Can someone write a guide for Tank MA?
Yeah, here's one.
Take Storm Kick. Use it as soon as it recharges.
Take Eagle Claw. Use it as soon as it recharges.
Take some other powers to fill out an attack chain.
That's really all there is to it.
Where to now?
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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.
Considering we've had little more than a week to experience MA on tankers, you may want to give it some time for people to be taking the pain-staking task of writing a guide.
On the bright side, you're barely behind anyone else in this subject. Just roll one up and see how it goes. Heck, you may even be able to write your own guide on it.
@Rylas
Kill 'em all. Let XP sort 'em out.
I'm running an elec/ma tank (lvl 42 atm) and it has been quite fun.
As Dechs said, take SK and EC and use them all the time. Thunder Kick, too, for Bruising.
For EC's dmg buff, there is a bit of lag before it kicks in (say the amount of time it takes for you to use TK and SK).
After finally noticing that, I run my ST attack chain as EC>TK>SK>CAK>CS. With Hasten running, this is seamless. Without Hasten I just have to toss in an extra TK at the end of the chain.
For AoE using Dragon's Tail you'd EC>TK>SK>DT>Filler until EC recharges.
My build is IO'd already (started at level 30 with ALL level 33 IOs) and is probably about 15 or so IOs from completion. So far I've solo'd the CWK, Anti-Matter and Neuron (twice each), and Adamastor. As AVs, of course. I tried Marauder but his smashing resist was too much and I couldn't even dent him.
I'm just building enough positional defense to softcap with SK. Using purples to do the same, right now, and it has been very effective.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
1. Keep your 10% defense buff up.
2. Hit things until they fall down.
I've made an Electric/MA tanker. She's only level 22 at the moment, but I can outline what I've got planned.
Thunder Kick - take and slot for Bruising. Im doing 4 Kinetic Combat (not the triple) + an Acc/Dam.
Storm Kick - take for the +Def bonus. 4 Kinetic Combat plus an Acc/Dam
Thunder Kick and Storm Kick will have a 20% chance to knock down this way due to the Kinetic Combat proc. This will not only provide extra mitigation, it should look really cool with both animations.
Kick from Fighting - 4 Kinetic Combat because its a set mule essentially.
Dragon's Tail is a must-have as your only AoE.
Eagles Claw is a must have too for the damage boost, and gets 5 Crushing Impact, so that it gets good actual statistics for the attack.
Focus Chi is worth taking.
This leaves 3 high damage attacks, of which I'll choose two and 5-slot Crushing Impact in.
Crane Kick - probably the worse of the 3 with 60% KB
Crippling Axe Kick - higher damage and -Fly and immobilise
Cobra Strike - 75% Stun, good to stack with other powers.
I'd advise dropping Crane Kick. I'm going without Cobra Strike just for fun, because I like knockback more than hard controls, but I'm aware that it is sub-optimal to do this.
Hey all,
I was just wondering if someone has worked out a guide for MA tanks? With the upgrade to defense from Storm kick and Eagle Claw having a great increase to damage, I was hoping someone had worked out a guide?
I also think it needs added to the Guide List .
I personally don't know enough to make one, and am kind of a newbie at tanking or I would.
If you make the guide for Electric Armor/Martial Arts, I may begin drooling. . .