Best Tanker primary for Tanking
And so we are left with the 'real' question and answer. That being "What is the best AT/Powerset for ME?" To which the answer is "How the heck would we know? Go out and try them all!"
Even if you were to tighten the focus of your question and ask, "What is the best for this particular situation?" the answer would still be "Whatever works for you!"
The ultimate answer is that there is no 'best'. Making one something 'best' would be a stupid tactic for the Devs to take. If they did so, the game would become City of 'Best' - which is the most boring game I can think of. I much prefer City of 'Variable', where the Players are what makes the difference.
So quit looking for a shortcut to greatness and go out and Try Things, read lots of guides, come back to the forums to discuss/research tactics and strategies, and in a year or so, you might be able to answer your 'best' question for yourself.
Be Well!
Fireheart
Having said that, just because one set is best at something doesn't mean that you (generic) will like it. At that point, the "which set is best at X" question morphs into "which set is best at X that I enjoy."
That is a question no one on the forum can answer definitively. We can guess, but that's all.
And so we are left with the 'real' question and answer. That being "What is the best AT/Powerset for ME?" To which the answer is "How the heck would we know? Go out and try them all!"
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In fact, /forums. We're done here. Move along, everyone.
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 didn't ask for the best in general, I asked for the best survivability, and most of you overlooked that and argued the point that there is no best in general
A lot of people seemed to mention the same few power sets which helped me to narrow them all down to
Invun/WP/Stone as being the best for damage mitigation, not many mentioned the likes of Ice.
so I guess my question was valid since there are better tanks which can survive longer than others
and fair enough there are some sets which can do other things better, but all I wanted was some feedback on the best for taking damage. which was a more than valid question
anyways, I settled with WP so you can all stop posting here and arguing etc. you have helped me more than enough =]
thanks!, (and I see I'm no longer Infamous ty again)
/thread for real this time!
And so we are left with the 'real' question and answer. That being "What is the best AT/Powerset for ME?" To which the answer is "How the heck would we know? Go out and try them all!"
Even if you were to tighten the focus of your question and ask, "What is the best for this particular situation?" the answer would still be "Whatever works for you!" The ultimate answer is that there is no 'best'. Making one something 'best' would be a stupid tactic for the Devs to take. If they did so, the game would become City of 'Best' - which is the most boring game I can think of. I much prefer City of 'Variable', where the Players are what makes the difference. So quit looking for a shortcut to greatness and go out and Try Things, read lots of guides, come back to the forums to discuss/research tactics and strategies, and in a year or so, you might be able to answer your 'best' question for yourself. Be Well! Fireheart |
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I've had a bit of ring time with most of the power sets barring Ice Armor. Some of the sets I've only played in Brute/Scrapper form so a Tank is going to be more sturdy.
Will Power: It has a lot of pluses combining good defense, regen, and resistance. Probably one of the most powerful sets. However while it does several things good it doesn't specialize like other sets. One problem I had was it lacks a reactive/click heal. If you start taking a huge amount of burst damage you need a green or 3. The regeneration paired with either resistance or defense to the dmg types coming at you should serve you very well.
Invuln: A personal favorite. This is capable of doing many amazing things due to the defense boost of Invincibility. However your resists don't allow you to soak any non S/L dmg for very long. Dull Pain is one of the better heals giving you a good heal and a great increase in max HP for a decent amount of time. The Tier 9 Unstoppable is 3 minutes of godhood with a near death experience when the 3 min expires. Amazing if you are used to near death experiences with Scraps, Blasters, Brutes.
Stone: With Granite, Rooted, and Earth Embrace if you get killed you were playing extremely stupidly. There is nothing any other powerset could have done better. The drawbacks of course are the lack of jumping and you don't become nearly impossible to kill until you reach level 32 plus and start slotting Granite.
Dark: It doesn't get a lot of love which is sad considering that it gets very high resistance. Base 30% to all but Toxic and the Psi Resist is 50%. There are mez effects. Opp Gloom with a disorient, CoF with fear, and a stealth power which prevents a lot of things from shooting you. It is vulnerable to Knockback so you will NEED either Acrobatics or IO KB resistance. It has one of the best heals and if you click it in a mob you should always get back full health. Dark Regen needs to be slotted well though because the end cost is brutal.
The ones I skipped.
Shield/Ice: Luck based isn't something I'd use for tanking because you have no control over when you get hit. You can make it so they have to hit high numbers several times in a row but you will get hit several times in a row and have no idea when that will be. When you tank you are rolling the dice so many times you will get hit and it will likely be often.
Fire/Elec: You have to take the damage on the chin hoping you outlive the guys damaging you. Not great but the "Utility" powers are why most players take the sets rather then tanking ability. I am aware both Elec and Fire can tank but there are no sets that can't do the same job better IMHO.
(Virtue/Champion) Neil Fracas: Inv/SS
(Virtue) Gideon Fontaine: MA/SR (Sc), Generic Hero 114: Ice/Cold, Marcus Tyler AR/En, Project F: Spines/DA (S)
(Champion) Jenna Sidal BS/SD, Generic Hero 114: En/En (Bl), Loganne Claws/WP (Sc)
I didn't ask for the best in general, I asked for the best survivability, and most of you overlooked that and argued the point that there is no best in general
A lot of people seemed to mention the same few power sets which helped me to narrow them all down to Invun/WP/Stone as being the best for damage mitigation, not many mentioned the likes of Ice. so I guess my question was valid since there are better tanks which can survive longer than others and fair enough there are some sets which can do other things better, but all I wanted was some feedback on the best for taking damage. which was a more than valid question |
What you really wanted to know was which Tanker primary requires the least amount of skill and attention to play. Which set is most forgiving in most situations. That isn't a measure of survivability, it is a measure of player skill.
Survivability is not the main function of a Tanker, the main function of a tanker is aggro control. Your job in a group setting is to make sure that the squishier members of your group don't faceplant unless they do something really stupid. An excellent tanker will even prevent that from happening. Some people refuse to take self-rez powers on Tankers because they believe the Tanker should ALWAYS be the last man standing. I believe that if the Tanker is the last man standing, he has failed. I like taking the self-rez powers on my tanks where they are offered, because they are offered for a reason. If I die, then I still have the ability to protect my team because I have the ability to stun the mobs, get back on my feet and regain control of the situation. I may not have survived, but I did my job and am back standing.
That is the problem with these "what is the best" threads. There is no best. Is there a best for "situation X". Yeah, there is. But if you know how to play your toon, you don't have to be "best" to get the job done, and done well.
I agree entirely with Fireheart and Dechs. This subject has been done to death. Play the damn game, take the time to learn the powersets and figure out what you are comfortable with and what you enjoy. The "best" or "most survivable" means squat if you don't enjoy it. If you aren't having fun, you will play like crap and be useless to everyone. I have toons that are supposedly the "best" combinations or powersets that I hate with a passion. I don't play them, and only keep them because they are level 50 and I may find whatever fun I had with them when I first made them. The "inferior" sets that I play regularly, and I love, can usually stack up with anyone playing the "best" set. Why, because I enjoy the toon enough to learn what I can and can't get away with. I know how to react in most situations. I know what I need to do and when. That is what makes a powerset best. No single set, with all the IOs in the world can make up for crappy play. Yet, because of the closed mindedness that comes with this type of question, people perpetuate that type of stupidity.
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.
Again, your question wasn't valid. Which tank can survive longer depends on the situation the tank is in. Certain sets survive better in certain situations. In your average every day s/l situations, if you know how to play your tank, then you have just as much of a chance of surviving no matter what set you choose. They all have different tools for survivability, and knowing how and when to use those tools determines your survivability.
What you really wanted to know was which Tanker primary requires the least amount of skill and attention to play. Which set is most forgiving in most situations. That isn't a measure of survivability, it is a measure of player skill. Survivability is not the main function of a Tanker, the main function of a tanker is aggro control. Your job in a group setting is to make sure that the squishier members of your group don't faceplant unless they do something really stupid. An excellent tanker will even prevent that from happening. Some people refuse to take self-rez powers on Tankers because they believe the Tanker should ALWAYS be the last man standing. I believe that if the Tanker is the last man standing, he has failed. I like taking the self-rez powers on my tanks where they are offered, because they are offered for a reason. If I die, then I still have the ability to protect my team because I have the ability to stun the mobs, get back on my feet and regain control of the situation. I may not have survived, but I did my job and am back standing. That is the problem with these "what is the best" threads. There is no best. Is there a best for "situation X". Yeah, there is. But if you know how to play your toon, you don't have to be "best" to get the job done, and done well. I agree entirely with Fireheart and Dechs. This subject has been done to death. Play the damn game, take the time to learn the powersets and figure out what you are comfortable with and what you enjoy. The "best" or "most survivable" means squat if you don't enjoy it. If you aren't having fun, you will play like crap and be useless to everyone. I have toons that are supposedly the "best" combinations or powersets that I hate with a passion. I don't play them, and only keep them because they are level 50 and I may find whatever fun I had with them when I first made them. The "inferior" sets that I play regularly, and I love, can usually stack up with anyone playing the "best" set. Why, because I enjoy the toon enough to learn what I can and can't get away with. I know how to react in most situations. I know what I need to do and when. That is what makes a powerset best. No single set, with all the IOs in the world can make up for crappy play. Yet, because of the closed mindedness that comes with this type of question, people perpetuate that type of stupidity. |
My best tank for pure aggro control is my ice/stone tank. My best all around is my stone/fire. Both are heavily IO'd. My Shield/Fire is not as well IO'd... but is still capped and very capable (my farmer if I feel like it.) My invuln/mace is just easy, aside from endurance issues and IO's will take care of that. The one that needs the most watch is my fire/ice, which is heavily IO'd and is the least fun to play.
YMMV---IMO
Ice Ember
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
To answer the question as it was originally asked I would have to say Stone Armor/Ice Melee is the best for pure tankability/survivability. I have an Ice Armor/Stone Melee tanker in the mid 20s but he doesn't feel as 'tanky' as my Stone/Ice did at the same level.
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Fault is better than Ice Patch for aggro control. Not necessarily at control... Ice Patch only affects 5, Fault affects 10. Those ten, who are not stunned, are attacking the tank when they get up off the ground. The 5 on ice patch, if they are not walking of of it, are wanting to attack the tank. The other 5 on the ice patch are attacking the tank and are not having to get up. Ice patch doesnt work on AV's.
Fault and Tremor can keep the spawn flopping like fish out of water. Seismic is better than Freezing Touch. Everything is better than GIS. Tremor does do much less damage than Frozen Aura though. Frozen Aura is great now. Frost is really good when range is added to it.
YMMV---IMO
Ice Ember
EA is just around the corner. This will make you tanky and then some. when fully slotted... it is an oh my power.
Fault is better than Ice Patch for aggro control. Not necessarily at control... Ice Patch only affects 5, Fault affects 10. Those ten, who are not stunned, are attacking the tank when they get up off the ground. The 5 on ice patch, if they are not walking of of it, are wanting to attack the tank. The other 5 on the ice patch are attacking the tank and are not having to get up. Ice patch doesnt work on AV's. Fault and Tremor can keep the spawn flopping like fish out of water. Seismic is better than Freezing Touch. Everything is better than GIS. Tremor does do much less damage than Frozen Aura though. Frozen Aura is great now. Frost is really good when range is added to it. |
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
Having raised every tanker there is to 50 except for elec, Id say for agro holding and general tanking ability its invul/fire or dark/fire. Invul pretty much holds all the agro you need in melee range and can take the hits as well, the downside is you have a psy hole in the build but thats easily blocked with psy resists IO's.
Dark, whilst costing a buttload in endurence, has 3 toggles you can use vs melee range enemies, two of which are excellent control/mitigation powers. On top of this you have a heal that will completely refill your hp when used in a mob. Its not the flat out best at taking hits since its a heal reliant charecter against tougher mobs but its heal is amazing and you got a lot of mitigation power plus you have no proper hole in your build.
Fire secondary because it has a 4 PBAoE or AoE powers (inc taunt) which mean your going to keep anyone in melee range and deal damage as well because of gauntlet, slotting a taunt IO in these powers is just overkill.
Ice was the squishiest tank I leveled out of the lot... at the point of getting IO sets im sure its going to be pretty good but at that point everything else is too. Shield is pretty much in the same boat, defence isnt reliable to tank with simple as, your relying on luck to whether you get hit plus autohit powers destroy you in seconds. Fire is squishy for a tanker as well, WP isnt bad really but to me it just seems a more rounded version of invul, in exchange for more regen you lose resists and defence and gain a +rec power, at one point back on union me and a friend compared invul and wp in a +4 mob basically just taunting a mob at the same time and seeing who lived longer with just there primary powers alone. Invul won.
Stone is way overrated... what people fail to mention is without granite active your defence/resists suck more than any other tanker, with it on your speed and damage drop considerably, this usually means you have to rely on hasten and teleport to get around it which not everyone can use effectively. For instance, your trying to hold agro from a tough mob, but with granite on one of these mobs runs off to hit your blaster, what do you do if taunt isnt holding well enough? You cant run at them without granite on because the tougher mob will pretty much flatten you without it, if you teleport theres a good chance you will overshoot on a fair amount of maps, if you move without it your going to take ages to actually get there as well. Whilst stone is undoubtably the best at taking hits, its by no means the best tank at all, tanking is more than being hit in the face and being able to take it and thats what a lot of newer tankers fail to see.
If you wanted sheer ability to take hits though stone/dark with granite on perma is pretty much the best hit taker in game. Ice is over rated and always has been. On +4s my stone/dark tanker barely dropped hp after sets at all if it did you had two heals to cover it one of which is an attack plus you have -tohit on every attack which helps keep your defencive ability at max even against harder mobs.
Survivability is not the main function of a Tanker, the main function of a tanker is aggro control.
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A tank that doesn't have any aggro won't ever faceplant, but he's missing the point.
I believe that if the Tanker is the last man standing, he has failed.
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This is just another reason I love Dark Armor, by the way. When fecal matter hits the fan in amounts I can't deal with, I just turn into a controller with a mag 30 stun.
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.
the tank should be the first guy dead on the team. If anyone else died, it was probably something he could have prevented.
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1) They don't actually follow the Tanker. Even when they SAY "Follow the Tanker!" they don't seem to be able to do it. I've had the team leader message me "You're split," and I look at the map and the team turned left when I went straight...but this is a team leader who said "Everyone should stick with the Tanker." I replied "Am I? At least I'm with the Tanker." Caveat: you don't actually have to follow the Tanker; Tanks can travel with the team and just run forward for alphas. But if you repeatedly wander away from the Tanker there's not much he or she can do for your safety.
2) One or more players, usually Blasters and Peacebringers, opens up with big AoE attacks just as I start to run in for alpha. Of course, I don't actually HAVE the aggro yet. Maybe the first rank of enemies have seen me and turned toward me and attacked, but they're not aggroed to me specifically, and the back rows may not even know I'm near. Boom, a dozen-odd foes wasterize the Blaster. Repeatedly. I try to be nice and say things like "If you'd like me to be more effective at holding aggro so you don't get hit much, please wait two seconds* for the enemies to get focused on me before opening fire," but it often doesn't work. I don't get it. It's like someone told Blasters they won't get exp if someone else gets the kill, so they gotta spam early. I'm not talking about waiting while I herd; I know some folks like that and some don't. I'm just talking about letting the enemies pick me, letting my aggro aura tick once or twice, and ideally letting them shoot their ranged attacks and then close in tightly around me while I start saturating them with Gauntlet. THEN they're grouped nicely and they will be hard to pull away; do your worst!
Sometimes it's comical to see Fireball hitting every time just as I arrive at the spawn. And predictable.
*edit: maybe the problem is 'Blaster seconds' are like 'dog years,' and two seconds to another player is an eternity to a Blaster. Maybe they think they are waiting two seconds when they fire before I even reach the spawn.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Sadly, this only works if the other players work with the Tanker. Fairly regularly I run into PUGs whose players have one of these flaws:
[explanation of stupid people] |
Actual teamwork, however, is not a requisite to having fun, or completing mission objectives. I don't organize radio teams, but I do run quite a bit of PuG TFs, and most often with my tank. I run those TFs under a very strict set of rules, to include things like "You must be having fun" and "If you think you can handle it, you're free to go for it." I pretty much encourage scrapperlock. Hell, one of my rules is that a first timer on one of my TFs has to take an alpha, regardless of AT/build. We'll back you up, but you still gotta open up at least once.
Master runs are a different story. Those require teamwork and some strategy and I run them under a different set of rules, but the "Have fun" rule remains.
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.
INV/Dark.
Because giving an Invulnerable tanker a fast recharging heal that also does damage just feels so right.
Seriouslly. At level 32, when solo, I rarely even turn on any resistance power.
I run those TFs under a very strict set of rules, to include things like "You must be having fun" and "If you think you can handle it, you're free to go for it."
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"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat
My only rule when I'm tanking is "Don't grab any aggro that you don't want." In other words, if a blaster fires off an AoE before I have aggro I will assume that they are prepared to absorb the return fire.
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Outside of that one, my rules are only there to keep me in check (or to be a Fight Club reference). Any build, any budget, no exclusions.
I'd love to say more, but I've already broken my first rule enough.
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.
My only rule when I'm tanking is "Don't grab any aggro that you don't want." In other words, if a blaster fires off an AoE before I have aggro I will assume that they are prepared to absorb the return fire. >
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On my tanks, I push the pace enough where you have to really try to engage ahead of me, or you're just split from the group. In those instances, I sorta think to myself, 'good luck w/that,' and will take my sweet time finishing up the current fight before dealing w/the new group of PO'ed (not at the tank) mobs. If it turns out they *can* handle it w/o me, I'll just jump ahead to the next spawn to setup that fight w/a mental note to push the pace even more.
The only thing I do say on my tanks is, if you knock away a mob from me, it's now your problem. It's the same basic principle you're describing, which is to say everyone should practice proper aggro management. If I'm playing my En/En blaster, anything I knock away from the tank, I know I'm responsible for killing it. Sometimes though, you hit Energy Torrent by accident, and the tank should give some allowance for sh** happens moments.
An Offensive Guide to Ice Melee
While I mostly agree with this, on the flip side, one of my biggest pet peeves in the game are slow, chicken-ish tanks
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If this makes me chicken-ish, c'est la vie.
Obviously, YMMV and all that, but do you stay at your current fight til every single mob is wiped out? Do you stop before entering a new spawn to make sure everyone is ready, all buffs are cast, etc? This is my threshold for a slow, but somewhat reasonable pace. I'll go considerably faster on my tanks, depending on what the team can handle, but if the tank wants to go at the above pace, I'll go along (for a while anyway, see below).
Now, if you corner pull like 3 mobs at the start of every fight or just refuse to freakin' engage first, well I don't even know why the hell you're bothering to play a tanker at all. I'm assuming you don't do this, and this is the chicken-ish tanker I was referring to above.
Of course every team is different, and the tank needs to adjust his pace to the capacity of the team. This maybe annoys me more than anything, a tank (or anyone really) who can't adapt to situations and does the same thing over and over again. If I'm playing my controllers and everything is locked down within a few seconds of a fight starting and the tank is still spamming his Taunts and waiting until every last (held) minion is dead before going off to the next group... yeah, that's a bit annoying and will get me to move ahead of the tank. Goes the other way too--tanks flying ahead and leaving +4 bosses all over the place in a group full of squishies is also failing.
An Offensive Guide to Ice Melee
but do you stay at your current fight til every single mob is wiped out?
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Do you stop before entering a new spawn to make sure everyone is ready, all buffs are cast, etc? |
Now, if you corner pull like 3 mobs at the start of every fight or just refuse to freakin' engage first, well I don't even know why the hell you're bothering to play a tanker at all. I'm assuming you don't do this, and this is the chicken-ish tanker I was referring to above. |
The aforementioned early fireball and blaster death happens every now and again with impatient teammates. Nothing I can do there.
Usually if I'm in a group and one of my teammates draws unwanted aggro, I'll taunt and LBE their enemy to try and pull them off.
Usually I'll make sure that there's only 1 or 2 easily killable foes left and jump on the next one
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The way I see it, the tank is only needed as long as the group has a slight danger of actually getting hurt. It sounds like you turn up the difficulty quite a bit, Hyperstrike, so on your settings, waiting for "well in hand" may very well be until there's only 1 or 2 foes left.
I have the map up at all times, regardless of what character I run, but I find it most useful to my tank. I also play my tank with the zoom out a bit more than usual to help with situational awareness. These two things allow me to see at a glance whether the team is ready to move on or not.
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.
asking opinions on classes is what a class discussion forum is for isn't it?
What's best?
Best at what? / There is no best. / Play what you like. / Set X is best.
I agree, they're all good. / Set A is the best at B. / Uh, no, Set Y is much better than Set X.
No, Set X is better than Set Y because of ___ and ___.
You're both wrong, Set Z is superior because of ___ and ___.
etc
Different people with different perceptions and opinions on what is best. Some include IOs, some don't Some PUG, some don't. Some solo, others only team. Some people have no qualms about using inspirations while others view them as a cardinal sin. Some have experienced all sets, some haven't. etc.
All these things boil down to a never ending debate on what's "best."