In your personal opinion...


Acemace

 

Posted

Well I have experimented with Tankers, I rather enjoy the tanking role I find it somewhat exhilerating to see myself surrounded by enemies all keen for a piece of me. I have ran 3 tanks so far.

Electric, this was my first, it had good all round resistance to everything I found. The only negative was there was no actual defence, which means most of the time the hits are connecting, rather than being deflected. But with the support of a Defender, an electric tank can do wonders. I stuck with it, and later in the game now, said Tanker is lvl 39 pushing on 40. I have got power sink now, and its well slotted, so I just literally steal the baddies endurance before they can fire off their big nukes. Handy. Also Power Surge is unbelievably impressive and recharges quite fast. Its combo'd with War mace, and I can say this Tanker at least IMHO functions more like a heavy duty scrapper rather than a tanker, she can one shot a minion (not counting my tier 1 to bruise them.)

Stone, this was my second. Now, I don't think I gave stone a fair crack, I never really appreciated, given my newness to the game just how good it can be. Stone is rather a late starter, and you don't see the fruits till the higher levels. Plus I was irked by the slowness of it, and so that led me to try...

Invulnerability. Which I am currently using on 2 tanks, one is in Praet going villain, and the other is blue side already pushing on level 37 (the tank has blue skin as well). I once saw a level 50 Invulnerable tank in action, tanking 5th Column who were at level 54 and coping with almost effortless ease, there were 5 of us in the mission, and the mobs were set for an 8 man team. After seeing that, my immediate reaction was... "I want one!"

I do want to try a stone Tanker again, because they do genuinely look very cool, but I think it will be a while before I build another Tank. I seem to be acrueing tanks and Masterminds more than any other AT.


 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Are you sure you are in the right AT forum?, Invul hard to softcap? *Blinks* For a tanker? And yet is Elec better then Dark, WP and Invul *blinks* A pure Resistance set is 'hard' and expensive to softcap but a set that includes a scaling defense power is almost 'impossible' without problems.
Right, not personal opinions, really... *laughs*
Really? Show me an invuln build that is soft-capped and doesn't lose out on damage and recharge.

By soft-cap, I mean soft-cap to all except Psi, not just s/l.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

By the way folks, this is what I have _seen in the game and with my own tanks (I've had/have a Stone, WP, invuln, SD - I've played extensively elec/dark players who had really effective builds - I have yet to see a good ice or fire tank; most of them have ended up being a waste of a spot on my TF's) + experiments with builds.

If you think I am wrong, please do feel free to post builds that show otherwise; I am human and I can make mistakes, but just posting an 'opinion' to counter what you feel is an 'opinion', doesn't really prove much.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by Syntax42 View Post
So far, the most common enemy in incarnate content has been Praetorian Clockwork which do primarily energy damage. Smashing and lethal are also major threats, and Electric Armor can come very close to capping those resists as well.
I suspect some people are a bit weary of my saying this, but just for the record, with cardiac, Electric tanks don't need to come close to that magic 90%, they can hit it, and truly hard cap SL res without too much hassle.

In my opinion they also SHOULD do it, or at least should seriously consider it. EDIT: I understand not everyone's going to want to take an electrical tank to T4 cardiac, but...


The cake is a lie! The cake is a lie!

 

Posted

Quote:
Originally Posted by slainsteel View Post
Really? Show me an invuln build that is soft-capped and doesn't lose out on damage and recharge.
Are you applying that same standard to the Dark and Elec Tankers in your list?

Quote:
Originally Posted by slainsteel View Post
By soft-cap, I mean soft-cap to all except Psi, not just s/l.
Eh, I didn't soft-cap fire/cold with one foe in range...it takes several...but that's quite sufficient for farming fire-wielding enemies at x8. I can't conceive that it's that difficult. Are you taking CMA's guide into account?

Regarding Fire...you might be surprised.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
My Dark Armor tank has no "Tier 9 Survivability Thingy" and tanks all content about equally well. That's because the way I've built, I have no real weaknesses.
Out of curiosity, how's your tank do against Incarnate content? If not in beta, then say the clocks in Tin Mage, or if you tackle all 4 AVs at once at the end (Neuron, Bobcat, 2 Warwalkers)? My softcapped Fire tank gets chewed up pretty badly esp at that last fight (and yeah, I finally "get" to use my T9), but my Stony snoozes through like always.


An Offensive Guide to Ice Melee

 

Posted

Quote:
Originally Posted by BigBoss Eyepatch View Post
What is the best Primary power a tanker can choose for sheer ability to take a beating and still stand without having to go tier 9 on your primary?
Granite is the tier 9 for Stone, but it's a toggle, so no crash or weirdness with it. If you want to be the best meatshield, you roll Stone and pick up Granite. You can easily softcap S/L/E/N/F/C, regardless of the number of opponents around and without needing a click buff. You can easily hardcap S/L resistance at 90% and have 85% (88% with the PVP IO) resistance to E/N/F/C/T if you run Cardiac Alpha. Oh, and you get a click heal with +HP that can take you to the HP cap with accolades and a few set bonuses. It's just a beast.

If you want to have more of an offensive impact with the best possible survivability from among the rest without need of a crashing godmode, then I'd probably say... Dark?

Dark has good (not great) resists, exotic resists, additional base defense to work with, two mitigation toggles (one of which includes -ToHit) and a great self-heal. Endurance is its downside, but Cardiac helps a ton there and helps bring the resists up even further. Plus, you can (I would say *must*) slip a Theft of Essence proc in Dark Regen to help keep your blue bar full.

I love my Invuln, but he is vulnerable to exotic damage and debuffs. WP is great all around, but doesn't have the aggro grip that I want from my Tankers and it's also vulnerable to debuffs. Electric is really good all around, but has no base defense to work with and lacks Dark's mitigation. Ice's resists are a bit light for my liking, but it has a lot of other good characteristics.

None of those really compare with a well-slotted Stone running Granite, though.


 

Posted

Quote:
Originally Posted by slainsteel View Post
Really? Show me an invuln build that is soft-capped and doesn't lose out on damage and recharge.

By soft-cap, I mean soft-cap to all except Psi, not just s/l.
One soft capped Inv/SS build here, with solid recharge and damage. An expensive build, but what you asked for.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Gyrl Power: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(17)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(25), Mako-Acc/EndRdx/Rchg:50(34), Mako-Acc/Dmg/EndRdx/Rchg:50(45)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(3), RctvArm-ResDam/EndRdx:40(15), RctvArm-ResDam:40(25)
Level 4: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(5), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(13), Dct'dW-EndRdx/Rchg:50(46)
Level 6: Punch -- Mako-Dam%:50(A), Mako-Acc/EndRdx/Rchg:50(7), Mako-Acc/Dmg:50(9), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/Dmg/EndRdx/Rchg:50(40)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(31)
Level 10: Haymaker -- Mako-Dam%:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/Dmg:50(42), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Acc/EndRdx/Rchg:50(42)
Level 12: Resist Elements -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(13), Aegis-ResDam/Rchg:50(43)
Level 14: Resist Energies -- Aegis-ResDam:50(A), Aegis-ResDam/EndRdx:50(15), Aegis-ResDam/Rchg:50(19)
Level 16: Hover -- SW-ResDam/Re TP:50(A), LkGmblr-Rchg+:50(17)
Level 18: Invincibility -- HO:Enzym(A), HO:Enzym(19), LkGmblr-Rchg+:50(31)
Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/EndRdx:50(21), Hectmb-Dmg/Rchg:50(21), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(34), Hectmb-Dam%:50(46)
Level 22: Fly -- Winter-ResSlow:50(A)
Level 24: Taunt -- Mocking-Rchg:50(A), Mocking-Taunt/Rng:50(31), Mocking-Taunt/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(33), Mocking-Taunt:50(43), Mocking-Acc/Rchg:50(48)
Level 26: Tough Hide -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(45)
Level 28: Rage -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(29), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-ToHit/Rchg:50(36), GSFC-ToHit:50(36)
Level 30: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(37)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(36), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam:40(45)
Level 38: Foot Stomp -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(39), Armgdn-Dmg/Rchg:50(39), Armgdn-Acc/Dmg/Rchg:50(39), Armgdn-Acc/Rchg:50(40), Armgdn-Dam%:50(46)
Level 41: Weave -- HO:Enzym(A), HO:Enzym(43)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Laser Beam Eyes -- Achilles-ResDeb%:20(A), Thundr-Acc/Dmg:50(48), Thundr-Dmg/EndRdx:50(48), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/Rchg:50(50), Thundr-Acc/Dmg/Rchg:50(50)
Level 49: Physical Perfection -- P'Shift-End%:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(23)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(23)



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Posted

Quote:
Originally Posted by streetlight View Post
I love my Invuln, but he is vulnerable to exotic damage and debuffs.
If your Invuln really is vulnerable to exotic damage and debuffs then you're doing something wrong. Trust me, if you build it right there's nothing in the entire game that it can't handle... including the tower buffed Lord Recluse on the STF.

I've tanked everything currently in the game with CMA and have yet to find anything that's problematic other than the toxic hydra tentacles in the Apex TF. Even Psi AV's aren't that much problem; you've an inspiration tray and when you're facing that kind of content you also have a team behind you.

F/C damage is very rare in the game, and even more so when it comes unmixed with S/L damage... and anything with a S/L tag has to beat your S/L defense first. On my current live build, which should be attainable for most players looking for an IO build has the following numbers:
Defense - S/L/E/N - 45%, F/C - 31%, Melee/Ranged - ~20% (applies to Psi)
Resistance - S/L - 90%, E/N - 34%, F/C - 34%

The build has NO high dollar IO's in it that apply to defense and shouldn't break the bank of anyone considering an IO build.


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

 

Posted

Quote:
Originally Posted by dave_p View Post
Out of curiosity, how's your tank do against Incarnate content? If not in beta, then say the clocks in Tin Mage, or if you tackle all 4 AVs at once at the end (Neuron, Bobcat, 2 Warwalkers)? My softcapped Fire tank gets chewed up pretty badly esp at that last fight (and yeah, I finally "get" to use my T9), but my Stony snoozes through like always.
I tanked for my first Tin Mage this week. The team was trying for both badges, so we only fought Neuron and two walkers. We had to be careful not to kill Neuron before we got the clone badge. I did drop twice during that fight, but by the second defeat my Soul Transfer was recharged again. I shouldn't have died either time, but I'm stubborn about not using my full try of huge inspirations until "I really need it."

Vengeance buffed Bobcat, however, was just a kitten.

When I tanked for my first Apex, I died once while I solo'd one of the pylons. I got back up and finished it off pretty quickly though. And there was a time where I started Combustion while jumping and landed in a blue patch of doom. That three seconds of animation time has never ever been longer.


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 slainsteel View Post
Most survivable to least:

Fire (slainsteel shouldn't roll a fire tank, really)
Fixed that for you.


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

Quote:
With Shield Charge and AAO, SD beats all other tank primaries on damage.
My SD/DM does about ~200 DPS. My Fire/SS/Soul does ~240.

This is just ST. The Fire tanker pulls way ahead in AoE damage, with FE, BA and Burn. SC and AaO aren't even close. A SD/SS tanker would still be left behind. I will go further and say even a SD/SS/Mu would be slower than a Fire/SS/Soul.

Opinion schmopinion. Those are facts, not going to bother proving them, do the work yourself if you don't believe it.


 

Posted

Quote:
Originally Posted by slainsteel View Post
Guess my turn to 'lolwut' here.
I am serious. A Fiery Aura brute soloed the STF. Granted that does not answer this topic's question, but it does suggest that rolling Fiery Aura is not an invalid choice.

To be on topic:
Invuln and WP would be my top two. They are easy to use and easy to get very well rounded and practically unkillable vs. almost all game content.

DA would be next, not because it's potential is lower than WP or Invuln, but because it requires more skill, a lot more skill in some cases. A mistake with DA is often irreversible (outside of the tier 9, if I can include the tier 9, than DA is indeed at least as good as Invuln and WP).

Stone would be next. Stone Armor's survivability outside of Granite is very good once you soft cap Def to all but Fire/Cold. Back that up with modest Sm/Le/Fire/Cold resists, very solid regen, and an emergency heal that also can cap your HPs. It is possible with Aid Self this could lift above DA (the capped HP thing is pretty big, IME).

Shield and Ice would come next, I think I'd list Ice just edging out Shield, but it is close.

Finally we have Fiery Aura and Electric.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
I am serious. A Fiery Aura brute soloed the STF. Granted that does not answer this topic's question, but it does suggest that rolling Fiery Aura is not an invalid choice.
To be fair, he used truckloads of t3 insps, not that that diminishes the achievement much.


The Inspiration Maker's Guide [i12] UPDATED with POPMENUS and Movement Binds!
A Flash in the Dark: The Electric/Ninjitsu Stalker [i23]
Kheldian Inspiration Macros UPDATED with POPMENUS and Movement Binds!
Guide to the Katana~Ninja Blade/Electric [i23]

 

Posted

Quote:
Originally Posted by slainsteel View Post
-- below this, really don't bother
Ice
I have to laugh at this part even more than the Fire/.

Really? Don't roll Ice/? A set with a click soft-cap defense power, a damage taunt aura and a -damage taunt aura, max hit point/heal AND a tier 9 Phase that - with SO slotting and Hasten - is up almost as fast the 30 second phase rule allows?

Yeah. Don't roll Ice/...


The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies

 

Posted

Basically what it boils down to is that pretty much all Tank primaries can be absolute survivable beasts. It just depends on the build and player. So, hopefully that answers the question for the OP.


 

Posted

Quote:
Originally Posted by Smiling_Joe View Post
I have to laugh at this part even more than the Fire/.

Really? Don't roll Ice/? A set with a click soft-cap defense power, a damage taunt aura and a -damage taunt aura, max hit point/heal AND a tier 9 Phase that - with SO slotting and Hasten - is up almost as fast the 30 second phase rule allows?

Yeah. Don't roll Ice/...

The nophase timer (unless it has changed) is 2 minutes, not 30 sec. Ironically, that's Hibernate's base recharge. The addition of the nophase debuff really hurt Hibernate.

The problem I have with Ice is that it is the most susceptible primary to burst damage. Shield, the other primarily defensive set, has significant resistance and is able to push 90% s/l with OwtS up. Ice doesn't have that.

Not saying Ice is tissue paper, but it's weaker in the aspect I think Tankers need to be strong at.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Are you applying that same standard to the Dark and Elec Tankers in your list?
Yep; and they are crazy hard to soft-cap too. Of course, fire cannot be soft-capped to all (unless someone has a super gimped build out there to do so). It has no +def power at all. Elec falls in the same boat as fire, but because of it's resistances, just capping to s/l/e/n still makes it one of the most solid tanks right after stone. Elec for example, can easily tank recluse with no support; tell me how many tanks that can?


Quote:
Originally Posted by Sailboat View Post
Eh, I didn't soft-cap fire/cold with one foe in range...it takes several...but that's quite sufficient for farming fire-wielding enemies at x8. I can't conceive that it's that difficult. Are you taking CMA's guide into account?

Regarding Fire...you might be surprised.
Which guide is this exactly?
Fire Aura brutes are one of the best farmers in the game, but the worst tanks *shrug*


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by DoctorWhat View Post
One soft capped Inv/SS build here, with solid recharge and damage. An expensive build, but what you asked for.
Maybe our standards are different here; 60% rech isn't 'solid' recharge - I have better Invuln builds than that and I still find them inadequate.

Though, I must say, I went back and looked at invuln again after this thread, and it is actually rather good. If I wasn't going for pure survivability, it looks like a good option.

Though, when it comes to pure survivability, on really expensive builds, elec/dark still out-do it.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am serious. A Fiery Aura brute soloed the STF. Granted that does not answer this topic's question, but it does suggest that rolling Fiery Aura is not an invalid choice.
Can you link me to the thread? You do realize it is nigh-impossible for a Fire Aura brute to solo an STF right? In fact, at this point I don't know of any AT that _has solo'ed an STF

Quote:
Originally Posted by StratoNexus View Post
To be on topic:
Invuln and WP would be my top two. They are easy to use and easy to get very well rounded and practically unkillable vs. almost all game content.

DA would be next, not because it's potential is lower than WP or Invuln, but because it requires more skill, a lot more skill in some cases. A mistake with DA is often irreversible (outside of the tier 9, if I can include the tier 9, than DA is indeed at least as good as Invuln and WP).

Stone would be next. Stone Armor's survivability outside of Granite is very good once you soft cap Def to all but Fire/Cold. Back that up with modest Sm/Le/Fire/Cold resists, very solid regen, and an emergency heal that also can cap your HPs. It is possible with Aid Self this could lift above DA (the capped HP thing is pretty big, IME).

Shield and Ice would come next, I think I'd list Ice just edging out Shield, but it is close.

Finally we have Fiery Aura and Electric.
You do realize the OP is about 'survivability' right? If you're putting WP and Invuln over Elec/Dark in survivability, I am guessing you need to start IO'ing your tanks.

I'll agree with your entire post, as long as the tanks use only SO/Non-Set IO's or use IO sets really badly.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

Quote:
Originally Posted by Microcosm View Post
To be fair, he used truckloads of t3 insps, not that that diminishes the achievement much.
Did he get the T3's while doing the TF? Or bought them from the market?
If they came from the TF then it's fair game.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense

 

Posted

no one should ever roll a fire tank....EVER!!

let me be the only one please and thank you.


 

Posted

Quote:
Originally Posted by Tubby View Post
Basically what it boils down to is that pretty much all Tank primaries can be absolute survivable beasts. It just depends on the build and player. So, hopefully that answers the question for the OP.
Tubby hit the nail on the head!

Really slainsteel you think that list is golden? In todays Coh its all about content and placing invul down that far on the list would even make superman throw-up in the toliet.


 

Posted

Quote:
Originally Posted by slainsteel View Post
Can you link me to the thread? You do realize it is nigh-impossible for a Fire Aura brute to solo an STF right? In fact, at this point I don't know of any AT that _has solo'ed an STF

Well, now you do.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

Quote:
Originally Posted by BeastMan View Post
Tubby hit the nail on the head!

Really slainsteel you think that list is golden? In todays Coh its all about content and placing invul down that far on the list would even make superman throw-up in the toliet.
I am not placing Invuln low, I am placing dark and elec higher.
Again, remember, this list is for 'survivability'; assuming that all tanks are well built.


Virtue Speed Junkie
A Simplified Guide to Attack and Defense