Best Tanker primary for Tanking
is there anything which can offer more than a WP can? or is WP the next best thing from stone
I would like to play a stone tank too, but when I used to actively play, I remember them being quite slow without a pocket kin |
My main character Goldbrick can easily reach the soft cap in defense with just a few adversaries nearby or by chewing a single small purple inspiration, has 90% smashing/lethal resistance, approximately 35% resistance to elemental damage, and has decent positional defense that helps surprisingly well against psionics.
Goldbrick has none of the drawbacks of granite, and thanks to IOs doesn't need Unstoppable (so I dropped that power as never used, and took another attack power). He has 50% resistance to defense debuffs, and 40% resistance to slows (slows can turn granite tanks into statues pretty easily).
Goldbrick is the one tank I have with the Master of the Statesman TF badge, and he breezes through Mothership Raids which have a nasty incoming combo of physical, elemental, and particularly psionic damage.
Caveat: It can cost billions these days to IO out an invulnerability tank, and invulns are not high performers for most of the trip to 50, only starting to get really tough post-40 when the synergy of powers gets solid.
If you want a tank that is strong 1-50, willpower is a good choice. WP will also cost relatively little to IO up. I permanently maxed my willpower tank's hps at 3212 and called it done. The only weakness of willpower is damage spikes, and carrying a few purple inspirations blunts that worry. My willpower tank can laugh all day long at nictus Romulus and his essence pets, and can do the same to pretty much any AV outside of the STF.
My granite tank is quite ridiculously solid without IOs, but while in granite has that big psionics hole that basically means I don't like to take the granite tank to Mothership Raids. I switch to mineral armor when facing Mother Mayhem and have no worries, but a mix of high level psionics with other damage forms causes trouble. Almost all of the drawbacks of granite including running speed can be compensated for with pool powers and IO sets, and I've done that, but slows and psionics remain a big weakness for granite tanks, unless heavy spending is done to soft cap defense. Stone tanks are decent enough from 1-32, but then really become the terror of evildoers when granite armor becomes available.
Goldbrick 50 inv/ss tank
Other 50s: Power Beam, Rocky Mantle, STORMIE Agent, Matchless, Major Will, Knightmayor, Femstone, Space Maureen, Crimebuster Ako, Dr. Twilight, Doc Champion, American Gold Eagle
I pretty much think all the tank primaries are great. They do different things and require different playstyle which is why I like them. As a tank lover, I am glad the primaries all have different strength/weakness...keeps the game fun and interesting.
I am trying to figure out what strength Fire armor has, aside from capped resistance to fire damage.
YMMV---IMO
Ice Ember
I am trying to figure out what strength Fire armor has, aside from capped resistance to fire damage.
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It should be more offensive, I would say, and hopefully Castle will address that when he looks at Fiery Aura (he said he would again recently, but who knows when he'll get to that), but as I say in my guide, "the moniker still stands." Each set has pros and cons against the others, and Fiery Aura definitely fits that characterization.
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
I have granite, willpower, and invulnerability tanks at 50, and hands-down the best tank for survivability, if you are willing to spend the influence to fully IO your tank, is invulnerability.
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My build has 23% defense to everything at a bare minimum. That's positional and typed. S/L/E/N defense values are all at 45%. Melee and ranged hover at 35%, and we haven't even gotten to the actual powers of Dark Armor yet.
Psi defense may only be 23%, but I resist it at 81%. Rikti magus? Psychic clockwork? Pfft. S/L resists are 70%, but I usually toggle off tough because I just don't need it.
My largest hole is to fire/cold attacks that are not tagged with S/L or melee/ranged. The total mitigation on those attacks is 46% resist and 23% defense, for a grand total of 12% damage getting through. That's my weak spot. If you can hit me with fire/cold damage that's not part lethal/smashing or tagged with melee/ranged, you can get 12% of your damage through to me.
Another thing I laugh at are sappers. 86.5% resistance to end drain and recovery debuff means my blue bar doesn't flinch unless I want it to.
On top of all that, Dark Armor has the best heal in the game. Mine recharges in 17 seconds, and has a 10% chance to give me back 10 endurance for every target in range.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I'm quite sure it's closer to 25% getting through without being debuffed.
I'm quite sure it's closer to 25% getting through without being debuffed.
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Base to hit is 50%. Subtract 23% for my defense. Multiply the resulting number (27%) by 46% for my resists.
As enemy level and rank increases, they get accuracy multipliers which messes with the equation some. Still, the point is my tank doesn't fear anything the game has to throw at me.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Plus four Cimerorans mean I have to use purple inspirations
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Ghost Widow is no problem with softcapped negative energy defense.
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Those were just two instances that quickly came to mind, so not intended to be marathon trials. But, your brief refutation doesn't really satisfy.
Since you may not be so good at math, I'll explain it.
Base to hit is 50%. Subtract 23% for my defense. Multiply the resulting number (27%) by 46% for my resists. |
But, perhaps I might not be so good at math, so please, feel free to explain why I should view a naked blaster as only allowing 50% of damage through.
Edit: For the people who keep reading this and, according to comments can't figure it out, 0% defense is 0% mitigation from defense, 45% defense is 90% mitigation from defense. Really, people...
It actually depends on your interpretation on tanking as to whether or not you see fit to have to set yourself the limitations that will allow Ghost Widow to be able to eventually Soul Storm you.
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.
Are you speaking from experience or extrapolation? I freely admit I have no defense-softcapped dark armor character, but just using purples doesn't cut it from my experience, as characters without defense debuff protection need around 70%+ defense to avoid "cascading defense failure", and that won't always keep the character alive.
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I don't deny that for the most part Ghost Widow is not a problem, but her hold (the only reason anyone mentions her name) will land eventually, and when it does there is nothing present in dark armor that keeps it from killing you. I have been hit through 45%+ negative energy defense by her hold on my invuln, and survived it quite easily due to protection that cannot be replicated by dark armor. This is just a case in point, and not intended to show dark armor as completely inept.
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Those were just two instances that quickly came to mind, so not intended to be marathon trials. But, your brief refutation doesn't really satisfy.
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That way of calculating damage describes a naked blaster as only allowing 50% of damage to come through, which is a terribly idiotic way of describing character survivability. You're only mitigating 75%, as opposed to 88% suggested by your 12% admittance figure.
But, perhaps I might not be so good at math, so please, feel free to explain why I should view a naked blaster as only allowing 50% of damage through. |
EDIT: And of course that's the only way to calculate damage mitigation. Or perhaps would you say an /SR scrapper only blocks 45% of attacks? No, he has 90% damage mitigation, because that's all that hits him.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Well... a ~50% heal that you can get to recharge every 20 seconds (something most of my tanks would love to have, even if they are technically more defensive/resistant), consistent performance against most mobs (Invuln can vary widely, depending on the damage type it is facing), it exemps well, and is more offensive than most sets.
It should be more offensive, I would say, and hopefully Castle will address that when he looks at Fiery Aura (he said he would again recently, but who knows when he'll get to that), but as I say in my guide, "the moniker still stands." Each set has pros and cons against the others, and Fiery Aura definitely fits that characterization. |
Fire does not have a "pro" which sets it out above the others aside from the heal.
YMMV---IMO
Ice Ember
Dark has a better, though more costly heal. My Ice, Stone, Shield, and Invuln do not need a heal every 20 seconds. (with the +end proc, I may roll a dark/* tank now. Maybe Dark/Kinetic. Dont know if I want another tank or scrapper though.)
Fire does not have a "pro" which sets it out above the others aside from the heal. |
The Melee Teaming Guide for Melee Mans
Dark has a better, though more costly heal. My Ice, Stone, Shield, and Invuln do not need a heal every 20 seconds. (with the +end proc, I may roll a dark/* tank now. Maybe Dark/Kinetic. Dont know if I want another tank or scrapper though.)
Fire does not have a "pro" which sets it out above the others aside from the heal. |
I would agree with Heraclea that it also exemps well. Not something everybody does or wants to do, but it is a nice benefit. Consume is also quite nice, though it does have a stupid long recharge (I do hope Castle tweaks that when he looks at it). Some other sets do have an end recovery tool but not all of them- and I miss such tools on my Tankers that do not have them.
It also performs very consistently- the resists and Heal help guarantee that. I do think that is a pro, though not everyone may see the benefits there.
Keep in mind I am saying all of that, while still agreeing that Castle really needs to buff it (and I'm glad he's going to take a look at it). It doesn't have enough offensive benefits to offset its weaknesses (especially when you look at how well Shields is set up), and it has some odd setups for its powers, so it really needs some tweaking. Even so, every Tanker set it is still quite solid. There are good things and bad things about each set, and each one can tank just fine. Fiery Aura is just enough out of whack that it needs tweaking (not a major overhaul). Just trying to put all the comments into context.
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
It also performs very consistently- the resists and Heal help guarantee that. I do think that is a pro, though not everyone may see the benefits there.
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Yes, this post is sarcastic. I could have added more, but I just got home and I have been up for more then 24hrs.
We agree that fire needs a buff.
I want to be able to use Burn without having to have an immob or ice patch.
I want more but am too tired to type... maybe tomorrow or the day after.
YMMV---IMO
Ice Ember
Hay, Dechs and anybody else who may have it:
Are there any builds out there for a dark/dark tank? It seems to me that (on paper at least) a Dark/Dark should be among the toughest builds possible in the current mechanics, but I can't seem to get the hang of it. Any guides?
Does it have to have the absolute best in a few things to be viable, though? Willpower doesn't really have any strengths or weaknesses, but it's still a good Tanking set. I'm merely making the point that it's a good and fun set that can still tank well- and it sounds like you don't entirely disagree with that, heh.
Here's my list for Fiery Aura that it really does need to get on par, though.
1. Lowered Recharge for Consume. I would be okay with it in the 90-100 second range, even though Ice and Electric have 60 seconds for theirs... Consume does have a better radius and doesn't cost endurance, but I don't think those pros mean the power has to recharge in three times the length, either.
2. Fiery Embrace shouldn't punish you for using a non-Fire primary. Make it buff all damage for 20 seconds.
3. Burn needs to be usable solo or on a team, and without needing another power. Shield Charge doesn't have all those quid pro quos, and nor should Burn. So remove the fear, and set the damage to something balanced. Burn could be put on a long recharge, or turned into another AOE that is not a patch (so like FSC or Combustion). I personally don't care much, as long as it boosts damage on par with Shield Charge (and I would want it on par with where Shield Charge, not the incorrect higher number it has right now).
That's it. Temperature Protection is viable enough as is (though I do feel like Fiery Aura could use some end drain protection as well, since it has no defenses in the set to dodge any nasty things like that). I know most don't like Rise of the Phoenix, but it has its uses, and I don't see it going anywhere. The above seem much more balanced and viable.
I would love to see some immobilize and kb protection added to the Shields, but I would find these drawbacks less irksome if the above were adjusted.
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
Hay, Dechs and anybody else who may have it:
Are there any builds out there for a dark/dark tank? It seems to me that (on paper at least) a Dark/Dark should be among the toughest builds possible in the current mechanics, but I can't seem to get the hang of it. Any guides? |
http://boards.cityofheroes.com/showthread.php?t=112232
In there, you'll find KomradeKommunism's guide, from when the set first came out: http://boards.cityofheroes.com/showthread.php?t=124755
And the more recent guide to Dark Armor by Jebe the Pirate: http://boards.cityofheroes.com/showthread.php?t=142296
And for complete thoroughness, you really ought to read Demodos's DM/DA guide for Scrappers, while realizing that, for Tankers, the various powers apply differently, but the core information about each power is still very useful! http://boards.cityofheroes.com/showthread.php?t=127590
So all you need to do is brush up on your search-fu, it's not hard.
Be Well!
Fireheart
Hay, Dechs and anybody else who may have it:
Are there any builds out there for a dark/dark tank? It seems to me that (on paper at least) a Dark/Dark should be among the toughest builds possible in the current mechanics, but I can't seem to get the hang of it. Any guides? |
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Does it have to have the absolute best in a few things to be viable, though? Willpower doesn't really have any strengths or weaknesses, but it's still a good Tanking set. I'm merely making the point that it's a good and fun set that can still tank well- and it sounds like you don't entirely disagree with that, heh.
Here's my list for Fiery Aura that it really does need to get on par, though. 1. Lowered Recharge for Consume. I would be okay with it in the 90-100 second range, even though Ice and Electric have 60 seconds for theirs... Consume does have a better radius and doesn't cost endurance, but I don't think those pros mean the power has to recharge in three times the length, either. 2. Fiery Embrace shouldn't punish you for using a non-Fire primary. Make it buff all damage for 20 seconds. 3. Burn needs to be usable solo or on a team, and without needing another power. Shield Charge doesn't have all those quid pro quos, and nor should Burn. So remove the fear, and set the damage to something balanced. Burn could be put on a long recharge, or turned into another AOE that is not a patch (so like FSC or Combustion). I personally don't care much, as long as it boosts damage on par with Shield Charge (and I would want it on par with where Shield Charge, not the incorrect higher number it has right now). That's it. Temperature Protection is viable enough as is (though I do feel like Fiery Aura could use some end drain protection as well, since it has no defenses in the set to dodge any nasty things like that). I know most don't like Rise of the Phoenix, but it has its uses, and I don't see it going anywhere. The above seem much more balanced and viable. I would love to see some immobilize and kb protection added to the Shields, but I would find these drawbacks less irksome if the above were adjusted. |
I agree with what you have listed for changes. I would like FE to be different though. The long timer really doesnt make it attractive at all and doesnt make it beneficial. AAO adds a constant damage increase which I think is more beneficial.
Since, with the introduction of Dual Pistols, there is a toggle damage adjusting power. I wonder if they could modify FE to have two modes. One mode for the 100% damage increase for 20 seconds on a large recharge, and the other to have a stepped incremental increase per foe in range. Make it if you activate the spike damage, you cannot activate the stepped damage till the power recharges. (Probably not possible... but I like it.)
It was discussed about Temp Prot having End drain protection when the slow resistance was added... it would still be nice to add.
YMMV---IMO
Ice Ember
This is my current DA/DM build.
I usually have soul transfer instead of OG, but switched them the other day just for giggles. I built mine mostly with advice and help from Jebe_the_Pirate, but tweaked things to my own liking. The only thing that really hurts is large groups that stack the crap out of def debuffs.
If you have any questions, send me a PM.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
cataclysmic end current: Level 50 Natural Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Hero Profile:
Level 1: Dark Embrace
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (15) Reactive Armor - Resistance
- (15) Steadfast Protection - Resistance/+Def 3%
- (23) Steadfast Protection - Knockback Protection
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (37) Reactive Armor - Resistance
- (A) Eradication - Chance for Energy Damage
- (5) Cloud Senses - Accuracy/Recharge
- (5) Eradication - Accuracy/Damage/Recharge
- (11) Eradication - Accuracy/Recharge
- (36) Cloud Senses - Chance for Negative Energy Damage
- (48) Cloud Senses - Accuracy/Endurance/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (27) Reactive Armor - Resistance/Endurance
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (45) Reactive Armor - Resistance
- (A) Touch of the Nictus - Accuracy/Endurance/Recharge
- (9) Touch of the Nictus - Chance for Negative Energy Damage
- (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (13) Touch of the Nictus - Accuracy/Healing
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (33) Theft of Essence - Chance for +Endurance
- (A) Luck of the Gambler - Recharge Speed
- (50) Kismet - Accuracy +6%
- (A) Run Speed IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Miracle - +Recovery
- (46) Numina's Convalescence - Heal
- (A) Eradication - Damage/Recharge
- (19) Eradication - Accuracy/Damage/Recharge
- (19) Eradication - Accuracy/Damage/Endurance/Recharge
- (23) Eradication - Chance for Energy Damage
- (25) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Mocking Beratement - Taunt/Recharge/Range
- (27) Mocking Beratement - Taunt/Recharge
- (37) Mocking Beratement - Recharge
- (39) Mocking Beratement - Taunt
- (39) Mocking Beratement - Taunt/Range
- (39) Mocking Beratement - Accuracy/Recharge
- (A) Eradication - Damage/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (29) Eradication - Accuracy/Recharge
- (31) Rectified Reticle - To Hit Buff
- (40) Rectified Reticle - To Hit Buff/Recharge
- (46) Eradication - Chance for Energy Damage
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (37) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (A) Armageddon - Chance for Fire Damage
- (36) Armageddon - Damage
- (36) Armageddon - Damage/Recharge
- (40) Armageddon - Accuracy/Damage/Recharge
- (43) Armageddon - Accuracy/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (42) Mocking Beratement - Recharge
- (43) Mocking Beratement - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (45) Kinetic Combat - Damage/Endurance
- (45) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Accuracy IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
wow! I was only really looking for a bit of an overview of the strengths of each primary and it turned into a huge argument lol
I also see I became infamous on here :[
I guess nobody likes my threads
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
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
Shields really does outdo Fiery Aura in offense, however. AAO doesn't discriminate between attack sets (as Fiery Embrace does for ten of its twenty seconds), and Shield Charge is extremely good mitigation. I only hope that Shield Charge does get its numbers corrected (and it will still be VERY good then), and Burn gets adjusted to be worthwhile again. I'll have to redo my Fire/Fire build to fit it in, but it will still be nice.
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