Of course a tank like a da/stone could very well function as a troller in the traditional sense as well.
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Anyway, this is a great, insightful guide.
Since I will be gearing up for an update over the next issue or so are there any requests?
Overlooked topics, expanded coverage of a point, other ideas?
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
I wouldn't change too much, update this if new powersets come into play but should you wish to get into more detail then perhaps do it with another guide as this is actually looking like a good clear concise help for anyone taking an interest. As far as introductions go it's solid.
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.
Excellent, excellent guide.
+rep
Just a couple of comments to toss out:
Dark Melee. This set is smashing, negative damage. High points are tons of utility, damage buffing, and a nice little heal. Low points include a lack of attacks overall and a particular lack of aoe. I've run this set to 50 three times as a tank, scrapper, and brute. When you have a primary with a hole to fill this will often be the first set that comes to mind. I also enjoyed this set when I was fighting low numbers of tough foes like Bosses,EBs, and AVs. When fighting large spawns of minions and lts I felt the lack of aoe.
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Dual Blades. This is a lethal dmg set. It is also the only set in the game so far to make use of a combo system. The weapons and animations look awesome, there is some interesting potential in the combos. The only real drawback I noticed was adjusting your timing to make the combos work. I found it difficult to keep an eye on combo while managing the team's aggro. My experience was less than pleasant with this set, not because its is a bad set, but because I paired it poorly. Dark armor's heal does not play nicely with some of dual blade's animation times. I will probably play it again though. The combos can be very effective, and Blinding Feint can be stacked to produce some serious damage on a tank.
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3c.Steamrolling. Teams with very high dps and/or lots of buffs can wipe out spawns in just a few seconds. The spawns this kind of team fights can do the same thing to a teamate who gets aggro before you can. Your priority on a team like this is getting into the spawn one or two seconds ahead of your team and eating the alpha. If you play on these kind of teams a lot you need to make sure you have good mobility. Generally I target a foe in the front of the spawn and taunt as I jump over his head trying to land in the back 2/3 of the spawn. I follow this up with a aoe. This means that the spawn is not only bunched tighter for my team, they are turned AWAY from my teammates. This keeps the aoes and cones aimed away from the squishies. You will also need to leave the fight early. As soon as everything is dead or dying you need to be on your way to the next spawn not watching them melt away(freaks being a large potential exception).
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Really freaks and wows players that haven't gotten behind a tank that plays that way the first time, too.
Hear! Hear!
Intro & Background
First off a little about me. At the time of this writing (Issue 16) I am a four year vet, with a total of 28 non pled 50s.These characters cover all the archetypes except for dominators and epics which are in progress. I am badly addicted to the inventions system. I have not pvped in quite a while, but I have played through pretty much all the other content this game has both blue and red side. I also have an abiding addiction for tanks (duh!). Around the end of 2008 I decided to try and get every tanker powerset to 50, both primary and secondary. In part because I wanted to see how the "feel" differed between sets, partly because I wanted to put certain forum legends to the test for myself. About a year later, I have achieved my goal and I want to pass on a few things I have learned. Hopefully this guide will help you see what tanker will best suit your playstyle, what tank will do best at the content you want to play, and how to get past some of the more common hurdles that might discourage a prospective tanker. The first section will be a quick rundown of the powersets themselves. My impressions. The pros and cons. The possibilities. This will be entirely subjective based on my impressions, hard data and math are well covered in other sources and are readily available. The second section will cover some basic build approaches. Here I will cover main hybrids, setting up synergies, and some of the IO build approaches you might find helpful. The third section will cover playstyle variations. How these might affect your build choices, and skills you may need as a result of your playstyle choice. The fourth section will address the game content itself. How to choose a tank that will flourish in the environment you want to play him/her in. Finally I will cover some of the more persistent issues that crop up for tank players both ingame and in these forums. Section 1: The powersets. 1A:the primaries.
1B. The Secondaries.
Section 2: Build approaches. I'm not going to endorse any particular style here. A general well rounded tank will be the most versatile and will handle the widest variety of content. The hybrids below are far more specialized they will shine like a jewel for their particular task and will fail just as spectacularly in one of the other roles. I've tried them all, they are all valid playstyles with their own charms. Try them all and see what you enjoy playing. With the current state of IOs it is possible to design a tank that can do it all, IF you are willing to put in the time on the build and have the bankroll to assemble it.
Section 3: Playstyle 3a.Team Size/Difficulty Slider. Simply put big teams need you to be really tough, small teams need you to dish out a lot of damage. The new difficulty slider means that the spawns size may not be the same as the natural team size so take a peek at the mission settings if your not the star holder. If you prefer a certain type of team have that in mind when you create the toon. A stone/ice might be great for an 8 man team fighting +4s but it would be a snooze fest in a dedicated duo with a forcefield defender. On the other end of the spectrum a fire/fire/pyre solos like a dream but tanking an ITF for a big pug team is gonna cost a lot of inspirations or you will probably end up eating a lot of floor. You should also keep in mind that the larger or more aggressive a team is the harder you will work to maintain aggro. 3b. Herding. This is a viable playstyle that basically consists of telling the team hide behind this corner until I bring you 14 enemies to smite that will completely ignore you, rinse, repeat. It's fun for the tank, and some teammates, particularly blasters may like this. Most of your teammates will find it boring. It's just not very heroic to hide in the shadows and punch somebody in the back of the head. If you really want to hone your tanking skills I suggest you spend some time practicing this solo either in a big outdoor mission or in the AE. Not because there is a huge demand, but because it will go a long way to giving you a feel for your tanks aggro abilities, and your foes perception range. If your team gets into a rough spot where you exceed your aggro cap it will give you an instinct for when and where foes will peel off to smack around your squishier teammates. One slightly more useful twist on this technique is a "pull through". Ask the team to allow you a couple second headstart, piss off the first spawn, or maybe the first two if you can do this without aggro capping. Next dive out of line of sight. Just like a standard herd, the foes will bunch up tightly, and your team will be just as safe. The difference is your teamates will be moving steadily through the map and get to watch the baddies chase you instead of staring at an office wall for 20 straight minutes. 3c.Steamrolling. Teams with very high dps and/or lots of buffs can wipe out spawns in just a few seconds. The spawns this kind of team fights can do the same thing to a teamate who gets aggro before you can. Your priority on a team like this is getting into the spawn one or two seconds ahead of your team and eating the alpha. If you play on these kind of teams a lot you need to make sure you have good mobility. Generally I target a foe in the front of the spawn and taunt as I jump over his head trying to land in the back 2/3 of the spawn. I follow this up with a aoe. This means that the spawn is not only bunched tighter for my team, they are turned AWAY from my teammates. This keeps the aoes and cones aimed away from the squishies. You will also need to leave the fight early. As soon as everything is dead or dying you need to be on your way to the next spawn not watching them melt away(freaks being a large potential exception). 3d.Dedicated Teams/Friends/PUGs. To put it simply the better you know your teammates the more you can rely on them. On a dedicated team I can discuss builds in advance. I might skip odd powers to pick up something that benefits my friends trusting them to cover the holes I left in my own build. Running with friends on a non locked team, you need to make sure you cover all your bases. You won't need to do anything too extreme since you will still have a good feel for timing and playstyle. If you are pugging all bets are out the window. You might get buffs, you might not. Your teammates might take care of that exotic dmg boss that keep walloping you, they might ignore it and then ask why your dead. If your pugging you need to be totally self sufficient. That means covering the holes in your build as well as you can, working in a heal of your own, loading up on the right inspirations ahead of time or using a inspiration combination macro(I will try to get permission to post that gem from the creator), getting some of the more useful temps (like the Wedding Band or Combat Shield), and taking the self rez from your primary if there is one. Sometimes you find a great pug but don't count on it every time you log on. 3e.Being the other tank. There are couple ways to make yourself useful in this situation. 1.You might decide that one of you is simply better suited to tanking the foes you face in which case the tougher can assume the meatshield role and the squishier can slip into more of a skranker role mopping up loose aggro and helping take down priority targets. 2.Leapfrogging when tank A takes the aggro from the first spawn tank B slips by to the next spawn getting them all nicely bunched for the team a minute or so behind him. 3. The funnel, tank A tackles the spawn as normal, tank B goes and gets another spawn and trains them back to the team. While this sounds risky its really not as long as tank B keeps a good handle on his aggro. 4. The Split. If you have a lot of damage on the team and the map is suitable it can be easier for one tank to take a few teamates and go left while the other tank takes the remainder of the team to the right. As long as the teammates all understand what is going on and who to follow this can result in some of the fastest missions you are likely to ever see. Section 4: The Content. Some people prefer to design a character then pick content that suits it, others like certain content and select the toon accordingly. Either way it is helpful to have an idea what content you might face. Pretty much anything you do in this game will help you to progress except for PvP so its just a matter of finding something you enjoy. 4a.Radios. These are simple little missions with a named boss at the end. Unless the team is facing a particularly nasty enemy type or has the difficulty set very high they won't "need" a tank so much as having one will speed things up for them. Just try to be familiar with the enemies you are facing suggesting a change if its your jelly spot. The maps tend to be on the small side, and repeat a lot. In short order you will have these maps down. Remember to save a few inspirations as every so many missions there will be a Safeguard and the Rogue Isles Villains can sometimes pack a nasty surprise, perhaps even spawning as AVs. Since there is seldom any real threats in these missions a more balanced or damage specced tank will likely be more useful. 4b. Story Arcs. These missions are the main content of the game. If you are the arc holder they have the added benefit of xp and merit bonus on completion. Their main drawback is they often require a lot of traveling for the team. Some of the signature missions in these arcs will be where your situational powers will come into play. Some arcs contain a substantial number of "defeat all missions" suggesting a damage focus, some missions contain very nasty enemies, ambushes, and EB/AVs suggesting a survival focus. Since the missions bounce back and forth this way either keep your build balanced or utilize the dual build feature. In addition, you may wish to take a reasonably fast travel power rather than temps since there is so much running around to do. 4c.Task Forces and Trials. These feature big stories, big missions, and big enemies. As a tank, you will get many requests to join these, and many chances to shine. The TFs are well documented on Red Tomax and ParagonWiki. If you plan to run them read it over in advance so you know what to expect. Since it is nearly impossible to solo this content and task forces nearly always contain huge rooms full of really nasty badies and AVs, give serious thought to a survivability focus. This is also a good level up avenue if you have a pricey build planned that you wish to finance. 4d.Street Sweeping. Not many folks go this route anymore but it is a good way to ensure a steady supply of large level appropriate spawns to smack around. Don't forget The Abandoned Sewers and other Hazard Zones. While you miss out on mission completion boni and merits this is one of the fastest way to level up. The tank I leveled up this way hit 50 in a blazing 60 hours. For this kind of content you seldom face anything higher than a boss so you want a very strong AOE focus on the build. Recall friend is also useful for getting teammates back into the fray quickly when the go to sell, train, or rez. 4e.AE Missions. The custom enemies folks create have a tendency to be a lot nastier than the enemies the devs create. They also tend to use powers you almost never see in game. Unless you have played the arc already go loaded for bear. If you intend to spend a significant portion of your career in this content, build your tank as tough as possible. On the plus side there is basically no point in working in a travel power as you will never wander further than the trainer, vendor and maybe Wentworths. There is also a handy inspiration salesperson right there by the portal. 4f.PVP. Frankly I have not pvped seriously in several issues now. There is also the fact that, what works or doesn't varies greatly from one issue to the next. I will leave any comments regarding tanks and pvp to those more experienced than myself. 4g.Farming. Opinions on this are varied and heated. I'll just say this. A damage specced, AOE focused, late game tanker is one of the better tractors in the game regardless of what kind of field you are plowing. Section 5 Common Issues. 5a.My tank does crap for damage. Some do not do well here. This does not have to be the case though. Take a look over the pointers to building a skranker and apply them to the extent you can without gimping yourself in a critical area. Another route you can take is loading your low damage fast recharging fast casting attacks with dmg procs. They are not affected by resists and can help greatly vs some of your more troublesome enemies. 5b.My tank is always running out of endurance. There are several things you can do about this. I will leave the debate as to which is better to others.
5c.To taunt or not. This is one of the longest standing and ugliest debates on the forums.Taking the power has the benefits of giving you a autohit (and damage proccable) power that costs zero endurance and allows complete control of aggro even at range. It also applies a substantial -range debuff mitigating incoming dmg and forcing the foes to bunch up closer. It has the drawback of costing one power choice from your build. I suppose you could say wounded pride is a drawback if you feel "forced" to take it. For my money you are unlikely to get more utility at a lower cost. If its a question by all means try it both ways and decide for yourself. 5d.My tank is too squishy. Most of this was covered under the meatshield section apply what you can without messing up needed powers. There are rechargable temps like the the Wedding Band or Combat Shield that work wonders for a tank. Aid-Self also scales off your base hp last I checked, which makes it a potent power for a tanker. There is also a good chance you are facing foes which do dmg you do not counter well, or that you are scrapper locking and fighting in debuff patches. Knowing when to break line of sight, or move off of a debuff is a valuable skill that you would do well to learn. Take a good look at the accolades as well. More HP has a tendency to magnify whatever mitigation you are already sporting. 5e.Tier 9s. There is a big variety in flavors. Some like Shield or WP have a soft crash and a short recharge they are handy and should be used often, unless you have put a decent number of IOs into the build in which case they may well be redundant. Some like Fire and Dark are self rez/nukes. Many people detest the thought of a tank power you need to be dead to use. The plain fact is that everyone dies sometimes and the rez nukes not only get you back on your feet but they buy your entire team breathing room in a nasty situation. There are also some foes that hit you with horrible debuffs like Dark Ring Mistresses. In these cases the nuke allows you to face plant, shed the debuff, and get back into the fight in a couple of seconds rather than trudge back rom the hospital. Some like Electric or Invulnerability give you a period of godmode but come with an almost certainly fatal crash. These are a matter of taste. Some folks swear by them, other folks swear at them. This comes under the try it yourself and see heading. If you don't like one power of this type odds are you will not like any of them. 5f. Financing. Build are not cheap, and the better the build the bigger the bill. Early in your career you can take a backwards approach to frankenslotting. Slot generic dmg IOs obtaining your acc/end/rech from taunt sets and sets tailored to the secondary effect of your attack. You will achieve SO slotting power levels by the mid to late teens for a very minimal outlay allowing you to save up for better equipment later in your career. Don't be shy about spending a little time learning how the market works. An hour spent learning the ropes can save you days when you get ready to shop for and finance your tank. Conclusion. Hopefully this guide has inspired you to try out a new tank, and given you a few clues to making the journey an enjoyable one. I did not have the time or room to cover every possible wrinkle of tank play. Any section of this guide could easily be expanded into a guide of its own. If there is call for it I may write some expanded guides. If you have unanswered questions feel free to ask. I or some other friendly forumite will be more than happy to help. Abnormal Joe Tank Addict |
I think you have undervalued Invulnerability as a Primary. Take a look at Call Me Awesome's two guides, one for the first 20 levels of an invuln tank, and the other for softcapping an Invuln Tank somewhat inexpensively.
Invulnerability has a mix of high resist (it is easy to cap Smashing/Lethal Resist at 90%) and Defense (you can easily get softcapped Defense with 1 or 2 foes in range of Invincibility). When built properly, an Invuln tank can rival a Granite Tank for survivability -- with none of the downsides. And that build is not nearly as expensive as softcapping other primaries, and the sets are lower level for easy exemping.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Mike. Elec/SS is a good middle of the road tank with a slight leaning toward a more damage focused build. What with Rage and the damage aura. The trick is not so much wht it start out as, as it is what you turn him into.
Local_Man. I actually go tpretty deep into CMAs build when I was respecing that particular tank. I took it a bit further than he did. I ended up softcapped to all with 0 foes in range (barring psi/tox of course) It's just my experience was he was fairly squishy for about 2/3 of the game content UNTIL I got those IOs slotted. I agree its a top tier set once slotted up, just take a bit to get there. S/L foes are an entirely different matter.
Come to think of it I may need to see if he would mind me linking his two guides the next time I do an update to this guide.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Intro & Background
First off a little about me. At the time of this writing (Issue 16) I am a four year vet, with a total of 28 non pled 50s.These characters cover all the archetypes except for dominators and epics which are in progress. I am badly addicted to the inventions system. I have not pvped in quite a while, but I have played through pretty much all the other content this game has both blue and red side. I also have an abiding addiction for tanks (duh!).
Around the end of 2008 I decided to try and get every tanker powerset to 50, both primary and secondary. In part because I wanted to see how the "feel" differed between sets, partly because I wanted to put certain forum legends to the test for myself. About a year later, I have achieved my goal and I want to pass on a few things I have learned. Hopefully this guide will help you see what tanker will best suit your playstyle, what tank will do best at the content you want to play, and how to get past some of the more common hurdles that might discourage a prospective tanker.
The first section will be a quick rundown of the powersets themselves. My impressions. The pros and cons. The possibilities. This will be entirely subjective based on my impressions, hard data and math are well covered in other sources and are readily available.
The second section will cover some basic build approaches. Here I will cover main hybrids, setting up synergies, and some of the IO build approaches you might find helpful.
The third section will cover playstyle variations. How these might affect your build choices, and skills you may need as a result of your playstyle choice.
The fourth section will address the game content itself. How to choose a tank that will flourish in the environment you want to play him/her in.
Finally I will cover some of the more persistent issues that crop up for tank players both ingame and in these forums.
Section 1: The powersets.
1A:the primaries.
There is no disputing the fact that it gets the job done, and it is a good pick if you don't want your toggles to outshine your costume design.
1B. The Secondaries.
My run with this set was my fastest tank to 50, it is simply brutal at obliterating entire spawns. It also allows for some interesting IO tricks which will be covered later.
The set does not have a weakness per se. The only thing to keep in mind, is that it has no mitigation barring actually defeating the foes. As long as your primary does not need shoring up, this is likely one of your best all around choices. I ran this with stone armor to offset the -dmg and it worked great. On a tank without the debuff it should really shine.
The set is currently a nice mix of ST and AOE, and decent mitigation without the usual sacrifice to attacks that come with it.
I ran this set with Ice Armor for concept reasons and it performed quite well. It has a nice solid crunch to it, and it just plain looks good.
Section 2: Build approaches.
I'm not going to endorse any particular style here. A general well rounded tank will be the most versatile and will handle the widest variety of content. The hybrids below are far more specialized they will shine like a jewel for their particular task and will fail just as spectacularly in one of the other roles. I've tried them all, they are all valid playstyles with their own charms.
Try them all and see what you enjoy playing. With the current state of IOs it is possible to design a tank that can do it all, IF you are willing to put in the time on the build and have the bankroll to assemble it.
If you decide to go for recharge just remember to keep an eye on your end usage as attacking faster means draining faster.
I should also note that many folks will insist on Super Strength for a skranker. It's not a bad choice, I even tried this myself on my very first tank. It's just not the route I would take now unless I had a really substantial budget.
It gives you two choices. 1.Combine the fear aura with dark melee, and the tier 3&4 picks from the presence pool. or 2.Combine the stun aura with one of several secondaries that pack substantial stun. Earth is your best pick with Fault. Finally grab Stalagmites from the Earth Epic and all your foes will be permanently doing the drunk walk. Many secondaries have attacks with a hold portion that stacks quite nicely with one of the epic holds for some of the pesky single targets.
The Energizer Bunny (TM) Fire armor/Dark Melee. Forget stamina this build never runs out of green or blue thanks to dual heals and dual saps.
The Sapper Ice Armor or Electric/Elec Melee.
The Jumper Shield Armor/Electric Melee double your pleasure with two ranged TP nukes( a personal favorite of mine).
Patches, Fire Armor/Ice Melee. Leave little piles of flopping roasting foes wherever you go.
The Neener Neener. Ice Armor or Shield Armor/Dark Melee lots of defense and -tohit buffs have your foes swatting at flies instead of you.
Slow boat to China. Ice or Stone Armor/ Ice Melee and Quicksand from the Earth Epic have your enemies going nowhere fast.
Section 3: Playstyle
3a.Team Size/Difficulty Slider. Simply put big teams need you to be really tough, small teams need you to dish out a lot of damage. The new difficulty slider means that the spawns size may not be the same as the natural team size so take a peek at the mission settings if your not the star holder. If you prefer a certain type of team have that in mind when you create the toon. A stone/ice might be great for an 8 man team fighting +4s but it would be a snooze fest in a dedicated duo with a forcefield defender. On the other end of the spectrum a fire/fire/pyre solos like a dream but tanking an ITF for a big pug team is gonna cost a lot of inspirations or you will probably end up eating a lot of floor. You should also keep in mind that the larger or more aggressive a team is the harder you will work to maintain aggro.
3b. Herding. This is a viable playstyle that basically consists of telling the team hide behind this corner until I bring you 14 enemies to smite that will completely ignore you, rinse, repeat. It's fun for the tank, and some teammates, particularly blasters may like this. Most of your teammates will find it boring. It's just not very heroic to hide in the shadows and punch somebody in the back of the head. If you really want to hone your tanking skills I suggest you spend some time practicing this solo either in a big outdoor mission or in the AE. Not because there is a huge demand, but because it will go a long way to giving you a feel for your tanks aggro abilities, and your foes perception range. If your team gets into a rough spot where you exceed your aggro cap it will give you an instinct for when and where foes will peel off to smack around your squishier teammates. One slightly more useful twist on this technique is a "pull through". Ask the team to allow you a couple second headstart, piss off the first spawn, or maybe the first two if you can do this without aggro capping. Next dive out of line of sight. Just like a standard herd, the foes will bunch up tightly, and your team will be just as safe. The difference is your teamates will be moving steadily through the map and get to watch the baddies chase you instead of staring at an office wall for 20 straight minutes.
3c.Steamrolling. Teams with very high dps and/or lots of buffs can wipe out spawns in just a few seconds. The spawns this kind of team fights can do the same thing to a teamate who gets aggro before you can. Your priority on a team like this is getting into the spawn one or two seconds ahead of your team and eating the alpha. If you play on these kind of teams a lot you need to make sure you have good mobility. Generally I target a foe in the front of the spawn and taunt as I jump over his head trying to land in the back 2/3 of the spawn. I follow this up with a aoe. This means that the spawn is not only bunched tighter for my team, they are turned AWAY from my teammates. This keeps the aoes and cones aimed away from the squishies. You will also need to leave the fight early. As soon as everything is dead or dying you need to be on your way to the next spawn not watching them melt away(freaks being a large potential exception).
3d.Dedicated Teams/Friends/PUGs. To put it simply the better you know your teammates the more you can rely on them. On a dedicated team I can discuss builds in advance. I might skip odd powers to pick up something that benefits my friends trusting them to cover the holes I left in my own build. Running with friends on a non locked team, you need to make sure you cover all your bases. You won't need to do anything too extreme since you will still have a good feel for timing and playstyle. If you are pugging all bets are out the window. You might get buffs, you might not. Your teammates might take care of that exotic dmg boss that keep walloping you, they might ignore it and then ask why your dead. If your pugging you need to be totally self sufficient. That means covering the holes in your build as well as you can, working in a heal of your own, loading up on the right inspirations ahead of time or using a inspiration combination macro(I will try to get permission to post that gem from the creator), getting some of the more useful temps (like the Wedding Band or Combat Shield), and taking the self rez from your primary if there is one. Sometimes you find a great pug but don't count on it every time you log on.
3e.Being the other tank. There are couple ways to make yourself useful in this situation.
1.You might decide that one of you is simply better suited to tanking the foes you face in which case the tougher can assume the meatshield role and the squishier can slip into more of a skranker role mopping up loose aggro and helping take down priority targets.
2.Leapfrogging when tank A takes the aggro from the first spawn tank B slips by to the next spawn getting them all nicely bunched for the team a minute or so behind him.
3. The funnel, tank A tackles the spawn as normal, tank B goes and gets another spawn and trains them back to the team. While this sounds risky its really not as long as tank B keeps a good handle on his aggro.
4. The Split. If you have a lot of damage on the team and the map is suitable it can be easier for one tank to take a few teamates and go left while the other tank takes the remainder of the team to the right. As long as the teammates all understand what is going on and who to follow this can result in some of the fastest missions you are likely to ever see.
Section 4: The Content.
Some people prefer to design a character then pick content that suits it, others like certain content and select the toon accordingly. Either way it is helpful to have an idea what content you might face. Pretty much anything you do in this game will help you to progress except for PvP so its just a matter of finding something you enjoy.
4a.Radios. These are simple little missions with a named boss at the end. Unless the team is facing a particularly nasty enemy type or has the difficulty set very high they won't "need" a tank so much as having one will speed things up for them.
Just try to be familiar with the enemies you are facing suggesting a change if its your jelly spot. The maps tend to be on the small side, and repeat a lot. In short order you will have these maps down. Remember to save a few inspirations as every so many missions there will be a Safeguard and the Rogue Isles Villains can sometimes pack a nasty surprise, perhaps even spawning as AVs. Since there is seldom any real threats in these missions a more balanced or damage specced tank will likely be more useful.
4b. Story Arcs. These missions are the main content of the game. If you are the arc holder they have the added benefit of xp and merit bonus on completion. Their main drawback is they often require a lot of traveling for the team. Some of the signature missions in these arcs will be where your situational powers will come into play. Some arcs contain a substantial number of "defeat all missions" suggesting a damage focus, some missions contain very nasty enemies, ambushes, and EB/AVs suggesting a survival focus. Since the missions bounce back and forth this way either keep your build balanced or utilize the dual build feature. In addition, you may wish to take a reasonably fast travel power rather than temps since there is so much running around to do.
4c.Task Forces and Trials. These feature big stories, big missions, and big enemies. As a tank, you will get many requests to join these, and many chances to shine. The TFs are well documented on Red Tomax and ParagonWiki. If you plan to run them read it over in advance so you know what to expect. Since it is nearly impossible to solo this content and task forces nearly always contain huge rooms full of really nasty badies and AVs, give serious thought to a survivability focus. This is also a good level up avenue if you have a pricey build planned that you wish to finance.
4d.Street Sweeping. Not many folks go this route anymore but it is a good way to ensure a steady supply of large level appropriate spawns to smack around. Don't forget The Abandoned Sewers and other Hazard Zones. While you miss out on mission completion boni and merits this is one of the fastest way to level up. The tank I leveled up this way hit 50 in a blazing 60 hours. For this kind of content you seldom face anything higher than a boss so you want a very strong AOE focus on the build. Recall friend is also useful for getting teammates back into the fray quickly when the go to sell, train, or rez.
4e.AE Missions. The custom enemies folks create have a tendency to be a lot nastier than the enemies the devs create. They also tend to use powers you almost never see in game. Unless you have played the arc already go loaded for bear.
If you intend to spend a significant portion of your career in this content, build your tank as tough as possible. On the plus side there is basically no point in working in a travel power as you will never wander further than the trainer, vendor and maybe Wentworths. There is also a handy inspiration salesperson right there by the portal.
4f.PVP. Frankly I have not pvped seriously in several issues now. There is also the fact that, what works or doesn't varies greatly from one issue to the next. I will leave any comments regarding tanks and pvp to those more experienced than myself.
4g.Farming. Opinions on this are varied and heated. I'll just say this. A damage specced, AOE focused, late game tanker is one of the better tractors in the game regardless of what kind of field you are plowing.
Section 5 Common Issues.
5a.My tank does crap for damage. Some do not do well here. This does not have to be the case though. Take a look over the pointers to building a skranker and apply them to the extent you can without gimping yourself in a critical area. Another route you can take is loading your low damage fast recharging fast casting attacks with dmg procs. They are not affected by resists and can help greatly vs some of your more troublesome enemies.
5b.My tank is always running out of endurance. There are several things you can do about this. I will leave the debate as to which is better to others.
5c.To taunt or not. This is one of the longest standing and ugliest debates on the forums.Taking the power has the benefits of giving you a autohit (and damage proccable) power that costs zero endurance and allows complete control of aggro even at range. It also applies a substantial -range debuff mitigating incoming dmg and forcing the foes to bunch up closer. It has the drawback of costing one power choice from your build. I suppose you could say wounded pride is a drawback if you feel "forced" to take it. For my money you are unlikely to get more utility at a lower cost. If its a question by all means try it both ways and decide for yourself.
5d.My tank is too squishy. Most of this was covered under the meatshield section apply what you can without messing up needed powers. There are rechargable temps like the the Wedding Band or Combat Shield that work wonders for a tank.
Aid-Self also scales off your base hp last I checked, which makes it a potent power for a tanker. There is also a good chance you are facing foes which do dmg you do not counter well, or that you are scrapper locking and fighting in debuff patches. Knowing when to break line of sight, or move off of a debuff is a valuable skill that you would do well to learn. Take a good look at the accolades as well. More HP has a tendency to magnify whatever mitigation you are already sporting.
5e.Tier 9s. There is a big variety in flavors. Some like Shield or WP have a soft crash and a short recharge they are handy and should be used often, unless you have put a decent number of IOs into the build in which case they may well be redundant.
Some like Fire and Dark are self rez/nukes. Many people detest the thought of a tank power you need to be dead to use. The plain fact is that everyone dies sometimes and the rez nukes not only get you back on your feet but they buy your entire team breathing room in a nasty situation. There are also some foes that hit you with horrible debuffs like Dark Ring Mistresses. In these cases the nuke allows you to face plant, shed the debuff, and get back into the fight in a couple of seconds rather than trudge back rom the hospital. Some like Electric or Invulnerability give you a period of godmode but come with an almost certainly fatal crash. These are a matter of taste. Some folks swear by them, other folks swear at them. This comes under the try it yourself and see heading. If you don't like one power of this type odds are you will not like any of them.
5f. Financing. Build are not cheap, and the better the build the bigger the bill. Early in your career you can take a backwards approach to frankenslotting. Slot generic dmg IOs obtaining your acc/end/rech from taunt sets and sets tailored to the secondary effect of your attack. You will achieve SO slotting power levels by the mid to late teens for a very minimal outlay allowing you to save up for better equipment later in your career. Don't be shy about spending a little time learning how the market works. An hour spent learning the ropes can save you days when you get ready to shop for and finance your tank.
Conclusion.
Hopefully this guide has inspired you to try out a new tank, and given you a few clues to making the journey an enjoyable one.
I did not have the time or room to cover every possible wrinkle of tank play. Any section of this guide could easily be expanded into a guide of its own. If there is call for it I may write some expanded guides. If you have unanswered questions feel free to ask. I or some other friendly forumite will be more than happy to help.
Abnormal Joe
Tank Addict
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