So I Created A New Tanker for...
War Mace is beautiful in the later levels. You can pretty much chain AoE attacks and be surrounded by pretty orange numbers. But yes, the early ST attacks at early levels are tricky.
For end use, I always slot accuracy and endurance reduction first, then add damage as I get the slots, so I never really had dramatic problems with it. It does go dry faster than others, just had to pay a little extra attention.
...Tanker Tuesday spending 3.5 days getting him up to level 23. It is a Shield Defense / War hammer build. Now, this is my first time using a War hammer, not the shield defense. I was taken back by a couple of things.
1. Activating, swinging, and recharging: OMG! My grandmother, when she was alive, could move faster than a tanker swinging a hammer! It has to be that slow? I thought I would have to shave after a few combat rounds after obtaining 3 of the attack powers. Not only is this frustrating it is shocking. My tanker with Shield Defense / Broad Sword is blinding fast compared to this! I am disappointed in this for sure. |
Welcome to war mace *wink* and btw titan weapons are likely going to make cast times for mace/axe/bs feel downright speedy. =]
It may just be that tanker melee weapons are not your thing, and you wouldn't be alone, but the set improves once you get crowd control, though even then you're still dealing with redraw if you pick up something like fireball etc, so it's not for everyone.
But even so glad you made a tank for tt7, and whether you re-roll after the event or keep going with it hope you have fun tanking. ;]
It would help if you could post your build. We might be able to spot the cause of your problem.
I find that I do much better early on by slotting my attacks up first before my toggles, especially if I'm soloing. At SO levels, that would be 1 ACC, 1 END, 3 DMG, 1 RECH.
Also, how many toggles are you running? You shouldn't need Tough/Weave until later on. CJ should be enough with the 3 SD toggles.
War Mace does some whopping smashing damage. My personal preference is to pair it with Electric Armour, steal the bad guys endurance!
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
I saw it when I posted it. It was referring to the fact that a SD/Broad Sword Tanker is impossible. P_R offered up that the OP might've meant a Scrapper, which is likely (as is a Brute), or a SD/Dual Blades Tanker, which is impossible. Had she just offered impossible options, I probably would have thought she was being glib.
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Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
Welcome to war mace *wink* and btw titan weapons are likely going to make cast times for mace/axe/bs feel downright speedy. =]
It may just be that tanker melee weapons are not your thing, and you wouldn't be alone, but the set improves once you get crowd control, though even then you're still dealing with redraw if you pick up something like fireball etc, so it's not for everyone. But even so glad you made a tank for tt7, and whether you re-roll after the event or keep going with it hope you have fun tanking. ;] |
Last night I upgraded into using Performance Shifter, slotting End Mod, End Mod/End & End/Rech. That made a noticeable difference. However, I did notice something that I guess just slipped under my radar. That is when combating foes that are +1 or higher, endurance is burned up by a factor of 2 or 3. I am not sure why that should make a difference. When I fought same level foes, my loss, and recovery of endurance was acceptable. However, when I was surrounded by 5 or more foes, endurance began bleeding off again. I have not experienced this with any other melee archetype. What I expect is the developer built into the design is factoring in actively using the shield combined with a mace/hammer, will burn up more endurance than say someone using SS, DM, or Kinetics.
Lastly, Yes I designed this toon for today's event. I have a number of Tanker/Brutes on Freedom and some on Exalted. I did not want to transfer them over just for this event. Therefore, making a new one is the answer. I'm actually looking forward to participating in this one.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
Mids: http://www.cohplanner.com/
Use the export feature to copy/paste your build here.
I also have questions, similar to the OP. I have SD/War Mace tanker and I was having trouble with the build. I'm now level 41 and I wanted to figure out how to finish this character.
First question is attack chain. What do I pick? What are the best? This is something that is hard to figure out in Mids.
Second question is SD, what should the "best" powers be? I think I have this one ok, but some input would be appreciated.
Also pool powers. I have Tough, I'm using Fly, but obviously I could now pick up CJ and not have to take Hover, so I wouldn't loose a power pick. Are there any other "must" have pool powers? What about Epics?
Finally, set bonuses. Unlike the OP, I'm not a fan of Regen unless I can stack with some. I also felt the set was a bit slow, so I was thinking +Recharge. Buckets and buckets of +Recharge. Getting Shield Charge down to 30 sec recharge would be hoot. Incarnate, I assume I'll have to go Cardiac, but I'll wait until I get there to see.
Thanks!
Funny thing, I've seen it done; however, I do not know who to do it myself or where to look to start.
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Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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And the easiest way to get your build into Mids is to use the Titan Sentinel. It can grab your build from in game and paste it into Mids directly.
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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
You can't use Dual Blades (or Claws, or Spines IIRC) with Shield Defense.
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The only thing I can think of is if you use Parry as a filler.
Looking at the sets, these powers are basically the same:
Hack=Pulverize - 8s recharge, 1.33 cast
Slash=Bash - 4s rech, 1.33 cast
Whirling Sword= W. Mace - 14s rech, 2.67 cast
Disembowel = Jawbreaker - 10s rech, 1.8 cast
Then we have some with the same cast times, but different rech, and damage:
Headsplitter = Shatter - 2.33 cast, but 14s/108 to 12s/95 recharge/damage
Slice = Crowd Control - 2s cast, but 8s/51 to 12s/67
All that's left is Parry, and Clobber.
Parry - 1.33s cast, 3s rech, 35 dmg
Clobber- 1.23s cast, 16s rech, 122 dmg
They are really almost identical in casting times, with just minor differences in the 2 cone attacks, and 1 major one in Parry->Clobber.
I guess having that huge damage/long recharge attack(clobber) instead of the fast recharging defense buff power(Parry) can make a difference in feel early on, but once you get more recharge, and more attacks to fill out an attack chain Mace should end up with more DPS.
Yeah, my mistake. I meant to just say Dual Blades since I was trying to think how Broad Sword could be faster than Mace.
The only thing I can think of is if you use Parry as a filler. Looking at the sets, these powers are basically the same: Hack=Pulverize - 8s recharge, 1.33 cast Slash=Bash - 4s rech, 1.33 cast Whirling Sword= W. Mace - 14s rech, 2.67 cast Disembowel = Jawbreaker - 10s rech, 1.8 cast Then we have some with the same cast times, but different rech, and damage: Headsplitter = Shatter - 2.33 cast, but 14s/108 to 12s/95 recharge/damage Slice = Crowd Control - 2s cast, but 8s/51 to 12s/67 All that's left is Parry, and Clobber. Parry - 1.33s cast, 3s rech, 35 dmg Clobber- 1.23s cast, 16s rech, 122 dmg They are really almost identical in casting times, with just minor differences in the 2 cone attacks, and 1 major one in Parry->Clobber. I guess having that huge damage/long recharge attack(clobber) instead of the fast recharging defense buff power(Parry) can make a difference in feel early on, but once you get more recharge, and more attacks to fill out an attack chain Mace should end up with more DPS. |
Hm...maybe the reason is it has to do with the visual of the physical action of the toon. While swinging the mace/hammer in a party using either a BS, katana, or dual swords, the hammer, visually, is slower that's for sure. Dunno, maybe I'm trying to reach here. Visual representation can influence a person, especially when you depend on it for this type of setting. <shrugs>
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.
This is quite literally the best thing since sliced bread. Believe it or not, we used to have to recreate an online build by entering it into Mid's by hand while tabbing back and forth between game and Mid's. Sliced bread can't hold a candle to using Sentinel with two mouse clicks.
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Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
----------------------
...Tanker Tuesday spending 3.5 days getting him up to level 23. It is a Shield Defense / War hammer build. Now, this is my first time using a War hammer, not the shield defense. I was taken back by a couple of things.
1. Activating, swinging, and recharging: OMG! My grandmother, when she was alive, could move faster than a tanker swinging a hammer! It has to be that slow? I thought I would have to shave after a few combat rounds after obtaining 3 of the attack powers. Not only is this frustrating it is shocking. My tanker with Shield Defense / Broad Sword is blinding fast compared to this! I am disappointed in this for sure.
2. Shield Defense & Warhammer = Endurance Pig: This did not manifest itself until I hit the magic level 20! Although there was some hints of it coming about after level 15. I countered by running around without sprint on. However, imagine my surprise and dismay while engaging in combat with Lady J next to me and I run slam out of endurance with only Battle Agility running! And before you ask, I slotted all IOs. Had I not announced my displeasure in the help channel over this, I'd more than likely deleted this toon and started anew. However, Shield Defender and I discussed ways of increasing staying power. It meant I had to break some of my attack power IO sets, but I was able to do that without losing my major attribute of regeneration. Which, in my opinion, is super important to a tanker/brute/scrapper/stalker in order to stay alive!
Now, I had to replace RR enhancements in Active Def & Against All odds with another End Red enhancements, slowing the attacks even more. That gave me 2 slotted end reduction for each. And I was able to add two more slots for Stamina which I'll slot Performance Shifter for that. This should solve most of my problems for now.
That said, I was not prepared for the immediate endurance drop off with this build. I never dreamed I'd find my toon without any endurance struggling to combat a bunch of Spirit Thorns and being slapped around like someone's red-headed step child! LOL
So far, it did okay, far better than I expected after changing over to an endurance reduction for 3 of my attack powers. I'll see tonight what the effect the stamina change will do. I'm sure it will be okay.
The most troublesome thing for me now is the molasses’ affected attacks. Sometimes, quick reflexes for second mutation helps, but I don't always get that. Therefore, my concern is that when I reach into the 30s or 40s that the attack rate gets worse.
Has anyone else run into this problem using the Warhammer? If so, how did you manage to increase the attack rate without crippling the endurance? Thanks.
Current active characters: Dragon Maiden (50+3 Brute SS/WP/PM), Black Widow Maiden (50+1 Night Widow), Catayclasmic Ariel (50 lvl Defender - Kin/DP), Quantumshock (50 lvl Elect/Energy/Energy), American's Defender (38 lvl Tanker - SD/Mace), Spider-Maiden (15 lvl Corruptor - RB/PD) & Siren Shrike (15 lvl Defender - Sonic/Sonic). My entire stable.