A new experience


abnormal_joe

 

Posted

Since my latest tanker, a Shield/Fire, is approaching 50 I'm looking toward a new tanker to roll up. I'm thinking of rolling something I haven't played before.

I've played Inv/Stone, Stone/EM, Stone/Fire and Shield/Fire to 50 (well, almost on the Shielder) and Fire/Fire to the upper 30's. I have played a tank-spec'd Fire/WP brute to 50 that I was... unimpressed with. Anyway, leaving out those primaries and secondaries I'm debating yet another tank, I'm just trying to decide on what.

For the primary Inv, Stone, Shield and Fire are out since I've already done those and WP is out due to poor aggro and my experience with that 50 Fire/WP brute.

For the secondary Stone, Fire and EM are out as I've done them and Dual Blades doesn't fit my idea of a tanker... too much focus on getting combination attacks off instead of managing aggro.

I'm kind of intrigued by both Dark Armor and Ice, I can also see a lot of IO potential in Electric but it's base level with SO's seemed lacking in limited testing during issue 17 closed beta.

So guys, of those three primaries which would you choose for a true aggro holding tanker and what secondary would you pair up?


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Posted

Double down with Dark/Dark and go have some clicky fun.


 

Posted

Try something fairly rare and go Dark/Electric.


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~Ralph Waldo Emerson

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Posted

Play a brute instead! ;P (I kid, I kid!)
Try something *very* rare, like my dark/ice.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Ice appears to be a good set to try with kinetic, if you're interested in the new shiny set. They both do exceptionally well for high recharge purposes (as opposed to say a wp/kin).

"choose for a true aggro holding": ICE ARMOR

As an alternative to kinetic, "Lumberjack Frost" is a good name for an ice/axe.


 

Posted

I've been looking at Electric Melee and it certainly is different than I've played before. What's the verdict on Chain Induction? How about Jacob's Ladder? Those are the two powers I'm unsure about; it seems that Lightning Clap is a Hand Clap clone and equally worthless... everything else is fairly obvious. I'm looking at figuring out what to leave out of a tight build (heck, most all my builds are fairly tight).

I'm fairly unimpressed with Kinetic Melee... at least on a scrapper it was very unimpressive in it's performance.

In playing around with Mid's it seems fairly trivial to get ~47% S/L/E/N defense on an Ice without using EA although the resists are pretty low for when the RNG takes a dislike to you. Still, there is Dull Pain er, Hoarfrost and Hibernate to fall back on.


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Posted

Quote:
Originally Posted by Call Me Awesome View Post
Since my latest tanker, a Shield/Fire, is approaching 50 I'm looking toward a new tanker to roll up. I'm thinking of rolling something I haven't played before.

I've played Inv/Stone, Stone/EM, Stone/Fire and Shield/Fire to 50 (well, almost on the Shielder) and Fire/Fire to the upper 30's. I have played a tank-spec'd Fire/WP brute to 50 that I was... unimpressed with. Anyway, leaving out those primaries and secondaries I'm debating yet another tank, I'm just trying to decide on what.

For the primary Inv, Stone, Shield and Fire are out since I've already done those and WP is out due to poor aggro and my experience with that 50 Fire/WP brute.

For the secondary Stone, Fire and EM are out as I've done them and Dual Blades doesn't fit my idea of a tanker... too much focus on getting combination attacks off instead of managing aggro.

I'm kind of intrigued by both Dark Armor and Ice, I can also see a lot of IO potential in Electric but it's base level with SO's seemed lacking in limited testing during issue 17 closed beta.

So guys, of those three primaries which would you choose for a true aggro holding tanker and what secondary would you pair up?
Fire/Kin, Ice/kin, Fire/Ice. Dark/SS, Dark/??

Pick the oddest combo and one you've never seen and have at it. I'm currently having fun with a fire/kin tank and it melts away mob hp and doesn't even have power siphon yet...

Once all is said and the build is 50 and setted out. Jump in. FE-PS-burn-burst-single target stuff til dead repeating as able. That combo looks good on paper and I can't wait to let loose. I'm looking towards Pyre Mastery for fireball to go with it as another aoe along with possibly melt armor.


 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
For the primary Inv, Stone, Shield and Fire are out since I've already done those and WP is out due to poor aggro and my experience with that 50 Fire/WP brute.

For the secondary Stone, Fire and EM are out as I've done them and Dual Blades doesn't fit my idea of a tanker... too much focus on getting combination attacks off instead of managing aggro.
So, that leaves you these options:

Primary – Ice, Dark, and Electric

Secondary – Battle Axe, Dark Melee, Electrical Melee, Ice Melee, Kinetic Melee, Super Strength, War Mace

The three primaries are all fun, I'm surprised you have played Ice yet. I might suggest that one, followed by Elec. Dark isn't for everyone, but then again, maybe it's the new experience you need.

For Ice, I would suggest:

Ice/Kin - Lotsa -Dmg.
Ice/Dark - -To hit on top of your defense (done it, IO'd it and I can't praise it enough)
Ice/Elec - Lotsa Drain

For Elec:

Elec/SS - Smashtastic.
Elec/Kin - -Dmg on top of resist. Should be very helpful.
Elec/Dark - Double End recovery and heals. Should be a lot of non-stop moving.

For Dark:

Dark/Dark - The two were designed for each other. Dark Consumption being a big part of that.
Dark/Mace - Stunningly stunning.
Dark/Ice - An ultimate in control. Practically a tank-mage. I've got one shelved at 40 at the moment. You have almost every controller power out there. A KD PBAoE patch, a hold, a stun PBAoE, a fear PBAoE, and a sleep (lol).


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Do I even need to say which primary I'd suggest?

I'm going to echo Aett and say Dark/Electric. It'll be able to stack stuns, plus it packs plenty of knockdown as extra mitigation, and on top of it all, it can drain endurance. I'm a little fuzzy on it, but doesn't electric melee have a chance to give you endurance?


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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Electric melee: The tier one and tier two powers have a minor chance to return endurance.

Dark/ELM is interesting. I've got one at lvl 26 and it's nice. OG has helped mitigate a lot of incoming damage, but there are those that don't like how the mobs wander when stunned. Chain Lightning isn't horrible and usually jumps to most of the mob I'm on. Jacobs ladder is a smallish cone, but I usually hit at least 2-3 critters with it.

ELA/DM- This could be a fun combination with several end mitigating powers in both the primary and secondary. Siphon Life would compliment Energize well. More Single target focused.

Dark/Dark- One of my lvl 50 tanks. Not softcapped to S/L yet, but with her S/L defenses in the 30's, S/L resists around 70% she's pretty sturdy. I run most of the Dark toggles (no CoF), Tough, Weave, CJ and SuperSpeed most of the time. On longer fights I turn of SS as it's just enough to cause a slow drain to my endurance bar in a non stop fight.


Ice/Dark or Ice/SS might also be interesting choices.


Throwing darts at the board to see if something sticks.....

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Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Hmm, good suggestions all, I think I'm narrowing it down to:
Ice/Elec
Ice/Dark
Dark/Elec
Dark/Dark

I think I've a pretty good idea of what to expect from Dark Melee but I'm uncertain about Electric Melee, specifically Jacob's Ladder and Chain Induction. On paper both look decent; how do they perform in game? In my back of the envelope build it looks like there's room for only 6 powers from the secondary.

I guess my decision on Dark Melee or Elec Melee comes down to Single Target or AOE. At some point I'll undoubtedly try both Ice and Dark armor; it's a question of which to roll now... decisions.


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Posted

Jacobs Ladder compares to Shadow Maul fairly closely.

  • Similar cones: JL-50 deg, SM -45 deg.
  • Same end cost, same recharge.
  • JL has a touch more then 1/2 the cast time of SM: 1.67s vs the 3.07s for SM, so you're not rooted as long.
  • JL does less damage, but it's all Electric vs. SMaul's Smashing/Dark.
As for Chain Induction, on the one toon I've leveled enough to have it on it seems to do fairly well.


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Like Rangle said, Jacob's Ladder is a pretty nice cone that is pretty easy to hit 3-4 foes with.

I really like Chain Induction since they buffed it a few issues back - it seems like it jumps a lot more often that it used to when I leveled up my Elec/Elec brute back in I8. My sense is that it plays a lot better than what it looks like on paper and it's fun to see it jump around from target to target.

I would be willing to bet that if you chose Elec Melee you will not be disappointed. I think Dark/Elec would be na interesting combination as I loved Dark Armor overall and consider it to be very sturdy once you get IOs in it.

Cheers


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

Quote:
Originally Posted by Lord_Cyclones View Post
Like Rangle said, Jacob's Ladder is a pretty nice cone that is pretty easy to hit 3-4 foes with.

I really like Chain Induction since they buffed it a few issues back - it seems like it jumps a lot more often that it used to when I leveled up my Elec/Elec brute back in I8. My sense is that it plays a lot better than what it looks like on paper and it's fun to see it jump around from target to target.

I would be willing to bet that if you chose Elec Melee you will not be disappointed. I think Dark/Elec would be na interesting combination as I loved Dark Armor overall and consider it to be very sturdy once you get IOs in it.

Cheers
Thanks for that info, that's what I was looking for. Hmm, I think you're right about /Elec... that solves the "secondary quandary"

Dark/Elec or Ice/Elec is the question now; both intrigue me. Ice because I want to see if I can get it as tough as my Shield and it holds aggro so well. Dark simply because it's so different from anything I've played before.

I've a buddy who leveled a Dark/Dark tanker... admittedly he's not a tank player and I know his build wasn't optimal. He spent a ton of time face down, but he was several levels below the team and this was prior to SSK. Heck, he was depending on base empowerment stations for his KB protection.

I may just go ahead and roll one of each; I expect the Dark to be stronger early while the Ice will take awhile to get good. I assume with a Dark tank the keys are recharge, accuracy for Dark Regen and then as much def as you can put in? Well, and +end & +recovery.


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Posted

Elec melee felt very aoe focused to me, which is good for a aggro focused tank.
Ice can mature fairly early if you can afford to get some recharge in the build. EA while oft praised for its recovery boosting is overlooked for its impressive defense boosting. The combat numbers look small until you realize that it is per foe, enhanceable, and on a fairly short timer. Every spawn for your alpha is easy, double stacked is far from difficult. The rest of a typed defense build you know well enough.
For a dark armor tank I personally think that your mez toggles are key until you are ready to add the defense later on. Endurance issues can be solved but not quickly or cheaply.


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Posted

Quote:
Originally Posted by Rangle M. Down View Post
My first advice for Dark Regen is stuff a Theft of Essence: Chance for +end in it.
This!




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Posted

I play an Elec/Dark scrapper and it's a fun combo, so I'm confident the tanker analog will be a fairly impressive combination of damage, control, and survivability. Aside from a -KB IO, and the Theft of Essence Proc, grab either combat jumping or cloak of darkness asap to cover DA's lack of immobilization protection. There may not be a ton of enemies that can immobilize you, but it is perhaps the most frustrating experience for a melee character to be stuck in one spot while the fight is about twenty feet ahead of you.


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Posted

I didn't notice anyone mentioning it, so I'll throw in this little bit of advice on Chain Induction. In a group, lead with Chain Induction or put it early in your attack on the group. Yes, it can hit up to four more targets, but it stops after any foe is defeated. So if you target a nearly dead foe in a group of 5, and you defeat him with CI, it won't jump to anyone else and you'll have lost some good endurance use.

It's still a great power, though! I usually lead with that, and then hit Thunder Strike. While TS animates, I watch CI do its work to those who are about to get hit. Then while they're down on the ground from TS, I line up Jacob's Ladder for a good clean up. (this of course, is my lead in when Lightning Rod is recharging)


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Call Me Awesome View Post
I assume with a Dark tank the keys are recharge, accuracy for Dark Regen and then as much def as you can put in? Well, and +end & +recovery.
DR is best suited with Frankenslotting. I would put the hierarchy of enhancement values in this order: (1st place) End, Acc, Rech, (2nd place) Heal. Those first three will keep you from running out of endurance to fast while making sure you've got it up when you need it. The heal part is good for AV/EB/Boss situations.

I have a pretty decent slotting for the power in Mids, but can't access it from work right now. Maybe Dechs has something he could suggest for it.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
I have a pretty decent slotting for the power in Mids, but can't access it from work right now. Maybe Dechs has something he could suggest for it.
Best thing I can do is link to my build I posted on the forums here.

I find there are two ways to slot Dark Regeneration, depending on how you want to tank and where you feel you have trouble.

The first way I know assumes you have trouble tanking large groups of foes. In this method, you focus on end reduction and recharge with a hint of accuracy, knowing that in a large group of foes, you'll always hit enough enemies to fill your health bar even without heal enhancement.

The second way fits more accuracy and healing at the cost of some recharge, and is intended to work better against tough targets, such as AVs, EBs, or monsters. Since there is only the one target to heal from, you need to be able to hit and you need it to heal a lot.

Overall set bonuses to aim for: Taste really. Go for recharge and recovery if you intend to make the most of Dark Regeneration and the control auras. I went with a focus on defense and found that I hardly use Dark Regeneration anymore, and I have forgone the control auras entirely.


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Posted

Thanks guys, I'm rolling up one of each, Dark/Elec and Ice/Elec. I'm planning on leveling each into the 20's and then evaluating from there. Obviously inf isn't a big issue although I'm not looking for anything REALLY silly like the Glad Armor.

I'll certainly be looking over your thoughts on DA; it's a set I haven't played anything similar to. I'm on a bit more familiar territory with Ice as I've played several defense based characters and I do have some idea how to soft cap one


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
I find there are two ways to slot Dark Regeneration, depending on how you want to tank and where you feel you have trouble.

The first way I know assumes you have trouble tanking large groups of foes. In this method, you focus on end reduction and recharge with a hint of accuracy, knowing that in a large group of foes, you'll always hit enough enemies to fill your health bar even without heal enhancement.

The second way fits more accuracy and healing at the cost of some recharge, and is intended to work better against tough targets, such as AVs, EBs, or monsters. Since there is only the one target to heal from, you need to be able to hit and you need it to heal a lot.
I kind of split the difference, although perhaps closer to the first option.

The Dark Regen slotting I like best: (using slightly lower level IOs for some degree of exemplaring):

30 Theft of Essence a/e/r
Any Theft of Essence proc
40 Touch of the Nictus a/e/r
40 Numina e/r *
40 Numina e/h/r
40 Harmonized Healing e/h/r *

*or use the Miracles of the same types -- it depends on whether you've already hit the "rule of 5" slotting limit for the recovery bonus Miracle gives)

This results in 94.8% end reduction and recharge, 36.7% accuracy (but I get a lot more from global set bonuses...like +60 more) and 38.6% healing. And of course the endurance-stealing proc.


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----------------------------------------------------------

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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Best thing I can do is link to my build I posted on the forums here.

I find there are two ways to slot Dark Regeneration, depending on how you want to tank and where you feel you have trouble.

The first way I know assumes you have trouble tanking large groups of foes. In this method, you focus on end reduction and recharge with a hint of accuracy, knowing that in a large group of foes, you'll always hit enough enemies to fill your health bar even without heal enhancement.

The second way fits more accuracy and healing at the cost of some recharge, and is intended to work better against tough targets, such as AVs, EBs, or monsters. Since there is only the one target to heal from, you need to be able to hit and you need it to heal a lot.
I always recommend slotting Dark Regen well for accuracy; not only does it help for single targets, but also in the case of accuracy debuffs. Not having an attack hit usually won't lead to face plant, having Dark Regen miss at a critical certainly can. I learned this after some bitter early experiences with Nerva Spectral Demons when I couldn't get DR to hit to (literally!) save my life.


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Posted

Quote:
Originally Posted by Finduilas View Post
I always recommend slotting Dark Regen well for accuracy; not only does it help for single targets, but also in the case of accuracy debuffs. Not having an attack hit usually won't lead to face plant, having Dark Regen miss at a critical certainly can. I learned this after some bitter early experiences with Nerva Spectral Demons when I couldn't get DR to hit to (literally!) save my life.
Believe me this is definitely something I'm thinking about! I intend on slotting to at least 60% accuracy in Dark Regen and I'll find somewhere for the Kismet Tohit IO.

Sailboat, that's an interesting idea on slotting, I'll look into it when I get home... for some reason I never installed Mid's on my work machine <whistles>

Unfortunately it's also the Boss' machine and he's one mean SOB... I should know since I see him ever morning in the mirror.


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