Question about Tanking Set


Breog

 

Posted

Sorry i had to get some attention from the forum posters. I just want this one question answered. What is a good set combo for tanking in terms of it being relatively cheap (500m-1b) and still quite effective. Don't worry about posting builds in Mids though it would be much appreciated.

I heard Willpower/Dark Melee is good for the heal that WP lacks. Thoughts?

Just give me a set combo and a brief reason why. Like mine for eg.

Thanks.


 

Posted

Inv/DM. Stupidly tough for regular content with just generic IO's and easier aggro management than WP.

Inv/Stone. Two AoE Knockdown powers keep you and your team safe.


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

@Starflier

 

Posted

I approve your forum name!


 

Posted

Here's a build i came up with (1st time ever making a tank) and wondering about it, some feedback would be great!

Yes I knowi went all out on toggles and stuff, but i don't know what else i was supposed to do ><

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

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Resist Physical Damage -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5), TtmC'tng-EndRdx(7)
Level 1: Shadow Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(40)
Level 2: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(11)
Level 4: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
Level 6: Boxing -- Empty(A)
Level 8: Combat Jumping -- RedFtn-EndRdx(A), RedFtn-Def(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def/EndRdx(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 12: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-EndRdx/Rchg(23), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(25), TtmC'tng-EndRdx(27)
Level 16: Resist Elements -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 18: Unyielding -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-EndRdx/Rchg(31), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33)
Level 20: Weave -- RedFtn-EndRdx(A), RedFtn-Def(33), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def/Rchg(34)
Level 22: Resist Energies -- S'fstPrt-ResKB(A)
Level 24: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 26: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(42), Mocking-Taunt/Rng(42), Mocking-Rchg(43)
Level 28: Siphon Life -- Dct'dW-Rchg(A), Dct'dW-Heal(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(45)
Level 30: Soul Drain -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-ToHit(46), AdjTgt-ToHit/Rchg(48)
Level 32: Tough Hide -- RedFtn-EndRdx(A), RedFtn-Def(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(46)
Level 35: Unstoppable -- RechRdx-I(A)
Level 38: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(50), Efficacy-EndMod/Acc(50)
Level 41: Char -- Acc-I(A)
Level 44: Melt Armor -- LdyGrey-%Dam(A)
Level 47: Fire Ball -- Dmg-I(A)
Level 49: Super Jump -- Jump-I(A), Jump-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 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)



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Posted

From a quick glance all I'll say is that delaying Unyielding, Invincibility, and Siphon Life as late as you did will cause Santa and Jesus to track you down and punch you in the kidneys 'til you pee blood.

For Invulnerability: TI, DP, UY, and Invinc should be taken as soon as they're available.

Likewise for Sould Drain, Siphon Life, and Midnight Grasp from Dark Melee.

Unstoppable isn't really needed on an SO build, so if you're planning for IO's you should definitely drop it or leave it 'til your last power pick if you really want it. REl and REn can also be delayed until later in the build.


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

@Starflier

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
For what it's worth, the tank in my (sarcastically named) video is Dark Armor/Fire Melee (you could make it even tougher with elec or stone melee), and it only cost 300 million to make.
any chance of seeing that build? I've been trying to put together a non-sucking tank for a while and... well... I epicly fail at mids.


 

Posted

I'll second.. (third?) the Inv/Dm as being cheap and very effect right out of the box.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Out of my 4 level 50 tankers my Inv/Stone is by far my most effective and extremely durable. I agree that Inv/Dark would be a fine choice but it's going to be very single target based since the AOE's are on fairly long timers. Stone Melee may only have one damaging AOE but it also has the awesomeness of Fault (at level 20!) which is a fairly quick recharging AOE knockDOWN and stun power that offers great mitigation and excellent aggro ability.

Looking at straight up survivability the Inv/Dark combo may slightly better the Inv/Stone but in actual game terms it's fairly meaningless since the latter can be nearly unkillable anyway and it's a better aggro machine. Any Inv tanker shouldn't have much trouble with aggro but the two quick recharging AOE's of Stone Melee make it even better. Check out my soft cap guide for IO slotting suggestions; it can EASILY be done for way under 500 million; with a little patience you can do it for under 150 million... leaving lots of room for extras like Numina's unique, Miracle unique and things like that.


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

 

Posted

Another one that might do well.


Inv/Ice

yeah Crazy as it sounds, but Ice Patch is crazy good mitigation. it doens't make you very mobil granted but its pretty amazeing how many things you can tie down when you drop 2 ice patches and then move onto another group.

Unlike Dark, ice also offers better AoE damage (though your ST damage suffers).

Inv/Ice also can make use of the Sleep in Frozen Aura since Inv doesn't have a Damage Aura.


Inv/Stone is definitely a good all around (mid + St + AoE). End might be a little bit of a issue if your not careful. But proper slotting etc should take care of that.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Breog View Post
Another one that might do well.


Inv/Ice

yeah Crazy as it sounds, but Ice Patch is crazy good mitigation. it doens't make you very mobil granted but its pretty amazeing how many things you can tie down when you drop 2 ice patches and then move onto another group.
I'd strongly second Inv/Ice. It's quite tough, but admittedly on the lower DPS end, or at least my build is.

However, I'll respectfully disagree with the above poster on 1 matter. In my opinion, Ice Patch makes you more mobile against many opponents. You're rooted during the animation, but after that you can run off and leave a lot of enemies just flopping for a bit. Freeing you to gather aggro elsewhere while still having on bunch largely neutralized. If your recharge is high enough, you can have multiple patches out, and be in yet another location tanking. Granted, if you're teaming with a VERY fragile group, or a very tough enemy, the ice Patch isn't gonna be enough mitigation to keep your team safe all by itself, but once you get used to using it that way, you're very mobile, and protecting your team in several places at once.

Well, at least it works out that way for me. YMMV.


 

Posted

True, its not really that unmobil. I was thinking of My First level 50 was a FA/Ice . Before all the IOs and everything I tended to strickly stand on my Ice Patch since FA only had CJ/Weave for Def.

Later when I had enough recharge I could drop mulit patchs and move around a bit. It was nice to drop patches on squishes as a protection screen. Or drop them on corners you were pulling around to help bottle up things.

In modern game play its certainly not that unmobil. Espeicaly on a INv tanker whos packing Def thiers no need to strickly stand on it for def.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Haemophage View Post
any chance of seeing that build? I've been trying to put together a non-sucking tank for a while and... well... I epicly fail at mids.
The build from my video's been posted before. Here's the link.

It's pre-i19, so it'll take a bit of work to make it useful again, but the framework is certainly there for you.


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

A vote for shield. high performance on SOs only, easy to understand and slot, good dps from most attack sets. Maybe not as sturdy as Invuln, but plenty rugged.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
The build from my video's been posted before. Here's the link.

It's pre-i19, so it'll take a bit of work to make it useful again, but the framework is certainly there for you.
Many Thanks


 

Posted

On the Cheap Inv > Shields.

But doesn't mean shields should nessaryly be thrown out. Especialy if it fits your style/theme.


Main: Praetor Imperium Elec/SS/Mu

 

Posted

Quote:
Originally Posted by Breog View Post
On the Cheap Inv > Shields.

But doesn't mean shields should nessaryly be thrown out. Especialy if it fits your style/theme.
I'd agree with that; also at the high end of the durability scale Inv will outperform Shields by a fair margin. I've both at 50 and with relatively equivalent IO investment (~350-450 mil) the Inv is considerably more durable in most situations. On the other hand the Shield does considerably better damage so it balances out.

Shield is good though... it's just not as durable as a well built Inv. Still, Shield's more than up to the task and performs nicely. I've enjoyed my Shield/Fire tanker; it took a little bit to get good (in the 1-25 levels it's fairly squishy) but once it matured it got really good.


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