When Your Team Needs a Tank....


Airhammer

 

Posted

Quote:
Originally Posted by _Elektro_ View Post
Well grind to 40 is I suppose an exaggeration. But you've had an account for about as long as I have.... how much fun is it for you to go from level 0-25?
On any character I've ever kept into the high levels: Those early levels were a blast. I love them, especially now that there's no pre-stamina troubles. If I don't start a character and enjoy him from day one, I don't keep him.

Quote:
Originally Posted by _Elektro_ View Post
Personally... I confess I would LOVE to be able to start a toon at 25.
Not me. I've tried "starting" characters at level 20 with the help of friends, and it takes all the fun out of it and leaves me with a lot of powers I don't know how to use. If I don't put time into the development of a character, I can't keep him. Maybe I'm weird.

Quote:
Originally Posted by _Elektro_ View Post
Although some of the answers have tempted me... like DA, or even Ice.
If you want some more temptation, watch the video in my sig of Dark Armor "sucking".


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
That said, I still think Dark Armor has the most potential.

NO WAYS!! who would have thunk ett!!


 

Posted

Wow, I'm missing some responses due to posting times... sorry about that.

Quote:
Originally Posted by Rylas View Post

Now, if you get to 40, and you have that feeling that you're aggro gathering could be better (for the sake of your team), then go with Earth Mastery and get Quicksand. It covers a huge area and will help keep people away from those ranged squishies.

I wouldn't worry about your combo. It can work very well for teams. If you decide to IO it out, I'd suggest just going for +HP bonuses. They're cheap (and usually take 2-4 slots - mostly 3), and they would only solidify your tanks durability. Also, they're easy to get while still getting good power enhancement values.
So +HP is the way to go for teaming if I come into some influence?( I can't believe how much more expensive everything seemed to have become in the last year.)

And I guess the Taunt is a near must for me if I want to make this a team character. Interesting tip about the Earth Mastery. I'll keep it in mind if I stick this guy out into the 40's.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
If you want some more temptation, watch the video in my sig of Dark Armor "sucking".
Wow. That is far better than I thought DA was capable of.

Looks awesome though.... great toon.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
That said, I still think Dark Armor has the most potential.
Aw, DK, I do enjoy the gusto in which you proselytize Dark Armor.


@Rylas

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

 

Posted

Just to pipe in on the DM bandwagon:

DM has several advantages going for it, in that it has several powers which requires minimal slotting to work well in general case, along with several notes on it.

1) Oppressive Gloom is an unslotted wonder: 1 acc IO and it's good to go. Using it, no minion-only group (unless immune to stun, like BP) can threaten you, period, even if they wander about. (the stun lasts FAR longer than the tick rate) Being a tank, the hp lost is negligible.
2) Dark Regeneration needs several slots, but doesn't need set slotting to work well (though of course, with the theft of essence proc, it works EXCEPTIONALLY well, but not essential.) Basic slotting would be acc and end reduction, the healing is sufficient in most cases to top you up even without upgrading the heal.
3) Non-IOed, resist sets fare better than defence sets in general, for one main reason: spike damage. Until defense sets can get enough IO sets to reach the softcap, spike damage is always a significant threat. Resists smooth out the damage curve, making it easier to toss in some greens in case of emergency.
4) Despite being a resist set, it also has some defense (in the form of Cloak of Darkness).
5) It protects a little against everything, even if it does protect some more than others. But you aren't going to fall flat the first time you meet some random mob. Well, you might get knocked around a bit if you haven't gotten anti-kb, but you aren;t going to fall entirely...
6) If you DO fall, you still have Soul Transfer as an "I win" button against anything without purple triangles of doom. (just a thought, would two soul transfers stun an AV regardless of it's triangle status?)

Of course, other than Dark, I'd also suggest Shield, simply because I think it is a little unbalanced..
1) Like dark, it protects against "almost" everything. Positional defenses protects against all but the rare few psychic non-positional attacks (Boo Malaise).
2) Like dark, it has both defense and resists, though in this case it focuses more on defense than resist.
3) Against All Odds, Phalanx Fighting are both unslotted wonders. AAO just need an end reduc, and Phalanx don't need anything if you aren't teaming, and doesn't really need it even so. (the 5% passive def-all is worth the price of admission, the team bonus is just that, a bonus)
4) Shield charge and AAO gives Fire a run for it's money in terms of offense. Unlike fire, it doesn't skimp on defense to get it's offense.
5) If you do decide to get into set IOs, defense sets have a MUCH easier time hitting softcapped values than non-defense sets. As an exercise, I just quickly tossed in a quick MIDs Shield/Elec/Fire build, and softcapped all positional defenses with only yellow recipes. Power pool slots were kick/tough/weave and combat jumping, took a ranged attack from ancillary. Plenty of slots and power picks left over. For reference: two defence IOs on all defence buffable powers, two reactive armour sets, one steadfast +def IO, three multistrike sets, one thunderstrike set. That's all you need to softcap. Certainly not optimal, but it works.


 

Posted

I'm going to take a step back here a moment on the discussion of a team tanker. In my opinion in order to be a good team tank you should control the pace of the team from group to group, attract and hold at least most of the aggro, have enough durability to survive and enough damage output to contribute to the team's kill speed.

That's a pretty simple template in theory; the practice is a good bit tougher as I'm sure any of my fellow experienced tankers can attest. In my experience where most tankers fall short is in pacing, or keeping the team moving efficiently from group to group and in aggro control. There isn't a tanker combination out there that if built well doesn't have enough durability and damage. Yes, some are tougher than others but the biggest problem I see, regardless of powerset, is setting the pace and controlling aggro.

Being a good team tank really isn't about powers, it's about tactics. With that said yes, there are primaries that are easier to tank with than others. Ice is probably the easiest to manage aggro with it's half second tic rate on it's aura, it snags attention instantly and holds it like glue. Durability wise it's probably about average or below on SO enhancements and a bit above average when soft capped. Shield is arguably the highest damage primary with it's damage boosting aura and Shield Charge; it's also highly durable on minimal enhancement. Invuln is my favorite all around primary; on SO enhancements it's competent; built to the soft cap it's second only to Stone in durability with no drawbacks. WP has impressive durability but is the hardest primary to manage aggro with due to it's nearly nonexistent aggro aura (1.5 second duration vs a MINIMUM of 14 seconds for all other tankers).

Your easiest choices to tank and hold aggro with are Invuln and Shield in my opinion, both offer very good durability with very good aggro management.

I do have an old Fire/Fire tanker in the mid-30's but I haven't played him to any extent in years. I do remember finding him fairly squishy, but I hadn't put anything into an IO build. I know Severe has a Fire/Fire that works well but I also have some idea of just how much inf he's sunk into it to get to that point.

On the secondary front your first question is "Does this primary need any additional mitigation?". If so then Stone Melee, Mace, Ice Melee and Dark Melee would be good choices since all of them offer mitigation in knockdown, stun and healing. If not then your next question would be single target or AOE damage. For ST good choices would be Dark, Stone, Mace and Super Strength. For AOE the top choices are Fire Melee and Electric Melee.

In any case what teams are really looking for in a tanker is the player, not the powerset. Learn how to really tank and it won't matter a lot what sets you try.


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

 

Posted

Since your name is Elektro and no one's made an Elec tank pitch yet, I'll give it a go.

1. Elec has the highest S/L Resists besides Stone and Invuln.

2. Elec has the highest Energy Resistance, 3rd most common damage type in the game.

3. Elec has complete -end immunity.

4. Elec has an amazing self heal in Energize, which includes a big regen boost and a big endurance discount for 30 seconds. This power can be made near perma.

5. Elec has incredible end management tools, which give you a lot of room in your build.

6. Elec has a recharge bonus and a damage aura, making you a very efficient tanker offensively.

7. Elec's weakness is the lack of defense. With an IO investment(not a big one even, I'll post my build) and smart power selection you can cover for that weakness.

Here's my Elec/Fire(Spiritual) build that needs just one purple to softcap all positionals while maintaining high levels of offense, and does it relatively cheaply:

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Janus Firestorm: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Fiery Melee



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Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
Since your name is Elektro and no one's made an Elec tank pitch yet, I'll give it a go.
I was going to suggest an electric tank, but you beat me to it. It definitely has the potential to handle every situation in the game almost as well as a Granite Tanker. Total resistance to all damage types is higher than all but Stone's. Total resistance to S/L and Energy is higher than Stone's. A Cardiac Alpha boost may be able to cap your S/L resist when the tier 4 one is released.


 

Posted

Quote:
Originally Posted by Syntax42 View Post
I was going to suggest an electric tank, but you beat me to it. It definitely has the potential to handle every situation in the game almost as well as a Granite Tanker. Total resistance to all damage types is higher than all but Stone's. Total resistance to S/L and Energy is higher than Stone's. A Cardiac Alpha boost may be able to cap your S/L resist when the tier 4 one is released.
I like having a more powerful faster recharging Energize and faster recharging AoE's than having extra S/L res, so I'm sticking with Spiritual. I can always pop an orange if my defense failcascades.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Wow... great responses. Lots to think about.

My name, _Elektro_ (in game global as well) is indeed because I love electric effects on characters, and I came into this game in 2004 thinking I was going to kick **** with my Electro type (Spider man villain) character. You can imagine my disappointment!!

But this build (thanks for that BTW) looks really decent. How much do you think the slotting is worth in it? lol

I am thinking of playing pure SO's until I have the inf to round it out. That's partially why I asked about the budget IO build.

Electric is a primary I didn't consider til now (much like DA). CMA makes some very good points too. The kind of info on secondaries I was wanting.

I did do a brute to 50 with fire melee so I'm not sure about doing it again... in a tank. But Elec/Elec could work?

Anyway, you guys have great pitches for your faves and I appreciate all the info and slotting advice as well. TOUGH choices now.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

Elec/Elec is a good combo, though Elec Melee isn't really my cup of tea(relies too much on Lightning Rod).

I can't really get a pricetag on my build, but it's definitely cheaper than other defense centric builds.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Inv/Stone is my current favourite tank to team with. A very solid primary paired with two AoE knockdowns in the secondary can keep a tanker, and his team, alive a good, long time. Endurance is a bit of an issue, but the attacks hit hard and animate fast. So far (at 42 right now) it's been a very nice combo for tanking, and lays down some solid damage when I need to.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Auroxis View Post
Elec/Elec is a good combo, though Elec Melee isn't really my cup of tea(relies too much on Lightning Rod).

I can't really get a pricetag on my build, but it's definitely cheaper than other defense centric builds.
I highly doubt so. You can softcap a shield tank without using a single rare set. Heck, if you're willing to suffer ED a little and have a little higher end drain, and spend a little more slots, you can softcap shield WITHOUT using a single set. Since there are no sets involved, feel free to replace the secondary with anything.

PROOF:

Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Deflection -- DefBuff-I(A), DefBuff-I(3), DefBuff-I(3), DefBuff-I(7), ResDam-I(34), ResDam-I(36)
Level 1: Charged Brawl -- Acc-I(A), Acc-I(9), Dmg-I(9), RechRdx-I(11), EndRdx-I(48)
Level 2: Battle Agility -- DefBuff-I(A), DefBuff-I(5), DefBuff-I(5), DefBuff-I(7), EndRdx-I(34)
Level 4: True Grit -- Heal-I(A), Heal-I(11), Heal-I(13), ResDam-I(13), ResDam-I(46)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(15)
Level 8: Against All Odds -- EndRdx-I(A)
Level 10: Havoc Punch -- Acc-I(A), Acc-I(15), Dmg-I(17), RechRdx-I(17), EndRdx-I(48)
Level 12: Phalanx Fighting -- DefBuff-I(A)
Level 14: Taunt -- Range-I(A)
Level 16: Thunder Strike -- Acc-I(A), Acc-I(19), Dmg-I(19), RechRdx-I(21), RechRdx-I(43)
Level 18: Grant Cover -- DefBuff-I(A)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(21)
Level 22: Kick -- KBDist-I(A)
Level 24: Tough -- ResDam-I(A), ResDam-I(25), EndRdx-I(25), EndRdx-I(37)
Level 26: Shield Charge -- Acc-I(A), Acc-I(27), Dmg-I(27), Dmg-I(29), RechRdx-I(29), RechRdx-I(34)
Level 28: Chain Induction -- Acc-I(A), Acc-I(45), Dmg-I(45), RechRdx-I(46), EndRdx-I(46)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), DefBuff-I(31), EndRdx-I(42), EndRdx-I(43)
Level 32: Maneuvers -- DefBuff-I(A), DefBuff-I(33), DefBuff-I(33), DefBuff-I(33), EndRdx-I(37), EndRdx-I(40)
Level 35: Combat Jumping -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36), DefBuff-I(37)
Level 38: Lightning Rod -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Gloom -- Acc-I(A), Acc-I(42), Dmg-I(42), RechRdx-I(43), EndRdx-I(48)
Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(45)
Level 47: Stimulant -- EndRdx-I(A)
Level 49: Aid Self -- RechRdx-I(A), EndRdx-I(50), Heal-I(50), Heal-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Heal-I(A)
Level 1: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)

EDIT: on hindsight, since content is judged against non-IO set builds, and this is a non-IO set build, content is judged against this, which means it's judged against defense softcap...

EDIT: bah now I'm tempted to roll this guy. c.c


 

Posted

I've gotta throw in my vote for Shield Defense. You said you were looking for the -best- team Tanker, and with just the numbers of Shield Defense, you have a forerunner. First off, it has two power selections that thrive in team-based scenarios. Those powers are Phalanx Fighting and Grant Cover. I'd recommend both powers, even if you're building a solo-SD tank. Phalanx for base 5% positional defenses, which increase by 3% for every teammate within range, and Grant Cover because it provides defense to the team(not you, though), plus Defense Debuff resistance. It also has a PBAoE offensive in Shield Charge that does a hefty amount of damage; and Against all Odds provides bonuses to damage for every enemy in melee range(up to ten.) You'll cause your allies to flock to you(tankers, scrappers), while you boost their defense, and reap the rewards of the ten mobs you tank, combined with the additional defense from Phalanx.

The problem with Shield Defense, though, is that every power(other than True Grit and Phalanx Fighting) is either a toggle or click power. That makes for endurance issues, if you're attempting to function in the capacity of a Scranker. Also, there are Defense sets for Tankers that offer protection or ways to circumvent endurance draining hooligans(Northern Lights, Malta Sappers, Super Stunners): but Shield Defense offers -no- such protection. Hope this helps.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
I have to admit, I don't have much experience with any other tank sets.
Quote:
Originally Posted by Dechs Kaison View Post

Dark Armor is an excellent set without IOs. I spent the majority of my tank's life on SOs and did just fine.
You and forty end reducers. The first quote explains a lot about the second (compared to what? lmao).

Shield/SS is the easiest primary and secondary out of the box with standard IOs - SO to dominate with period.


 

Posted

Having played Ice, Shield, Stone, Inv, and WP to 50 (and Dark to 30), I'll cast a vote for Stone. You get DEF/RES to all but Psi, DDR, and a self heal. If you drop out of granite, you can get DEF to all but fire and ice. You are also not dependant on having mobs around for healing or buffs.

Movement restrictions can be overcome by teleport (if desired, I skipped it) IOs for run speed, and being aware of your surrondings and using taunt to bring the bad guys to you.


 

Posted

Quote:
Originally Posted by Theron View Post
Having played Ice, Shield, Stone, Inv, and WP to 50 (and Dark to 30), I'll cast a vote for Stone. You get DEF/RES to all but Psi, DDR, and a self heal. If you drop out of granite, you can get DEF to all but fire and ice. You are also not dependant on having mobs around for healing or buffs.

Movement restrictions can be overcome by teleport (if desired, I skipped it) IOs for run speed, and being aware of your surrondings and using taunt to bring the bad guys to you.
All excellent points. And if you can run with a kin most of those movement penalties go away. Amazingly enough my stone tank was one of my quickest to lvl 50. Unfortunately you either missed, failed to notice, or chose to ignore that the OP ruled out Stone as a choice.


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

I was hoping to sway?!?


 

Posted

Here's a minor data point, I just got off of a (barely) failed MoSTF with my Shield/Fire tanker. I was tough enough for everything the TF threw at me with a minor assist from the team. We failed the Mo on Ghost Widow when the scrapper got caught in the cone of her godawful hold; other than that we had no problems.

I tanked LR tower buffed with One with the Shield and inspirations without major issues... although that end drain channelgun is a PITA, make sure to carry a few big blues for when it connects.

We had a good team and good players, we just had the RNG take a dislike to us there at the end. If Shield is good enough to handle that challenge then it's plenty good enough to handle anything. Is it as tough as Invuln? No, but it isn't all THAT far behind.


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

 

Posted

Quote:
Originally Posted by Signpost View Post
I highly doubt so. You can softcap a shield tank without using a single rare set. Heck, if you're willing to suffer ED a little and have a little higher end drain, and spend a little more slots, you can softcap shield WITHOUT using a single set. Since there are no sets involved, feel free to replace the secondary with anything.
You can softcap Ice without IO's either. I should have been more specific, I meant that my build is cheaper compared to other defense centric builds on resistance based tanker primaries like Elec, Fire, Dark, Invuln, and Willpower. I'm mostly referring to the fact that my build doesn't need Kinetic Combat IO's.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

Quote:
Originally Posted by Auroxis View Post
You can softcap Ice without IO's either. I should have been more specific, I meant that my build is cheaper compared to other defense centric builds on resistance based tanker primaries like Elec, Fire, Dark, Invuln, and Willpower. I'm mostly referring to the fact that my build doesn't need Kinetic Combat IO's.
I still doubt you can make it cheaper than my sample build here. Granted yours has more recharge and other benefits, but yours use a heck LOT more rare recipes than mine. Mine's also a full softcap vs S/L/N/E, as opposed to a insp-needed softcap vs melee/ranged/aoe. With minor adjustment, I can probably make it insp-needed softcap vs melee/ranged/aoe too. (On that note, still seeking advice on how to improve this build without excessive cost)

Simple fact: because DA comes with 5% def in one of it's core skills, hitting softcap will be easier, period.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(9)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(9), S'ngH'mkr-Dmg/Rchg(11), S'ngH'mkr-Dmg/EndRdx/Rchg(11), F'dSmite-Acc/EndRdx/Rchg(13)
Level 2: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(17), S'fstPrt-ResKB(17)
Level 4: Combustion -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(19), C'ngBlow-Dmg/Rchg(19), Erad-Acc/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(23)
Level 6: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25)
Level 8: Dark Regeneration -- Theft-+End%(A), RgnTis-Heal/EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Acc-I(29)
Level 10: Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(29), S'ngH'mkr-Dmg/Rchg(31), S'ngH'mkr-Dmg/EndRdx/Rchg(31), F'dSmite-Acc/EndRdx/Rchg(31)
Level 12: Cloak of Darkness -- DefBuff-I(A), DefBuff-I(33), RedFtn-Def/EndRdx(33)
Level 14: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 16: Kick -- Empty(A)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36)
Level 20: Weave -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(36), DefBuff-I(37)
Level 22: Combat Jumping -- DefBuff-I(A), DefBuff-I(37), Krma-ResKB(50)
Level 24: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(37), Annoy-Taunt/Rchg/Rng(39)
Level 26: Oppressive Gloom -- Acc-I(A)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), M'Strk-Dmg/EndRdx/Rchg(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx(40)
Level 30: Hover -- DefBuff-I(A), DefBuff-I(42), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42)
Level 32: Maneuvers -- RedFtn-Def/EndRdx(A), S'dpty-Def/EndRdx(43), DefBuff-I(43)
Level 35: Incinerate -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(43), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(45)
Level 38: Greater Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(46), S'ngH'mkr-Dmg/Rchg(46), S'ngH'mkr-Dmg/EndRdx/Rchg(46), F'dSmite-Acc/EndRdx/Rchg(48)
Level 41: Gloom -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
Level 47: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)


 

Posted

Quote:
Originally Posted by Signpost View Post
I still doubt you can make it cheaper than my sample build here. Granted yours has more recharge and other benefits, but yours use a heck LOT more rare recipes than mine. Mine's also a full softcap vs S/L/N/E, as opposed to a insp-needed softcap vs melee/ranged/aoe. With minor adjustment, I can probably make it insp-needed softcap vs melee/ranged/aoe too. (On that note, still seeking advice on how to improve this build without excessive cost)
If you focus on defense alone, remove all the unrelated IO's, and compare the builds you'll actually see that the prices are fairly similar. And in order to make the most out of your build through rarer IO's you will need to spend more than I would. If you want to see a good DA build just look around for Dechs Kaison's build.

I don't need a full softcap to S/L/N/E, due to the rarity of N and my hardcapped res to E, and due to my high S/L resistance. I rather get more offense and more versatility for less inf.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

I play mostly only tanks: Inv, WP, Ice, Stone and Fire are all lvl 50s. Dark armour scrapper at lvl 50 (can't speak about DA tanks though) and a lvl 34 Electric Tanker.


Outside of Stone, with a fairly genery IO build (nothing fancy), I would say either WP or Inv.
WP is probably better, but it does require extra stuff like +hp accolades.

People can talk about personal preferences, which is fine I guess. But there it is true that there are some stuff that some tankers find it harder to do than others.
There are "holes" in each tanker powerset and some are wider and more common than others.


Invulnerability is a good all-rounder, with a nice God-mode.
Willpower is slightly better because it doesn't care about which type damage is being dealt but rather how much. The weaker taunt-aura is a non-issue since as a tanker, you should be using your AoE attacks whenever they are up and taunt should be fired often thus making the weaker taunt aura a non-issue.


Ice and Fire are quite good but with a generic IO build, there are lots of stuff that they will find harder to tank. I am not saying they can't do it, but it would require a more skilled player or more IO investment.
Which, if you used the same amount of IO investment and the same "higher skilled player" on a WP or an Inv, you'd get a better outcome.


Recently, the +4 baddies on the new TFs made life tougher on "pure" defense Tanker powersets. Not saying I agree with that TF design, I am just stating a fact.


 

Posted

Personal opinions ahoy

Short answer: Ice/Stone Tanker, plenty of tools for self softcapping, self endurance management, control, damage and aggro management.

Long answer: In a team that needs a Tank, I want one who will hold the aggro no matter what's thrown at it. Considering one of my favorite team additions is an AoE Blaster (usually Fire, Beety like big boom) they need to be REALLY good at it. Ice Armour has two taunt auras, one does damage and the other's -recharge (damage mitigation) and -speed (stops them from running away). Similarly, because of the taunt cap being a fickle thing, it's nice if they have some way to help the team with the spillage so Stone's high ST damage and the amazing power of Fault fit the bill (either you make one or two runners go splat or you just stun them from afar, remember, Fault is a -ranged- AoE stun and knockdown).

For survivability, Ice mostly runs off it's defense and the Dull Pain substitute. It has a PBAoE drain power which gives you endurance and a pittance of defense (also a taunt componant!) every 30 seconds with 3 SOs worth of recharge in it.. Best bit? 45 second duration for the defense so it'll stack for a bit too. It can be softcapped with just one IO (the ever useful 3% proc) and a smothering of the drain power Energy Absorption. Stone Melee's additional mitigation will compliment Ice as, IMO, Defense sets almost require a way of having a moment of breathing room for making insp or getting a good view of the battle.

Want some more synergy? Ice will keep any enemies around you aggroed or runspeed debuffed enough that they will be soon enough as you cave in the skulls of your current targets and any enemies which run/are aggroed accidently you can retaunt/stop with Fault, which is a perma AoE stun if slotted for 2 acc 2 stun 2 recharge. AVs/GMs may be the only problem, but pop one purple and you're softcapped for good anyhow. Ice will counteract Stone's high endurance, Stone with counteract Ice's.. Uhm.. Nothing, really, it just adds to the already good mitigation.

If you go into an IO investment, there're plenty of places to put LotGs for a high recharge builds (Fault, Hoarfrost and Energy Absorption up more often), enough attacks/controls for a high defense build and even the cheaper option of a simple +hp build works well with a defense-based Tanktroller.. You can almost think of it as a defense based Dark Armour


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc