Might give this one more try
I play as a dark/elec tank. It was omg omg wtfbbq till 26 painful. But I finally came into my own and can mow down hordes of whites now, so it worked out in the end.
-------
Hew in drag baby
Can't get through level 20?
The cure to your illness is WillPower with QuickRecovery at 12.
There aren't a lot of AOE options before 20.
Fire at 2
Electric at 2
Dark at 2
DualBlades at 16
Energy Melee at 16
Personally, I recommend WillPower/DarkMelee.
It seems to me that Shield/Fire or Shield/Elec will cover your bases.
Edit: To explain, Shield has Against All Odds to buff your damage, and Shield Charge which is a very powerful AoE. Fire has three AoE attacks, one of which comes very early. Elec has three regular attacks that can hit multiple targets, and another very powerful AoE in Lightning Rod.
@SPTrashcan
Avatar by Toxic_Shia
Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
It seems to me that Shield/Fire or Shield/Elec will cover your bases.
|
Ice Armor adds the benefit of slowing your foes with Chilling Embrace when they are in melee with you. In effect, giving you more time to react, ie speed. Also, it adds another AOE in Icicles and another potential AOE in Chilling Embrace if you slot the Impeded Swiftness damage proc. And with the unique power of Energy Absorption, it gives the ability to fuel your blue bar, zap opponents endurance (adding more reaction time after 2 applications), and increases your defense. And Ice Armor also includes slow resistance. And in Hibernation, you have a quick recharging "rest" like power.
Super Strength gives that signature AOE of Footstomp and a signature melee attack of Knockout Blow, which is also a hold. You can look at the set and only see 1 AOE with Footstomp but if slotted to ED cap for recharge, it is more than enough. Rage will grant a big damage buff. If you go with Ice Armor, Icicles will melt you foes (pun intended)! The -defense crash of Rage is easily overcome by stacking it and the -damage debuff can be worked around with Vet attacks. In addition, the Rage crash is an excellent time for a quick Hibernation or EA. if you are teaming, just throw out a quick Taunt before Hibernation.
1. For soloing purposes what build or builds would allow for the best AoE powers to do "more" damage to groups of foes versus "key mashing" on one foe at a time?
2. Based on my prior toons, my Blaster which i love because of the damage she does and being my first and my favorite toon, what tank build/builds will allow for the most damage and when I say damage, I mean knock-out lights out "no wakie" "no stunnie" of foes damage? This might be a signature power that is pretty must the best in tank land as a Nova would be for a Blaster. 3. Speed. When I think of tanks, I think of a tree stump just standing there taking the heat for the team. When solo, then the tree stump gets pummeled to death being they are not doing enough damage or not enough AoE powers to take more foes out. Granted, tanks are designed to be the anchors in "team" missions and to draw aggro away from the squishies, but when soloing, then this is where I am having issues. So, maybe having more speed to react better in situations that may require a quick exit? In a nutshell, I am looking for: Speed More AoE Powers Tank build that has the best knock-out power, be it AoE or Melee (Signature Power like Nova to Blasters) More defense but will sacrifice defense for more AoE damages Do you guys think I would be better off trying to build a Scrapper instead... |
1. There is no Tanker capable of the sort of 'boom, it's dead' stuff that a Blaster can do. The nearest you can get are Shield Charge and Lightning Rod - which turn You, the Tanker, into a nuke and can Usually 1+2-shot a Crowd of minions, while seriously upsetting lieutenants and bosses. The next closest thing is Energy Transfer, which is a melee-range, single-target nuke.
Solo Tankers succeed by grinding up the enemy into little pieces - somewhat slowly, which means you are going to have to push a bunch of buttons. If you're primarily interested in Soloing, then you can build your tanker more like a 'Heavy Scrapper' and focus on your Secondary, at first. More attacks for you to 'button mash' your way through.
If you Must push buttons as a Tanker (and you do) then the best thing to do is develop a good attack-chain, so at least you're 'dancing' the buttons, rather than ham-handedly 'mashing' them. Dual Blades practically has the attack-chain built in, but other powersets have them, too, you just need to discover them.
2. As I said before, no Tanker can match a Blaster's performance in the 'everything dies now' category. The secondary effects built into Most Tanker attacks are designed to take enemies out of the fight, temporarily, until the Tanker can get around to smashing them flat. Knock-back/down and Stuns are primary examples of this, but also the Slows in Ice and -To-Hit in Dark mitigate the effectiveness of enemies that have been struck. One Tanker attack-set has No extra effects - Firey Melee... or rather, the 'secondary effect' of Firey Melee is a DoT of extra damage.
For 'knock their lights out', your best bets are Battle Axe, War Mace, and Super Strength, but Energy Melee also gets two huge 'nuke powers' as tier 8 & 9.
3. Speed... Only Stone Armor gets a speed debuff. Electric Armor gets a 20% speed Buff. 'Standing there, like a tree stump' is a playstyle issue and not a feature of the Tanker AT itself.
I'd invite you out to duo with one of my Tankers, to give you an idea of how a Tanker who Moves can operate, but I think the best thing would be for you to actually DO it yourself. A Tanker 'dances' with crowds of mobs, pulling more of them into his aura, lining up melee-cone attacks, smacking that one mob who thinks he should go fight the Defender on the back of the head, so he focuses on the Tanker instead. That crowd of baddies surrounding the Tanker are in his aura, either making the Tanker Stronger, or slowly dying. A Tanker on top of his game is like a Border Collie, herding and pulling enemies into lumps to be exploited, guarding against 'leakers', and otherwise defending his team - even when solo.
....
So, your nutshell:
Speed - A Tanker does not have to stand still, however, a Tanker is not going to defeat his enemies (very) quickly.
AoEs - Axe, Dual Blades, and Mace have 3 AoEs, Fire and Stone have 4. Of the Primaries, Invulnerability, Shield Defense, and Willpower have PBAoE toggles that Buff the Tanker and Debuff enemies, the others have PBAoE toggles that Damage enemies and usually do some debuff. Fiery Aura has an extra PBAoE attack, and Shield Defense has Shield Charge, which is a targeted AoE mini-nuke.
Signature Power like Nova to Blasters - All Tanker attack-powersets have 'signature powers', which do (relatively) massive damage. So do the Primary defensive-powersets, with most Primary 'signature powers' being some form of 'god mode', or a self-rez, and Shield Defense has Shield Charge.
....
In the end, if Doing Damage is more significant to you than Surviving Damage, then perhaps you really Should play a Scrapper, instead. If you want to explode in a frenzy of death, rather than taking the time to do a proper job on each enemy, then perhaps you should be a Scrapper. However, if you want to stand in the middle of the battle and Laugh at the puny villainous 'mortals', then pound each one into a pancake, then a Tanker may be right for you.
Be Well!
Fireheart
PS: Another problem you may face is that most Tankers don't start to really Shine, until they can slot with SOs, at 22. Stamina is also a critical power (unless you have Willpower), although Fire and Electric can mitigate this. So, if you can manage to Suffer through the first 20-some levels, then you finally earn the reward of awesomeness that comes from being a Tanker.
First, I think you want a scrapper. Some very mighty builds are possible that will feel FAR more durable than any toon you have ever played, including your space squid. Look at a broadsword/shield, or a claws/invuln.
Second, if you are sure you want a tank, then I would point you toward a mobile combo with good damage, adequate defense, and that specialty that makes tanks fun: Secondary Effects.
What YOU want in a tank is a Shield/Axe.
Shield is delicate early but hardens into a very serious set later. It buffs Axe's already good damage. And, it's quick on its feet. Since it has no defensive aura, it can dart about spawns without lowering its defenses, which is important.
Axe may not do as much damage as you're used to, but you'll be having so much fun pounding the living daylights out of things you'll be mildly disappointed when they do die. Axe is great for knockdown. It does a lot of knockdown, it does it early, and it never stops. There's no fun like bouncing an AV off the pavement six times in a row.
If you want to invest in a very heavy build, invuln is even tougher than shield, at the expense of some damage and a bit of manueverability. Invuln has a VERY strong defensive aura, so it is safest buried in bad guys up to the ceiling, which can be a difficult play style to get used to. Up to you.
Most important is: Have fun.
I was going to say sounds to me more like you're leaning towards a scrapper.
However on the tank subject, shields sounds like it's up your alley. Can be made sturdy but offers you the damage/aoe you seem to want.
As to the attack set, from your playstyle, which I totally get behind, you might be looking at something like mace or axe. They have several aoe powers, including their signature "beheader" type power in pendulum/cleave and shatter/crowd control.
Unfortunately the aoe is kinda low till 26. But then you get shield charge at 26 and whirling axe/mace at 28 so it's not so bad and those levels can go fast.
But either shield/axe or shield/mace sound to be exactly what you're looking for, as those were the points I was mainly looking for when I decided to roll my shield/axe tank.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Here is an example of one that skips gash, picks up tough, FA/PP.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield Axe no Chop: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(15), ResDam-I(15), ResDam-I(19)
Level 1: Beheader -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 2: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(11), ResDam-I(11), S'fstPrt-ResDam/Def+(19)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(5), LkGmblr-Rchg+(50)
Level 6: Gash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Hurdle -- Jump-I(A)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 14: Active Defense -- RechRdx-I(A), RechRdx-I(25)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Heal-I(31), RgnTis-Regen+(31)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(37)
Level 22: Swoop -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(25)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(45)
Level 28: Whirling Axe -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 30: Kick -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(42)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(50)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(50)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(46), Numna-Heal(48)
Level 47: One with the Shield -- Heal-I(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1421;693;1386;HEX;| |78DA9D93596F125114C7EFC020A50C859652BA52A074A1B4D3F6CD25D16817AD428| |2B6F649C5116E612C190883DAFAE407A8C62F60E283FB37307E2663DC9E5CF02C97| |C6BE1927F0FFDD7BE6FCCF3D77E64E617FCD10E2D139A119AB75CB754BDB96B3275| |BBE8255B5CB035B355BD62BC9F3FB32E93492ABB546D32F8498E09CD29ADC958E2B| |4DCEEA4EE3EA6E41D6A5342F58ED765D96A042FFA653932DE9B4CDEEC028361A757| |3C36E3BD27579929756D376AA2175A75A6BC32CDCBD55912DB76637A3EB4DBB6CAE| |3BB2553D28152CB72D5B07C3D05716FE6B21100DFEA2E3131118AC084F943148E88| |B3116046280F13120D405AE5D0A9DA8128C1A61D6262CDC252CEE1136602D4DADA5| |5DA5B23D5B8CEB845EAEAE301087E084580797975D5E2F77A873873A77B8C21D7E8| |29E7CAA27DF3FF77409AAFBA9A98EF0A7D805EF2CC00B8AC01C8536212BA842415E| |EE228442BC9C16CA51D630C30FFE3027EBE11D4A8EF0FE22BCE94486F21267697F4| |390DEAF6AF773ED1E0845D596A3871E0C0D3E663C21649E12BEC09663DC831EBB4D| |45872C4699305F6148C267488FAB96E3C75ABE023B1951CF6EE407D51EFDC9F8454| |8FD6674080BC28BF80AF5C6946B8C5DE3EC1A6757E2982BC32E8F1F77CDFB9D18A5| |E5BD109A544F6C32018359919C64A4186942768AF00DD64DAB75D3F7A9C2D403C63| |EE38090794858B947F80EAE69E59A66D70CBB66D835C3AED963AEE7D0F39C3AB373| |2F681FD9978C5784F9D784A5378CB78477F03C73ECF2E4F8A52FF2495FE29390870| |4533D04938FC365082DAB73B0CCE7605C3FFACCE00797C8FF1D59245F51571F3084| |344ACAEA47DF74271039FA2AFEF77A6F74CB05AEF5826EA31441B41D1CDD40B989D| |35B38B2707407A58CD3CE07A3DB71F824F6750AE534CA199418F4270E31D31F0409| |A2182821943E94304A04258A328AF20CA5F307F5CDFB48| |-------------------------------------------------------------------|
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
However since I have so much fun with all of the axe powers, better string chains for maximum knockdown vs bosses I made this build I use. With ninja run i'd probably ditch superjump and pick up one with the shield with a little re-working around:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Shield Axe: Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(13), ResDam-I(15), ResDam-I(50)
Level 1: Beheader -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(46)
Level 2: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(9), Numna-Heal(9), ResDam-I(11), ResDam-I(15), S'fstPrt-ResDam/Def+(19)
Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(50)
Level 6: Chop -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(46)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Gash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(46)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(13)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Jump-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(45)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(43)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 28: Whirling Axe -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(50)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(40)
Level 32: Swoop -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(48)
Level 35: Cleave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(48)
Level 38: Pendulum -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45)
Level 47: Maneuvers -- LkGmblr-Rchg+(A)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1416;701;1402;HEX;| |78DA9D935B4F134114C7677BB1B4DDD29652CBB5142814041678F3F260D41645698| |2823C28D02C30B42B7521DD8AAD4F7E00347E01131FBC7F03E36752A3E293CA7A2E| |531262E2831BFAFFCD9E9973E6CF99D96223AF0BF1F8A2D0F42B55D3714ACBA6BD2| |36BFEA259B636434B154B56B732971A322084E8E7B9525E6E4BDB9106CFB65E536A| |B628AB521A97CD7ABD2A4B90199FB72BB226EDBAD11AE88BBBBB5563419A7B965DE| |69739AB6E4BC789B666B664CDA9587B717A9FB7F72DC7DAB0AA56BD9928EC599B46| |C196B572B354349DBAAC35BBC0DB38FCF211100D7EC2F58B180C668527C1E824E84| |942FBA440CC323E05857A206B9B42A7CA845885D0651172F708533B8439D84B537B| |6937A96CDB12E33621C4D5D55E1D2908F68B02647939CBEB3D02E484CF6560B19C9| |8F5103E8327BFF2E4FF87A7C1139EAE41F5009972456090425FA05050150ADEA19D| |4277091DAB84F41A61709D3055225C854261B6A98527A890CE380DF720C23322C2D| |D4C4128CA5B88E8187B85505CAD8A732800A184FACF132B94D8C98DEAE4EE4D6669| |5D1BAC4BAA75C9030FEDF984F19470E619611E2CA6D4162936720342DD6CC4D7FD9| |356F5FC62FC26A48F085997F01DFAD2AB5AD3BB4F9BF735184D42FA11217B9F6F8B| |4DF81AC473E4D6F4734F728C6F3033A0EA0D70AB33DCEA0CB73A73A2D5D3DCEA43C| |81A525943EC62F82183CD0CB3992C9B997E40F80159232A6B84B346396B94B34639| |2B7722EB855788317567C75E5213C65F315E33DE708BDF32DE11DE435B2738CB33A| |1CE8A6FFA241F601C8ECC5017C0E0A3B80E3933EA746638D4E73BFECCE00F1EB1F0| |5764D1A7BE5F88681419F71D7FD26E30462B052FFEAFE783DE2A17BC15025D46590| |4D15670B48AB286AFEB383271B481B289AFEE47BD65387A167D9D43398F72012509| |FEC401AE0C8441C2283A4A04A51D258A124349A0F4A03C4771FF00A6C10069| |-------------------------------------------------------------------|
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Awhile ago, I posted in this section a piece called "I'm a Gazelle, not a Gorilla". In that piece, I mentioned my frustration with trying to "key mash" my way out of battles in the early stages as a tank. When I say early I mean between levels 1-20. I have never ventured past 20 yet with a tank which I tried two so far then deleted them and I know that should I had the patients to stay, I might
Having played a Blaster, Controller, Corruptor, Mastermind, Peacebringer, Stalker Warshade and Arachnos Widow, I would say the closest I've ever came to a tank and "enjoyed" it was with my Warshade Rino (or lobster as some like to call it). The biggest thing I loved was the defensive you get as a tank. It would seem though that for AoE powers, a lot of tanks are lacking this going more for "close-up" melee attacks. Thus, making soloing more time consuming and having the ability to "kill" large mobs takes time and punishment. In my piece "I'm a Gazelle, not a Gorilla", I read all the comments and some suggestions on what might work better for me. Everyone seemed to have their favorites and I started to get confused on what might work best. So, what I will do to make it easier for you tank gurus out there, is to break is down in a simple format. 1. For soloing purposes what build or builds would allow for the best AoE powers to do "more" damage to groups of foes versus "key mashing" on one foe at a time? 2. Based on my prior toons, my Blaster which i love because of the damage she does and being my first and my favorite toon, what tank build/builds will allow for the most damage and when I say damage, I mean knock-out lights out "no wakie" "no stunnie" of foes damage? This might be a signature power that is pretty must the best in tank land as a Nova would be for a Blaster. 3. Speed. When I think of tanks, I think of a tree stump just standing there taking the heat for the team. When solo, then the tree stump gets pummeled to death being they are not doing enough damage or not enough AoE powers to take more foes out. Granted, tanks are designed to be the anchors in "team" missions and to draw aggro away from the squishies, but when soloing, then this is where I am having issues. So, maybe having more speed to react better in situations that may require a quick exit? In a nutshell, I am looking for: Speed More AoE Powers Tank build that has the best knock-out power, be it AoE or Melee (Signature Power like Nova to Blasters) More defense but will sacrifice defense for more AoE damages Do you guys think I would be better off trying to build a Scrapper instead to make it a Blapper (a mix of Blaster and Scrapper) being that I love my Blasters AoE damage effects but don't want some of those qualities while looking for a toon that gives more defense? I know that Scrappers and not as "thick skinned" as tanks but do offer more defense than your typical squishie Blaster. Any thoughts on this subject would be much appreciated. |
Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.
I'm a scrapper at heart, so I'd recommend a Katana/Regen or Claws/Regen scrapper (played both to level 50, and either sounds like everything you are looking for - very gazelle, no gorilla) or even a Fire/Shield scrapper. For a tank, however, I think you might enjoy Fire/SS. It sounds like you get bored with the bash when soloing just like I did with many of my tanks, but I think you'd enjoy playing that combo. I have a level 50 Invul/SS and a level 33 Fire/EM tank. Both are pretty darned fun to solo, the only issue being lack of KB protection on FA. Also, you have to have patience with tanks because they take time to develop, which can be pretty hard if you're a blaster at heart and feel the need for speed. Anyhow, that's just my personal experience with it. Good luck to you! Hope you find a tank that fits!
Awhile ago, I posted in this section a piece called "I'm a Gazelle, not a Gorilla". In that piece, I mentioned my frustration with trying to "key mash" my way out of battles in the early stages as a tank. When I say early I mean between levels 1-20. I have never ventured past 20 yet with a tank which I tried two so far then deleted them and I know that should I had the patients to stay, I might
Having played a Blaster, Controller, Corruptor, Mastermind, Peacebringer, Stalker Warshade and Arachnos Widow, I would say the closest I've ever came to a tank and "enjoyed" it was with my Warshade Rino (or lobster as some like to call it). The biggest thing I loved was the defensive you get as a tank. It would seem though that for AoE powers, a lot of tanks are lacking this going more for "close-up" melee attacks. Thus, making soloing more time consuming and having the ability to "kill" large mobs takes time and punishment.
In my piece "I'm a Gazelle, not a Gorilla", I read all the comments and some suggestions on what might work better for me. Everyone seemed to have their favorites and I started to get confused on what might work best. So, what I will do to make it easier for you tank gurus out there, is to break is down in a simple format.
1. For soloing purposes what build or builds would allow for the best AoE powers to do "more" damage to groups of foes versus "key mashing" on one foe at a time?
2. Based on my prior toons, my Blaster which i love because of the damage she does and being my first and my favorite toon, what tank build/builds will allow for the most damage and when I say damage, I mean knock-out lights out "no wakie" "no stunnie" of foes damage? This might be a signature power that is pretty must the best in tank land as a Nova would be for a Blaster.
3. Speed. When I think of tanks, I think of a tree stump just standing there taking the heat for the team. When solo, then the tree stump gets pummeled to death being they are not doing enough damage or not enough AoE powers to take more foes out. Granted, tanks are designed to be the anchors in "team" missions and to draw aggro away from the squishies, but when soloing, then this is where I am having issues. So, maybe having more speed to react better in situations that may require a quick exit?
In a nutshell, I am looking for:
Speed
More AoE Powers
Tank build that has the best knock-out power, be it AoE or Melee (Signature Power like Nova to Blasters)
More defense but will sacrifice defense for more AoE damages
Do you guys think I would be better off trying to build a Scrapper instead to make it a Blapper (a mix of Blaster and Scrapper) being that I love my Blasters AoE damage effects but don't want some of those qualities while looking for a toon that gives more defense? I know that Scrappers and not as "thick skinned" as tanks but do offer more defense than your typical squishie Blaster. Any thoughts on this subject would be much appreciated.