Have Tank Ideas, But Need Some Help


Finduilas

 

Posted

First, look at my post count and don't leave. I'm not some moron asking for advice on how to build a tank that will never die because I'm tired of squishy level 20 tanks. I don't start a tank unless I commit to it and really want to see it all the way through. I'm also not here to say "How can I make my tank do as much damage as a scrapper?" which I, for some reason, hear a lot. The only toon I have at 50 is a tanker, so it's the one that I know the best out of all the ATs, and the one that I've spent the most time in Mids' with. I'm looking for general advice and specific help rather than general questions about tanking.

Now, onto the matter at hand... I got an idea for a Stamina-less tank, and then doubled the idea. It's an idea to use the fact that using a combo of Fire/Dark and Ice/Dark will both have dual saps. With just SOs, you can sap once a mob as your blue bar falls a little low. It should be relatively easy to keep your endurance from hitting rock bottom, especially with Ice because of the really quick recharge.

Also, with the combinations here, you won't have Health either, so in theory, you might have problems managing the green bar a bit too, so I'm already looking directly at the Medicine pool as a direct replacement in order to pick up a self-heal. This comes in really handy with Fire/DM, because then you'll have Healing Flames, Siphon Life, and Aid Self to just stop your green bar from dropping too low. Even with Ice, they'll rarely hit you because of soft-capped defense, and a serious hit-point buff, so if they do, just top yourself off with an Aid Self, which is also a lot better in the Ice build because if they're missing you, they won't interrupt your heal.

So, it seems like I have it all figured out, eh? Far from that. One: I don't know much about the Ice and Fire primaries, so I don't know what's skippable and what's not. I'm also not sure on slotting in order to get the proper set bonuses. Speaking of set bonuses, I'm not sure what's most important. Regen and Recovery make sense right off the bat, so I'd obviously aim straight for Miracle and Numina's procs, easy enough to achieve with either making money or merits, but recharge is important in order to perma-hoarfrost, get your saps up as often as possible, and get things like healing flames or aid self up more often.

As of now, if I were to roll a new tank, I'd go straight for the Ice/DM because it'd play similarly to my Shield/DM that I've played to 50 and IO'd. My direct problem with Ice is again the same I've faced with Shield... Defense is great until the RNG decides to eff with you. When you've got 15 Cimerorans on you, and 1 of them randomly hits you once, your defense gets debuffed back down under the soft-cap, and with a lack of resistances, you're looking at a swift death. With Fire, you've got a big self-heal, good resistances, and you also get an extra damage boost, which, when stacked with Soul Drain, can put you close to the damage cap. Unfortunately, the complete and utter lack of AoE in dark makes that virtually useless to take down anything in the mobs besides Bosses, which I guess isn't a bad thing, per se.

To sum it all up, I'm looking for advice on build options, slotting priorities, and ways to make it more survivable. The pools I'm looking at directly are Jumping for Combat/Super Jump, Speed for Hasten, Medicine for Aid Self, and fighting for Tough if fire, or Tough and Weave if Ice. Anything you guys can throw out there to help me out is great, but if you happen to have specific builds lying around for me to take a peek at, I'd truly appreciate it. If anyone would like, I can post the two that I just threw together in my spare time without even bothering with sets, just so you can see what I'm aiming for. I thank any and all of you who offer your assistance


 

Posted

I like Ice/Dark combo, myself. You don't have to go outside your set or waste slots on KB or Immob protection. Dark's to-hit debuffs work nicely with softcapped defenses. You get +Perception and Hibernate.

The downsides are a lack of AOE damage and the look of Ice. If you can get past those, you're in good shape. I like the whole Ice set, but some builds skip Permafrost.

Kinetic Combat will be a good single-target melee set for an Ice/Dark. With four pieces, you get +3.75% defense to smashing and lethal. A couple of those and you're well on the way to softcapped S/L.

Eradication is great for AOEs. A mere three pieces gets you +3.13% E/N. Go for the full six and you add on +1.56 F/C, plus a huge HP bump. You even get extra endurance from just a pair. The downside is that it caps at level 30, but you'll be great in most exemp situations.

Pacing of the Turtle in Chilling Embrace can add another +1.56% to E/N, plus global accuracy (the proc can be nasty, too). Tempered Readiness isn't quite as good on the defensive side (+0.94%), but adds global recharge, endurance and recovery.

A full set of Mocking Beratement in Taunt is very nice (+2.5% S/L, +3.13% F/C, +7.5% global recharge).

For Tough (and Permafrost if you go with it) Reactive Armor 4-piece sets are great, granting +1.25% to S/L and E/N. Cap one of those off with a Steadfast Res/Def unique and you've just added 3% more defense across the board.

That's it off the top of my head. I'm sure others will have more info. Good luck with this one, I think you'll like it.


 

Posted

Throw a build down. It's quicker to rehab it. I ain't verbose anyways.


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.

 

Posted

Well, this is sort of what I came up with as far as set bonuses go. The highlights are 51.3% Smash/Lethal, 50% E/N, in order to still keep me alive if a defense debuff gets through. That also puts energy absorption at 60+ percent on both. Also, 34% Endurance recovery added in to make my blue bar hurt just a little bit less if I end up waiting on a recharge from one of my saps. Speaking of recharge, I was able to get 50% before hasten, though it'll take a lot of merits and/or money to get 4 LotG procs, but I know I can handle it. Assuming I can time my Hoarfrost/Hasten correctly, I should have near perma-hoarfrost, which, with accolades, can keep me HP capped for most battles.

The problem is that with tanks, I love taking the fire ancillary pool in order to pick up melt armor and fireball, which are virtually impossible to fit into the build. But anyways, here's what I have. Have at critiquing it

Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine

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Posted

First of all, I think 50% without EA is overkill. The last 5% of defense won't even be used except in cases of defense debuffs, so you could save infl and/or slots by dialing that back a bit. I'd recommend that you aim for 45-47% S/L/E/NE def without EA and as much F/C def as you can fit in.

Your power order also needs work. Only two attacks before level 16, and neither of them slotted? Ugh, that won't be fun. I'd suggest that you push Boxing, Tough and Weave to the 20s or 30s and take Smite and Shadow Maul early in your build. Icicles would also be a good choice to delay, since it's so end heavy.

Personally, I wouldn't skip the Fitness pool, for a couple of reasons. For one, the Numina and Miracle uniques are wasted in click powers, since you'll only get the benefits for the first 2 minutes after they're clicked. Health would be the perfect place to slot them if you had it. Also, as it is, you won't have any recovery relief until level 26 and EA, which is a long time to wait considering you've got end-hungry powers like Icicles. Aid Self really isn't needed for an Ice tank, IMO, so I think you should consider dropping the Medicine pool and Permafrost to get Stamina.

If you do decide to skip Fitness, note that some of your attacks and toggles are underslotted for end reduction, which will be a problem when relying on click powers to renew your end supply.

Here's the sort of thing I'd do with your build, assuming that you do take Stamina. If you decide not to, just be sure that your attacks in particular are well-slotted for end reduction. I'd recommend at least 40% end reduction for your DM attacks, and at least 60% for Icicles.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- GftotA-Def:40(A), GftotA-Def/EndRdx:40(3), LkGmblr-Def/EndRdx/Rchg:50(3), LkGmblr-Rchg+:50(15)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(42), C'ngImp-Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/Rchg:50(45), C'ngImp-Acc/Dmg/EndRdx:50(50)
Level 2: Hoarfrost -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal:50(7), Dct'dW-Rchg:50(7), S'fstPrt-ResDam/Def+:30(9)
Level 4: Chilling Embrace -- EndRdx-I:50(A)
Level 6: Wet Ice -- EndRdx-I:50(A)
Level 8: Smite -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(9), S'ngH'mkr-Dmg/Rchg:35(11), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), P'ngS'Fest-Dmg/Rchg:30(42), P'ngS'Fest-Acc/Dmg:30(46)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(11)
Level 12: Shadow Maul -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dmg/Rchg:50(13), Sciroc-Acc/Rchg:50(13), Sciroc-Acc/Dmg:50(15), Sciroc-Acc/Dmg/EndRdx:50(46), Zinger-Dam%:50(50)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Siphon Life -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(17), S'ngH'mkr-Dmg/Rchg:35(17), S'ngH'mkr-Dmg/EndRdx/Rchg:35(25), Theft-+End%:30(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(40)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(21), P'Shift-End%:50(42)
Level 22: Glacial Armor -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(23), LkGmblr-Def/EndRdx/Rchg:50(23), LkGmblr-Def:50(43)
Level 24: Super Jump -- Jump-I:50(A)
Level 26: Energy Absorption -- GftotA-Def:40(A), GftotA-Def/Rchg:40(27), GftotA-Def/EndRdx:40(27), P'Shift-EndMod:50(34), P'Shift-EndMod/Rchg:50(34), P'Shift-EndMod/Acc/Rchg:50(34)
Level 28: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(33), M'Strk-Dmg/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(33)
Level 30: Icicles -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(31), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(43), M'Strk-Dmg/EndRdx/Rchg:50(46)
Level 32: Hibernate -- Heal-I:50(A)
Level 35: Dark Consumption -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(37)
Level 38: Midnight Grasp -- C'ngImp-Acc/Dmg:35(A), C'ngImp-Dmg/EndRdx:35(39), C'ngImp-Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/Rchg:35(39), C'ngImp-Acc/Dmg/EndRdx:50(40)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(45), Aegis-ResDam:50(45)
Level 47: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(48), LkGmblr-Def/EndRdx/Rchg:50(48), LkGmblr-Rchg+:50(48)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
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:

  • 7.69% Defense(Smashing)
  • 7.69% Defense(Lethal)
  • 10.2% Defense(Fire)
  • 10.2% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 4.56% Defense(Ranged)
  • 12.7% Defense(AoE)
  • 1.8% Max End
  • 4% Enhancement(Heal)
  • 37.5% Enhancement(RechargeTime)
  • 32% Enhancement(Accuracy)
  • 10% FlySpeed
  • 196.8 HP (10.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 8.8%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 2.2%
  • 13% (0.22 End/sec) Recovery
  • 70% (5.48 HP/sec) Regeneration
  • 4.71% Resistance(Fire)
  • 2.21% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 15% RunSpeed

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My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

While we're at this, consider Electric Armor, as well. It also has Heal/Recovery powers to stack with Dark Melee.

Be Well!
Fireheart