Need help understanding Tankers


Acemace

 

Posted

Quote:
Originally Posted by Zero_Oblivion View Post
Thanks for the advice. I have read your excellent guide, Call_Me_Awesome. My only concern is that you advise having only 1 attack until level 4 and only 2 until level 10. Are you assuming being teamed right from level 1? I find that I often have trouble finding teams for the first few levels and resort to soloing and having so few attacks seems like it would slow things down significantly. Of course, being on a team, the lack of attacks is less of an issue. Care to elaborate? (I have never played a tanker, though, so my experience is with other ATs)

Thanks for your comments, Ironblade. I did indeed make the mistake of saying Mace/Invuln, lol. Every other AT i've ever played has their attack set listed first...it is a tough habit to break.
CMA's guide is meant primarily as a "I've made it to 50, let's rebuild" guide.

Yes, you CAN level it up on that template, but there are going to be times it's going to be painful.

As CMA said, you can spend some time leveling in a more "organic" manner, then pull a respec out at a later level and lay the foundations for a defense capped build.

Just remember though. Your primary consideration with a tanker isn't being able to buzzsaw attacks as quickly as possible. It's about keeping enemies off your teammates, absorbing alpha strikes, and generally making the enemy mobs hate your very existence.

Oh yes, and staying alive (preferably without breaking into a BeeGees rendition).



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Posted

Quote:
Originally Posted by Hyperstrike View Post
CMA's guide is meant primarily as a "I've made it to 50, let's rebuild" guide.

Yes, you CAN level it up on that template, but there are going to be times it's going to be painful.

As CMA said, you can spend some time leveling in a more "organic" manner, then pull a respec out at a later level and lay the foundations for a defense capped build.
Actually my first 20 levels is pretty much how I'd build one starting from scratch... I'll admit portions of my soft cap guide are more suited to a respec however. As I mentioned though there's no problem grabbing an extra attack or two in the 1-15 range in place of Fitness prereq's if you're planning on respec'ing by 20. The first 20 guide does get you there with all of the key powers and Stamina under your belt so you're as good as you can be by that point.

I don't tend to solo a tanker much though... if I'm solo I'm probably playing one of my scrappers since they're better at it. Tankers really shine on a team, and if you're good at tanking people will remember you and invite you again. Since all of my tankers are built from level 1 up to actually tank I focus on them being as efficient as possible from 1-50. If that costs me a gap in my attack chain early it fills that gap with more durability.

On most of my characters I start thinking about my final IO build around the time they hit 27 and can slot 30's... by the time I hit 35 I should have most of the IO build (to that point of course) in place. I always calculate my builds around level 30-35 IO's as they're generally cheaper and they will usually hit ED caps anyway making higher level IO's fairly pointless.

Here's an interesting thing I discovered... slotting your armors with Reactive Armor at level 25 costs you less than 2% resistance over slotting level 40's (the cap for that set). As far as I'm concerned that's negligible. Those 25 Reactive Armor IO's will also cost a tiny fraction of what level 40's would cost too and they'll exemplar much better.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Here's an interesting thing I discovered... slotting your armors with Reactive Armor at level 25 costs you less than 2% resistance over slotting level 40's (the cap for that set). As far as I'm concerned that's negligible. Those 25 Reactive Armor IO's will also cost a tiny fraction of what level 40's would cost too and they'll exemplar much better.
Yeah, I went with 33's save for the last couple resistance sets which were planned to lose the set bonus when you lost access to the power (pre-SSK).

Thinking about reworking the primary build into one that's good for the 20-30 range. But not sure yet.


Think about it. What could you do with all your slots concentrated below 30?

Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/

Click this DataLink to open the build!

Low Level Defense Cap: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping

Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam:20(A), RctvArm-ResDam/EndRdx:20(3), RctvArm-ResDam/Rchg:20(3), RctvArm-ResDam/EndRdx/Rchg:20(5), S'fstPrt-ResDam/Def+:20(36)
Level 1: Jab -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(5), KntkC'bat-Dmg/Rchg:20(7), KntkC'bat-Dmg/EndRdx/Rchg:20(7), P'ngS'Fest-Acc/Dmg:20(36), P'ngS'Fest-Dmg/EndRdx:20(42)
Level 2: Dull Pain -- Mrcl-Heal/Rchg:20(A), Mrcl-Heal/EndRdx/Rchg:20(9), H'zdH-Heal/Rchg:20(9), H'zdH-Heal/EndRdx/Rchg:20(11), RgnTis-Heal/Rchg:20(36), RgnTis-Heal/EndRdx/Rchg:20(42)
Level 4: Punch -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(11), KntkC'bat-Dmg/Rchg:20(13), KntkC'bat-Dmg/EndRdx/Rchg:20(13), P'ngS'Fest-Acc/Dmg:20(37), P'ngS'Fest-Dmg/EndRdx:20(43)
Level 6: Swift -- Empty(A)
Level 8: Haymaker -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(15), KntkC'bat-Dmg/Rchg:20(15), KntkC'bat-Dmg/EndRdx/Rchg:20(17), P'ngS'Fest-Acc/Dmg:20(37), P'ngS'Fest-Dmg/EndRdx:20(43)
Level 10: Unyielding -- RctvArm-ResDam:20(A), RctvArm-ResDam/EndRdx:20(17), RctvArm-ResDam/Rchg:20(19), RctvArm-ResDam/EndRdx/Rchg:20(21), ImpArm-ResDam/EndRdx:20(37), ImpArm-ResDam/EndRdx/Rchg:20(43)
Level 12: Boxing -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(19), KntkC'bat-Dmg/Rchg:20(21), KntkC'bat-Dmg/EndRdx/Rchg:20(23), P'ngS'Fest-Acc/Dmg:20(39), P'ngS'Fest-Dmg/EndRdx:20(45)
Level 14: Health -- Mrcl-Heal:20(A), RgnTis-Regen+:20(23), Mrcl-Rcvry+:20(25)
Level 16: Tough -- RctvArm-ResDam:20(A), RctvArm-ResDam/EndRdx:20(25), RctvArm-ResDam/Rchg:20(27), RctvArm-ResDam/EndRdx/Rchg:20(27), ImpArm-ResDam/EndRdx:20(39), ImpArm-ResDam/EndRdx/Rchg:20(45)
Level 18: Invincibility -- LkGmblr-Def:25(A), LkGmblr-Def/EndRdx:25(29), LkGmblr-Def/Rchg:25(29), LkGmblr-Rchg+:25(50)
Level 20: Stamina -- P'Shift-EndMod:21(A), P'Shift-EndMod/Rchg:21(31), P'Shift-EndMod/Acc/Rchg:21(31), P'Shift-Acc/Rchg:21(45), P'Shift-EndMod/Acc:21(46), P'Shift-End%:21(46)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:20(A), KntkC'bat-Dmg/EndRdx:20(31), KntkC'bat-Dmg/Rchg:20(33), KntkC'bat-Dmg/EndRdx/Rchg:20(33), P'ngS'Fest-Acc/Dmg:20(39), P'ngS'Fest-Dmg/EndRdx:20(50)
Level 24: Weave -- LkGmblr-Def:25(A), LkGmblr-Def/EndRdx:25(33), LkGmblr-Def/Rchg:25(34), LkGmblr-Rchg+:25(50)
Level 26: Tough Hide -- LkGmblr-Def:25(A), LkGmblr-Def/EndRdx:25(34), LkGmblr-Def/Rchg:25(34), LkGmblr-Rchg+:25(46)
Level 28: Rage -- GSFC-ToHit:21(A), GSFC-ToHit/Rchg:21(40), GSFC-ToHit/Rchg/EndRdx:21(40), GSFC-Rchg/EndRdx:21(40), GSFC-ToHit/EndRdx:21(42), GSFC-Build%:21(48)
Level 30: Combat Jumping -- Zephyr-Travel:20(A), Zephyr-Travel/EndRdx:20(48), Zephyr-ResKB:20(48)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 26.8% Defense(Smashing)
  • 26.8% Defense(Lethal)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 8.63% Defense(Energy)
  • 8.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.8% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 10.5% Defense(AoE)
  • 27% Enhancement(Accuracy)
  • 22.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 274.1 HP (14.6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 17.1%
  • 14% (0.23 End/sec) Recovery
  • 70% (5.48 HP/sec) Regeneration
  • 14% RunSpeed

------------
Set Bonuses:
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Temp Invulnerability)
  • 3% Defense(All)
Kinetic Combat
(Jab)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Jab)
  • 8% (0.63 HP/sec) Regeneration
Miracle
(Dull Pain)
  • 2.5% (0.04 End/sec) Recovery
Harmonized Healing
(Dull Pain)
  • 1.5% (0.03 End/sec) Recovery
Regenerative Tissue
(Dull Pain)
  • 4% RunSpeed
Kinetic Combat
(Punch)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Punch)
  • 8% (0.63 HP/sec) Regeneration
Kinetic Combat
(Haymaker)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Haymaker)
  • 8% (0.63 HP/sec) Regeneration
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Impervium Armor
(Unyielding)
  • 2.5% (0.04 End/sec) Recovery
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Boxing)
  • 8% (0.63 HP/sec) Regeneration
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery
Luck of the Gambler
(Invincibility)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Kinetic Combat
(Knockout Blow)
  • MezResist(Immobilize) 2.75%
  • 28.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Pounding Slugfest
(Knockout Blow)
  • 8% (0.63 HP/sec) Regeneration
Luck of the Gambler
(Weave)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Tough Hide)
  • 10% (0.78 HP/sec) Regeneration
  • 21.1 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Rage)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Blessing of the Zephyr
(Combat Jumping)
  • 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
  • 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
  • Knockback Protection (Mag -4)




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Posted

Quote:
Originally Posted by Airhammer View Post
Anyone can roll a tanker. Not everyone can be a tank.
ive been saying this for 6 years ..


 

Posted

Quote:
Originally Posted by Severe View Post
ive been saying this for 6 years ..
Let's be honest though. That kind of phenomenal cosmic power? It's really easy to let it go to your head...



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Yeah, I went with 33's save for the last couple resistance sets which were planned to lose the set bonus when you lost access to the power (pre-SSK).

Thinking about reworking the primary build into one that's good for the 20-30 range. But not sure yet.


Think about it. What could you do with all your slots concentrated below 30?
That pretty well describes my 2nd build on CMA; it's designed around a level 25-30 exemplar and nearly all powers taken below 30 are 6 slotted. All IO's are 20-25 so he retains all the bonuses down to level 25 and keeps most of them down to level 17. True he looses everything at Posi levels but the innate toughness of a fully slotted Invuln more than compensates.

I've run the new Posi with CMA's exemplar build and with my then-mid 30's Shield/Fire tanker... it was MUCH easier with CMA than the Shield/Fire. Heck, CMA ran Posi in the closed beta when Samauriko was filming the new TF; other than having to reign in my instincts to immediately snag the next group so she could set up shots I had no issues.

It's a pretty gimped build for high level stuff but it's VERY effective in the 20-30 range. Of course for 30+ stuff I have the main build so it works out really well.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
Heck, CMA ran Posi in the closed beta when Samauriko was filming the new TF;
Yeah, I ran it with her too. I'm actually in a couple of the vids with my doppleganger.

Quote:
other than having to reign in my instincts to immediately snag the next group so she could set up shots I had no issues.
LOL! Yeah. I had the exact same problem on the very first mission. Jumped the boss mob by reflex and had D_R about ready to kill me.

Quote:
It's a pretty gimped build for high level stuff but it's VERY effective in the 20-30 range. Of course for 30+ stuff I have the main build so it works out really well.
Yeah.

Badguy: You wimpy little lowbie! I'll
*SPLAT*
Badguy: OW! How did you?
*SPLAT!+*
TanksBelow30: Six-slotted EVERYTHING homes!!!



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Posted

Quote:
Originally Posted by Hyperstrike View Post
Let's be honest though. That kind of phenomenal cosmic power? It's really easy to let it go to your head...

you should see my fire tank clean up the storm palace..now THATS phenomenal


 

Posted

Might I suggest something. Invul can be very powerful. I recommend trying an Invul/Fire tank. Starting out it will help you more with aggro because of the number of AOE attacks. Combustion and Fire Sword Circle can do plenty on the aggro meter. My first tanker to 50 was a Fire/Fire and my second was a Dark/Dark. I love tanks as a class, I am currently working on an Ice/Ice tank and got him to almost 40, he is an aggro magnet, just doesnt do anywhere near as much damage as a /fire tanker.

I have not gotten my invul to 50 yet because I got to brickstown and kinda fell outa love with Invul. I found the risk in the fire/dark/ice tanks more to my flavor.