First Time Tanker!
Prof Radburn controller,Celtic Ice Maiden,blaster,Miss Knockout scrapper,Mistress Davina controller,Stone Hart,tank Split Personality PB.Queen Lostris controller,Fridgid Mary blaster,Shocking Fire blaster Future Elfling defender, Little Weed controller,Capo Angelo MM, Commander Buzzsaw MM, Justice Tank tank all 50,s
If you're planning to solo, my advice is to concentrate on attacks. You want defenses, of course, but given as you don't get attacks as fast as an AT that gets them in the Primary, you can't really go wrong by picking them up as fast as you can. Get yourself into the 20s, and then you can start thinking about buffing up defenses. You'll need the damage to get to those 20s in the first place.
On a team, though, you'll want to make sure you're tough enough to take on what's coming. If you think you can rely on buffs, you can go ahead and stick with an offensively oriented build, but there's also dual builds to consider. You can make one build offense and the other defense. It costs a bit more to outfit both with Enhancements, but that can still be cheaper than going with expensive all-IO builds.
I would recommend Invulnerability, Shield, Willpower or Fire. Those are all good strong offensive sets that do well solo. Fire is so offensive you may not even have to lean that way. Invulnerability doesn't seem so offense oriented, but in fact with the +tohit from Invincibility and the End boost in Unstoppable it really is.
The other bonus to Invulnerability is that it will hold aggro much better than Willpower. Personally, I think SS is a good combo with it, it's an obvious match, and with Rage's +tohit stacked with Invulnerability you almost don't need to slot for Accuracy.
Fire/Fire or Fire/SS is also a good combo though. I've also become very fond of Dark, both Primary and Secondary. That's more about control than damage, though.
I have also found Fire/Electric is not bad at all the knockdown/up of Electric is very helpful in helping mitigate damage.
Lots of great help again, I am currently sitting at lvl 10 trying to figure out how to build and slot. I have read over so many fire builds and wall of fire page. So far this toon is really fun to play and soft for now. I have noticed that acc & end seem to be major factors more than my health for now. I am running as much as i can through mids hero designer to try and see what is best and affordable. I have taken combustion is that a power i should drop?
Thanks abnormal_joe for the guides have read through them many times to try and get a better handle on what my role will be with this build. |
In the early going I only slot accuracy and possibly endred; Training enhancements are so low powered it really isn't worthwhile going with anything else. Once you can get DO's at 12 I start thinking about a more standard slotting on attacks and defenses.
Right now I would concentrate slotting in your attacks and healing flames (slot recharge there, it doesn't help much but every little bit helps.) Don't neglect Blazing Aura completely; I'd toss a slot or two there for accuracy & endred; it likewise is a major damage source for you. In fact, if you run Herostats you'll find that your #1 damage power is probably BA followed by Combustion. Those tiny tics of damage really add up. Start thinking about your armors as you progress through the teens and by 22 when you can slot SO's plan on having your armors with 4 slots; you'll put in 3 resist damage and 1 endred. Also make sure to toss a couple of slots into Stamina.
I've taken two /Fire melee tanks to 50, one a Stone/Fire and one a Shield/Fire so I'm very familiar with the set. It's one of my favorite tanker secondaries and it certainly provides very good damage output... unfortunately this is at the expense of any form of damage mitigation other than killing the mobs. In the Fire Melee set you want Combustion, Taunt (I'm a big believer in this on any tanker), Fire Sword Circle (get it at 28!), Incinerate and Greater Fire Sword. Breath of Fire is nice to have as is Fire Sword if you have room. One of my Fire Melee tanks has them, the other doesn't.
I recommend the Fighting pool for Boxing/Tough/Weave when you can fit it in; you'll want your travel power prerequisite by 12 so you can get your travel power by 14. If you're not planning on getting a couple of knockback protection IO's then you want to go with Combat Jumping/Super Jump/Acrobatics. Acro will protect you from the vast majority of knockback... although if you can get them two or three KB protection IO's will serve the same purpose. A tank who's constantly knocked onto his butt is a tank who isn't accomplishing much.
I'm not an expert on Fire Armor but get Fire Shield, Blazing Aura, Healing Flames and Plasma Shield. Temperature Protection is the dog of the set and is highly skippable except as an IO mule (a power taken solely because you can use it to get a desired IO set bonus). Burn since it's changes a while ago is now a good power to have. Fiery Embrace is basically Build Up, but on your fire attacks it lasts 20 seconds instead of 10 making it considerably more useful. Rise of the Phoenix is a self rez that deals damage to anything around you. I tend to look at tanker rezzes as a sign that you've failed but it does get you back into the fight if you fall. I'd have to think about it before I grabbed the power myself; I much prefer powers that keep you from faceplanting, not powers that get you back up off the ground.
Good luck and I hope you enjoy your tanker. You've chosen a strongly offensively minded combination so remember that while you have good damage (for a tanker) you won't be as durable as a combination that's more defensively minded. Think of your tank as a higher hit point, more durable scrapper with less damage.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
In my opinion Combustion is a take at level 4 power for most primaries and it's definitely a keeper. The damage may not look great but it has a huge radius so it will hit everything anywhere near you. Don't look at it as a relatively low damage attack, look at it as an attack that deals damage to everything around you... on that scale it outperforms almost everything else in raw damage.
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In the early going I only slot accuracy and possibly endred; Training enhancements are so low powered it really isn't worthwhile going with anything else. Once you can get DO's at 12 I start thinking about a more standard slotting on attacks and defenses.
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Right now I would concentrate slotting in your attacks and healing flames (slot recharge there, it doesn't help much but every little bit helps.) Don't neglect Blazing Aura completely; I'd toss a slot or two there for accuracy & endred; it likewise is a major damage source for you. In fact, if you run Herostats you'll find that your #1 damage power is probably BA followed by Combustion. Those tiny tics of damage really add up. Start thinking about your armors as you progress through the teens and by 22 when you can slot SO's plan on having your armors with 4 slots; you'll put in 3 resist damage and 1 endred. Also make sure to toss a couple of slots into Stamina.
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In the Fire Melee set you want Combustion, Taunt (I'm a big believer in this on any tanker), Fire Sword Circle (get it at 28!), Incinerate and Greater Fire Sword. Breath of Fire is nice to have as is Fire Sword if you have room. One of my Fire Melee tanks has them, the other doesn't.
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Burn since it's changes a while ago is now a good power to have. Fiery Embrace is basically Build Up, but on your fire attacks it lasts 20 seconds instead of 10 making it considerably more useful. Rise of the Phoenix is a self rez that deals damage to anything around you. I tend to look at tanker rezzes as a sign that you've failed but it does get you back into the fight if you fall. I'd have to think about it before I grabbed the power myself; I much prefer powers that keep you from faceplanting, not powers that get you back up off the ground.
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COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I have a Fire/Ice but I know half of the time the only reason why he survives is due to Healing Flames and Ice Patch.
I have a Fire/Ice but I know half of the time the only reason why he survives is due to Healing Flames and Ice Patch.
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Fire/ can make great use of the mitigation in a Secondary. Add Burn to your Ice Patch and you should be golden.
Be Well!
Fireheart
Looking for any help/guidance for my first tank build that can take tons of damage and play a major role in teams. I have played on teams where I watch in awe of how some tanks can just stand there and get pounded without there health bar moving. How is this possible and what builds would be the best for this success? Any help would be greatly appreciated.
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Inv/SS, Inv/FM Stone/SS, Stone/FM
Personally tho i love rolling my Dark Armor and Electric Armor
I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!
Fire Armor may not be the sturdiest of tanker primaries but it is solid enough for most applications, and a far better soloist than most.
The changes to FE mean that you can really pump up that burst damage to deal with a particularly pesky foe.
I've leveled this particular set to 50 three times now.
The fire/ice tank did indeed rely heavily on Ice Patch for mitigation. Once I had him softcapped to melee I found the power redundant and ended up dropping it.
The only real threat now is a serious -recharge debuff. Since I retained a fully slotted rez/nuke I tend to use it to shed the debuff and slaughter the foe who had the temerity to challenge me.
The fire/ss tank went through quite a few different builds: +hp/regen, max dmg, and finally softcapped typed defense. The final build really shines, particularly once the end usage was balanced out.
The third alt was a dm/fa scrapper that went damage all the way. Its a race to see who drops first me or my enemies, but I have a ferrari to their pinto, and I can always rez they cannot.
In all three cases a surprisingly large amount of the damage mitigation is the ability to wade in pop two or three aoes then my heal, and have only one or two foes still standing.
A fire/fire has even more of that damage potential if less active mitigation.
A team makes things easier for me by contributing buffs and their damage, but I manage just fine on my own.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
Lots of great help again, I am currently sitting at lvl 10 trying to figure out how to build and slot. I have read over so many fire builds and wall of fire page. So far this toon is really fun to play and soft for now. I have noticed that acc & end seem to be major factors more than my health for now. I am running as much as i can through mids hero designer to try and see what is best and affordable. I have taken combustion is that a power i should drop?
Thanks abnormal_joe for the guides have read through them many times to try and get a better handle on what my role will be with this build.