How much would you sacrifice for your tanker?
Quote:
how much defense would you give up for offense and vice versa? Or how much defense/offense would you give up for team support?
|
Roll a Shield/SS, there wont be much need to sacrifice, either way.
Alternately, a tricked out Stone/Stone crossover Brute, is nearly the finger of God.
So why sacrifice when $$$$$ influence can get you both..
Quote:
Absolutely. I did list team survival as one of my two goals and my first post specifically mentioned "plus Taunt and some kind of AoE damage or debuff to help me hold aggro". I never said I'm actually AVOIDING taking attacks, just that it's not my top priority.
2) attacks draw aggro and contribute damage to a team, both of which help you perform your function as a tank. There is certainly a point where you will be aiding your team more by having sufficient, well-slotted attacks than by incrementally increasing your defensive powers a tiny bit more.
|
Quote:
Bottom line for me is that since you don't have to sacrifice offense to have sufficient (and more) defense to handle any content in the game, you are doing your team no favors by doing so. |
Paragon City Search And Rescue
The Mentor Project
Quote:
If you were not, and never were, in danger of being defeated in any task your team is doing, you have sufficient defense.
And this is where it becomes a judgment call on "sufficient" defense.
|
Once you reach the point where that is true most of the time, you can feel free to devote some energy to building your offensive potential.
I have 2 tanks at the moment, that could not be any more different from each other.
A Dark/Ice tank, who is being designed to be indestructible, and even if he IS killed, he'll be right back up. Between Cloak of Fear, Oppressive Gloom and perma Ice Patch, anything in melee range of him will be hard pressed to do anything at all.
Then there's my Invuln/Dual Blades tank, who is being built for offense. I managed a build that gives him plenty of survivability, and can (hopefully) pump out enough DPS to solo an AV.
It really depends on what your goals are with any particular build. Sure, a tank is "supposed" to take agro for their team, but you don't HAVE to build for that. If ATs had such rigidly defined roles, you'd never see a defender solo a GM. (which has happened, and doubtlessly will keep happening)
Quote:
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Quote:
I think some points have been raised so far, and there seems to be a large amount of "There's nothing I need to sacrifice" Which is a valid point, on many, if not most of my tanks, I'm not giving up any more than maybe 1 power in total from both powersets, but then some of it also comes down to slotting, and influence.
Roll a Shield/SS, there wont be much need to sacrifice, either way.
Alternately, a tricked out Stone/Stone crossover Brute, is nearly the finger of God. So why sacrifice when $$$$$ influence can get you both.. |
If I don't want to take Weave, I could get the same bonus to S/L from 4-slotting two attacks. (Using a total of 6 slots) so the trade off ends up being 3 extra power choices (Which could mean a full attack chain) for the slot cost of 6 slots (against 3 used in Weave) but those 4 slots don't provide the ED cap to say Dmg/Rech, those attacks can be fine or their own, or I can add more slots to cap them out (Such as adding 2 of the mako quads) that itself is not much of a trade-off, 8 IOs provide the S/L bonus of 3 power choices, and I can still add more slots to those attacks to make them solid, but in the end the cost comes down to the influence.
Its not really about "What must you give up for your tanker to softcap X typed or X positional" but rather the choices you'd make for personal preference, such as taking Weave so you can almost ED cap for Acc/Dmg/End/Rech in 5 slots (3 crushing impacts 2 makos bites) at a minimal slot-bonus return, or using your attacks to boost your defense with no regards to their enhancements.
Or when will you give up the min/max metagaming for thematics, fun, or "That'd be nice to have." (Not every tanker takes Soul Mastery, when its argued that Soul provides the best benefit to tankers.)
A decent example of that would be adding perma-hasten to a WP/ build, where the only bonus the primary powerset would gain would be if for some reason you wanted to live off a pemanent +tohit and +dmg bonus from Resurgence and letting yourself die every 90 seconds.
Such recharge would only be benefitting your secondary powerset, which would involve slotting several of your powers for recharge bonuses. (My claws/WP brute is going in this direction, but she's more of a scrapper than anything to hold aggro.)
i19 is giving options to builds to either get the most out of the build because you hit your limit (And thus you had to give something up in your slotting/power choices for offense/defense/both.) Or to take something you overlooked because you didn't see the purpose of it useful in your build, and you either what to take it for quality of life or to refresh your boredom in a toon. (Medicine pool, tier 4 powerpool options, etc.)
And lastly its things such as attempting to get all 3 positonal defenses on a Dark/ tank, building an Inv/ tanker in a way thats one small insp off of soft-capping to psi.
(Assuming inherent stamina here)
Lets say you want to focus on survivability first since you are on a tank. Aggro control second and personal damage third.
Taking every primary power and secondary power asap. you still have to dip into pools at 24 and 30. 30 is plenty early for aidself imho, and if you skip a single attack you could easily have weave by 30.
Since most primaries have skippable powers you have even more room in the build.
I can potentially see concept making for a tight build, but not sacrificing for survivability.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Quote:
Well, I do agree that a Tank has to be survivable and be able to tank for their team, but that "sufficient" defense line isn't so high that you can't devote a good amount of your build to offense. Tanks are heavy defense with decent offense: you shouldn't ignore either one.
Absolutely. I did list team survival as one of my two goals and my first post specifically mentioned "plus Taunt and some kind of AoE damage or debuff to help me hold aggro". I never said I'm actually AVOIDING taking attacks, just that it's not my top priority.
And this is where it becomes a judgment call on "sufficient" defense. |
People seem to be more okay with Tanks that don't do much with offense, but I really start to see them like healbots: they're ignoring part of what they can do. Survivabilty and aggro control are important, but so is offense (and really, offense is a part of those two).
Again, Tanks are designed as such. They have an offensive secondary, and much of what they can do is tied in with attacking (Bruising, aggro control, debuffing, etc.). And our damage has been buffed before when it has been seen as too low.
Be resilient, yes, but be able to punch effectively as well. It doesn't matter if other ATs have better offense: you don't need ignore what you can do because of that.
Some of that was directed at comments other than Ironblade's as well, FYI.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I'm not really seeing a need to make meaningful sacrifices, in general. Coming from someone who plays lots of Scrappers and Brutes (who collectively share many powersets with Tankers), my builds normally include every truly useful mitigation power in those AT's secondaries, enough attacks to achieve my goals as a damage-dealer, and pools as required to supplement my overall goals.
Despite having mitigation powers as a secondary, I never skimp on my survival powers on those ATs, because I want to be able to survive as much stuff as possible so I can defeat as much stuff as possible. If I'm doing that successfully on Scrappers and Brutes, I'm not clear on why I would need to do much different on a Tanker. I've only got one mature Tanker, but I've applied this philosophy to him as well, and it seems to have worked out as planned other than that he's EM and I hate the "new" ET. The main difference is in fitting Taunt in the build, which I don't do on Brutes (or Confront on Scrappers).
Now, if we're talking about the Tanker's relatively early career, when the fact that we get primary power picks faster than secondary ones impacts how we have to prioritize what we take, I can see that having a slightly different answer. I'm talking about the final build at 50.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA