At a dilemma...
It depends on what you want to do with the character.
I wanted my character to be the ultimate tank for any situation. The only secondary that has any real impact in an AV fight is Dark Melee because of the heal.
As Syntax said, it really depends on what your goals are here. For instance, the answer would be different for best aggro control versus best soloability versus best AOE damage output versus most survivable. You would get a short list of a few good combos for each of these.
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Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
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Stone is the best tank for survival. Stone melee is a great control and damage set.
You can now get teleport and not have to take a prerequisite. IO's are a stone tanks best friend.
YMMV---IMO
Ice Ember
Stone is the best tank for survival. Stone melee is a great control and damage set.
You can now get teleport and not have to take a prerequisite. IO's are a stone tanks best friend. |
I'm sure I can develop two builds for this by going to a trainer. One for teaming and the other for soloing to collect shards.
Was wondering which would be better for melee? Stone or Super Strength?
Both Super Strength and Stone Melee have AoE knockdowns. That will be your biggest advantage when in defensive armors instead of Granite Armor. They both lack AoE damage, though. Super Strength is the obvious winner at single-target damage.
If you want shards, it is best to team up. You get a chance for a shard for each enemy killed, and that chance does not change when you add people to your team, unlike other drops. A team of players can kill MUCH faster than a solo player.
I'm guessing (you didn't come right out and say it, but from what you posted I'm inferring) that you are looking primarily at survivability as the most important thing for your tank. Stone Armor, specifically the tier 9 power Granite Armor, is pretty much agreed upon as the strongest 'out-of-the-box' defense since when combined with Rooted it gives you significant amounts of all three elements of effective mitigation: Regeneration, Defense and Resistance.
However, Stone Armor prior to Granite and outside of Granite is probably slightly inferior to most of the other armor sets to balance this, and being in Granite carries some significant negatives including slow movement, inability to jump/fly, and severely slowed recharge rate on powers. You can get around the first two with good use of Teleport if you know what you're doing and slot well to afford the endurance usage. The third one is the big disadvantage and unless you're playing with a Kineticist who can buff your recharge to offset this, it will likely make an impact in your effectiveness. This is the reason some Stone players actually refuse to play if they don't have a Kin along. (No, I'm not kidding).
So what's the point of all this? Mostly to point out the significnat downsides of playing Stone. I have two Stone tanks myself (as well as a variety of other types) and while it is powerful it comes at a significant cost. With good slotting and use of IO sets, several other Tanker powersets can accomplish much the same things as a Stone tank in Granite without the oftimes crippling downsides - however, this requires in most cases a significant investment in IOs (that's the tradeoff). Invulnerability and Dark Armor particularly tend to be extremely strong once outfitted with good Sets and can perform as well or better than Stone tanks once so equipped.
Short version: Stone isn't your only option for a very survivable Tank. It is, however, the easiest to reach and requires relatively little from you once you learn how to play around the limitations Granite puts on you.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
With good slotting and use of IO sets, several other Tanker powersets can accomplish much the same things as a Stone tank in Granite without the oftimes crippling downsides - however, this requires in most cases a significant investment in IOs (that's the tradeoff).
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Invulnerability is overrated. It is great against S/L damage, but against anything else it is about as good as any defense-based set. Pure ranged energy damage looks like it will be a major threat in Incarnate content if they continue with these swarms of Praetorian Clockwork we have been seeing so far. That doesn't mean Invulnerability is doomed.
If you want a set that gets you close to Granite Armor's survivability without sacrificing damage, Electric Armor is the next best thing. It has the potential to reach the S/L resistance cap, and stacking defense from IO sets can make it as tough as Invulnerability or Stone vs S/L damage.
It all depends on how you measure yourself. If you want to do damage and tank, Stone Armor is a bad choice. If all you care about is staying alive and holding aggro, nothing beats Stone Armor. Before I continue, I should mention that almost any tanker set can get the job done under the right circumstances. Teammates' buffs, heals, and inspirations can make any set work anywhere. Stone Armor's advantage is that it almost never needs to rely on outside buffs, and usually doesn't need healing.
Invulnerability is overrated. It is great against S/L damage, but against anything else it is about as good as any defense-based set. Pure ranged energy damage looks like it will be a major threat in Incarnate content if they continue with these swarms of Praetorian Clockwork we have been seeing so far. That doesn't mean Invulnerability is doomed. If you want a set that gets you close to Granite Armor's survivability without sacrificing damage, Electric Armor is the next best thing. It has the potential to reach the S/L resistance cap, and stacking defense from IO sets can make it as tough as Invulnerability or Stone vs S/L damage. |
And by the way, did you miss the set with strong across-the-board resistances and the ability to build for softcapped defenses along with a self-rez and the biggest heal in the game? Y'know, Dark Armor? Oh, I forgot. That sucks.
Anyway, I'd say try and pick a primary that looks like it plays how you want to play. Stone is a wall. Invuln is a juggernaut. Shields and Fire are powerhouses. Electric and Willpower never stop. And Ice and Dark are melee controllers - mobs don't get to attack often, when they do, they miss a lot, and when they hit, it doesn't hurt that much. Pick the one that suits you.
Probably the best summation I've seen of the various Tanker powersets. Oversimplification, of course, but any summation is going to be.
As I said upthread, Granite's bonuses give you the most survivable out-of-the-box tank (with some steep penalties as well). Of course, you can also enhance that with IOs just as you can with the other sets, and there's little than can match a well-built Stone tanker in Granite aside from psy damage (which savvy Stone tankers can use Minerals and IO Sets to do well against also, though for some reason I'm seeing many players who just play in Granite all the time lately and are confused when they die against psychic opponents).
As AnElfCalledMack summed up beautifully above, all the Tanker sets have their own fortes and drawbacks. There's no wrong choice, just which best suits the way you want to play.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Invuln is not "just another defense tank". It's another defense tank with capped hit points and 25% resistance to everything. While it's not as nice as 90% S/L resistance, it's far frm negligible.
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Still, she hardly ever gets defeated unless facing the giant to-hit buffs of Quartz emanators, stacked Nemesis vengeance, or Rularru eyeballs. She's been last person standing on numerous tough missions.
My Invulnerability Tanker hits the soft cap (actually, exceeds it) with one foe in range of Invincibility, and has solid defense debuff resistance. But added to that, he ALSO gets 90% s/l resistance, 30-32% to all the other resistances (except psi) without having to be near defeat, and gigantic hit points along with a 1440-point heal.
I am aware that some psi attacks have positional components that SR dodges but Inv does not. In practice, however, Inv feels super tough everywhere I go; and in most content, it's miles tougher than my already very tough /SR.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Invuln is not "just another defense tank". It's another defense tank with capped hit points and 25% resistance to everything. While it's not as nice as 90% S/L resistance, it's far frm negligible.
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Also, 25% resistance is not very significant. It won't make or break your power set. If you are only living through encounters with 20% HP left (due to 25% resistance) there is probably more you can do to make your build more survivable.
And by the way, did you miss the set with strong across-the-board resistances and the ability to build for softcapped defenses along with a self-rez and the biggest heal in the game? Y'know, Dark Armor? Oh, I forgot. That sucks. |
I will review the defense sets in more detail, then. Shield Defense can get 25% F/C/E/N resistance, just like Invulnerability. It would be difficult to reach the HP cap through set bonuses, but I'm sure it can get over 3000 HPs easily. Ice Armor does not get resistance in as many categories, but can reach the HP cap easier than Shield Defense. My point still stands that Invulnerability is comparable to the other defense sets when dealing with non-S/L damage.
Also, 25% resistance is not very significant. It won't make or break your power set. If you are only living through encounters with 20% HP left (due to 25% resistance) there is probably more you can do to make your build more survivable. |
And yeah, if you're just scraping through encounters then you might want to make your build a little tougher. But we're talking layered mitigation here - being at the HP cap, then only taking 10% as many hits as a no-defense tanker, then only taking 70-75% of the damage from the hits that do land. Layer on a bit of regeneration from sets and procs, which leverage your high HP, and you have something that is very, very tough - mitigating 92.5% of the damage they'd do to a defenseless squishy (even against pure F/C/E/N) before it even lands, then recovering that 7.5% that got through very quickly. Yeah, Invuln doesn't get that capped resistance against Praetorian Clockworks like it does against Romans, but at least Clocks don't debuff defense.
I abandoned my Dark Tanker when I saw how much energy damage was in I19. I only had around 30% resistance and felt like I struggled to stay alive. Besides, I wasn't trying to review all sets. I was trying to point out the most powerful and most popular. |
Maybe it deserves to be, but it isn't yet. And honestly, unless something's draining Endurance or throwing out heavy Psi, I'd rather have a Fire than an Elec, Yes, Elec is a little tougher, but Healing Flames is up a lot more than Energize. On a long, drawn-out fight the Elec has better survival, but Fire has tools to make sure the fight isn't so drawn out and is great at mitigating an alpha or similar damage spike.
Anyway, I'm not trying to belittle Shield Defense, Ice Armor and Electric Armor. They're great sets. But as Sailboat put it, Invulnerability is tough - it gives up any offensive boosts or utility powers in return for great survivability against nearly anything. And Dark Armor, as many people have shown us, is stupidly hard to kill and even harder to kill twice. If you're avoiding 90% of what would otherwise hit you, resisting even 30% of what lands, and have a full heal on a base 30 second recharge, as well as a rez on a 5 minute timer, they have to be putting out a huge amount of damage before you stay down.
Hi Folks,
I have a level 50 Stone/Stone Tanker that has been shelved for about 5 years now on the Triumph server with just stock SO's (yikes). I've migrated over to the Freedom server years ago since there were more people to team with. And had thought about transferring him over as well. But...now I'm wondering if it would be better to just make a new Tank.
I was considering Stone armor again with Super Strength. Or Invulnerability armor with Super Strength.
Thoughts?