Q: Scrap as a Tank or Tank as a Scrapper?
Doing either of those things is borderline impossible - a scrapper will always be far less tough than a tank with a build of similar quality (at least in terms of defensive numbers, but more on that in a sec), and a tanker significantly less damaging. However, it is very possible to get scrapper survivability high enough that, functionally, anything that will kill you is cheating (unresistable damage, massive debuffs, etc) and being as tough as a tank wouldn't save you anyway.
So, in that sense, go scrapper. However, scrappers have a much harder time tanking, because they lack the aggro management tools. If you want to hold aggro for a team but do high damage, have you considered a brute?
Some scrapper secondaries can get plenty tough enough to handle the durability portion of tanking... but there's only a few with strong taunt auras that can handle the aggro portion and even then they're not as good at it.
I've played Invuln and Shield as tanks and as scrappers, both of them to 50 and both of them tanking for teams. While the scrappers can pinch hit for a tank provided the team is good they have a MUCH harder time picking up the pieces when things go bad and both of those sets have excellent taunt auras to hold aggro.
Now if what you want is high damage with high survivability then the choice is to roll a Scrapper... with good use of IO's you can boost the scrapper's durability by a considerable margin while there's very little you can do to boost the tanker's damage. If on the other hand you want to actually Tank and manage aggro then roll a tanker... they're simply better at it.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
As CMA has said but with one more point: HPs. Tanks have the highest HP cap and not all secondary scrapper sets can self-cap HPs easily without sacrificing elsewhere. So some scrappers can easily reach soft-capped defense but cannot reach the same HPs nor can they get to the tanker's resistance cap of 90%. It's only a matter of time given unlimited, challenging foes and the same defense sets, that a solo tank will live longer than a solo scrapper, but that scrapper will most likely have defeated more foes. Challenging being the key.
It might be easier to do with a Brute and visa-versa (brute = scrapper stats).
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However, scrappers have a much harder time tanking, because they lack the aggro management tools. If you want to hold aggro for a team but do high damage, have you considered a brute?
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As for OP's question about tank v brute v scrapper as a tank, survivability is entirely relative. You only need as much survivability as enemies can damage you. For pretty much everything in the game scrappers and brutes do that just fine, the exceptions as Hopeling mentioned being if it would kill you, it would probably be the same case for an actual tank, but where these situations occur, they are also typically avoidable.
The way I look at it is, the only reason you should play a tank is if you have some sort of character concept going for it otherwise, numerically tanks just plain and simple can't keep up competitively with scrappers and brutes. Will they get the job done? Yes, of course. But that doesn't change the fact that you have the same effective damage mitigation as a scrapper or brute, with less damage when built properly.
As CMA has said but with one more point: HPs. Tanks have the highest HP cap and not all secondary scrapper sets can self-cap HPs easily without sacrificing elsewhere. So some scrappers can easily reach soft-capped defense but cannot reach the same HPs nor can they get to the tanker's resistance cap of 90%. It's only a matter of time given unlimited, challenging foes and the same defense sets, that a solo tank will live longer than a solo scrapper, but that scrapper will most likely have defeated more foes. Challenging being the key.
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And a solo tank will not necessarily live longer than a solo scrapper. Once you reach an effective immortality line your scrapper can live as long as the tank.
No situation in this game calls for 3000-3500 hp. If you have ~2000 HP (approx the amount of hp a typical IO'd shield scrapper or brute with a non hp boosting secondary will have) then you are set for anything in this game. Tanker HP is a nice thing to have, and can be fun to say, "hey, I've got 3500 hp" but it pretty much ends there at the end of the day, the results will be more or less the same even if you had 1000 less hp.
And a solo tank will not necessarily live longer than a solo scrapper. Once you reach an effective immortality line your scrapper can live as long as the tank. |
But yeah, for most situations in this game a really well-built scrapper is effectively as survivable as a tank or brute.
Invulnerability and Shield Defense both have very strong taunt auras, so either makes for a good psuedo-tank if you cap your defenses.
Tanks are never going to approach scrapper-like damage, but some sets are at least not annoyingly damage-weak.
my lil RWZ Challenge vid
Since you mentioned without outside buffs, I'd argue it's easier for a Scrapper to come close to Tanker level mitigation than it is for a Tanker to get to Scrapper level damage.
As far as teaming goes though, it's considerably more difficult for a Scrapper to hold aggro without using certain secondary sets (Shield or Invuln, and to a much lesser extent Willpower) or dipping into the Presence pool.
Numbers wise, Tankers have a cap of 90% resistances, while Scrappers have a 75% cap. They both can reach the 45% defense softcap, though Tankers will do this slightly easier - it also depends on what set you play. Scrappers have a damage cap of 500%, while Tankers have a 400% damage cap. As expected, Scrappers have the highest initial damage values of the 4 melee ATs, and can crit, but have lower initial defensive values. Tankers have bruising in their first secondary power, which is a 20% resistance debuff, which translates into an indirect 20% damage buff.
If you're willing to take a peek outside of the two, Brutes may be what you're looking for. They have lower initial defense and offense stats, but can get very competitive in terms of damage, and share the Tanker caps (except their damage cap, which is the highest of every AT at 775%). Brutes have a single-target only version of gauntlet, but it works in any damage auras they might have, making them quite effective at holding aggro.
Except that usually there are so few tanks that my brute usually winds up taunting yellows anyway.
My point was that there are *some* (very few) situations where having more hit points is nice. Which is better than the *no situations* that you stated.
But it's not enough of a difference to make me want to play a tank. My invul brute can pretty much tank anything.
my lil RWZ Challenge vid
Brute it is, then. I already have an iScrap but since he's Regen I don't get much of a kick out of playing him.
For my own reasons, I will not be using SD as my secondary. Other than that, any recommendations on a Brute secondary which is easy to buff up via IO sets and Incarnate powers into the stratosphere?
One thing I've always noticed with every character I've ever played: while the primary set is important to how the toon is played, the secondary set goes a lot further towards how much fun it is to play. I have no idea why that is for me, but it's true every time with every AT.
It sounds like the majority would recommend secondaries with dmg auras. I can sure get behind that. That would mean DA, ElecA, FA, and SA. SA drops dmg and rech into the toilet so that's out. DA bothers me a ton since it actually offers more resist to psy than to dark and I figure a defensive set should always be best against it's own type. That implies ElecA or FA but I'm open to any suggestions except SD (which can't be used with the primary I plan to take).
What do you all think?
Thanks again for all the advice.
Robin
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
It sounds like the majority would recommend secondaries with dmg auras. I can sure get behind that. That would mean DA, ElecA, FA, and SA. SA drops dmg and rech into the toilet so that's out. DA bothers me a ton since it actually offers more resist to psy than to dark and I figure a defensive set should always be best against it's own type. That implies ElecA or FA but I'm open to any suggestions except SD (which can't be used with the primary I plan to take).
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Elec armor has 90% resistance to energy damage, which is the 3rd most common damage type in the game, right after smashing and lethal. It also sports some moderate psy resistance, and combined with the energy res makes elec armor one of the best defensive sets for incarnate trials.
When building /elec get it to 45% s/l defense. You can either go straight 45% s/l defense or go 40% s/l defense+barrier or 32.5% s/l defense+lucks or 27.5% s/l defense+lucks+barrier. I went 45% s/l defense without lucks or barrier and am very happy with it that way. It also frees up your destiny slot for something else (I took Rebirth for standard use and Clarion for UGT and occasionally MoM trials)
After softcapping S/L defense you will want to get Energize perma (30 seconds) which means a fair chunk of recharge. After perma energize and softcap s/l you can get some more procs into your build or try and squeeze more HP into it. Either way at this point you should have a very good elec brute on your hands.
It never ceases to amaze me that people using +res sets still get softcapped +def. Could you give me some advice on how to manage that? Inf is really no barrier any more since I can always still use my Fire/Fire tank as a wallet until this brute gets where she needs to be.
I do use Mids but I guess I'm just not very good at builds.
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
It never ceases to amaze me that people using +res sets still get softcapped +def. Could you give me some advice on how to manage that? Inf is really no barrier any more since I can always still use my Fire/Fire tank as a wallet until this brute gets where she needs to be.
I do use Mids but I guess I'm just not very good at builds. |
http://www.cohplanner.com/
Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
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Level 1: Crushing Blow KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 1: Charged Armor Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam/Rchg(43)
Level 2: Titan Sweep Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(11), Oblit-%Dam(11)
Level 4: Conductive Shield Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42)
Level 6: Build Momentum Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7), RechRdx-I(7)
Level 8: Follow Through Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(23)
Level 10: Static Shield S'fstPrt-ResDam/Def+(A)
Level 12: Lightning Field Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
Level 14: Super Speed Zephyr-ResKB(A)
Level 16: Hasten RechRdx-I(A)
Level 18: Rend Armor Achilles-ResDeb%(A), KntkC'bat-Acc/Dmg(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Lightning Reflexes Run-I(A)
Level 22: Grounded GA-3defTpProc(A)
Level 24: Combat Jumping LkGmblr-Rchg+(A)
Level 26: Whirling Smash Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FrcFbk-Rechg%(31)
Level 28: Energize Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal/EndRdx(46), Dct'dW-Rchg(48), Dct'dW-Heal/Rchg(50)
Level 30: Taunt Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(36), Mocking-Rchg(36)
Level 32: Arc of Destruction Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(37), Mocking-Taunt/Rchg(37), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(39), Mocking-Rchg(39)
Level 38: Superior Conditioning P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40)
Level 41: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 44: Tough HO:Ribo(A)
Level 47: Weave LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
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Level 2: Swift Run-I(A)
Level 2: Health Numna-Regen/Rcvry+(A)
Level 2: Hurdle Jump-I(A)
Level 2: Stamina P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(37)
Level 1: Brawl KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Fury
Level 1: Sprint Clrty-Stlth(A)
Level 2: Rest Empty(A)
Level 4: Ninja Run
Level 1: Momentum
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Set Bonus Totals:
9% DamageBuff(Smashing)
9% DamageBuff(Lethal)
9% DamageBuff(Fire)
9% DamageBuff(Cold)
9% DamageBuff(Energy)
9% DamageBuff(Negative)
9% DamageBuff(Toxic)
9% DamageBuff(Psionic)
33.5% Defense(Smashing)
33.5% Defense(Lethal)
18.5% Defense(Fire)
18.5% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Psionic)
28.19% Defense(Melee)
6% Defense(Ranged)
12.25% Defense(AoE)
3.6% Max End
4% Enhancement(Heal)
57% Enhancement(Accuracy)
77.5% Enhancement(RechargeTime)
10% FlySpeed
179.9 HP (12%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 5.5%
MezResist(Immobilize) 11%
MezResist(Stun) 6.6%
MezResist(Terrorized) 2.2%
13% (0.22 End/sec) Recovery
20% (1.25 HP/sec) Regeneration
6.3% Resistance(Fire)
6.3% Resistance(Cold)
20% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Go with a brute. Brutes properly built have the same caps to resists/defenses/hp at tankers and while they have a lower base damage than scrappers are quite comparable with a full fury bar. Unbuffed/IO'ed a Brute is like a Tanker who can't hold aggro as well who does a little more damage. Well buffed and/or IO'ed a Brute IS a tanker who can scrap.
If you must know though it is much easier to boost the following in order with IOs
Smashing/Lethal Defense to softcap
Positional Defense (Melee/Ranged/AoE)
Damage
Resists
Getting a scrapper softcapped to s/l will make you feel tough but you'll still die to things with defense debuffs or damage without smash or lethal in it.
+Damage will never make a tanker feel like a scrapper but will make you feel less gimpy with the punches.
Resist slotting is a losing battle in my experience.
Okay, that build is majorly sweet. I expect I can get most or all of those sets with the primary I'm going to be using so I should be good to modify that. Thanks a ton!
Robin
EDIT: Using the Agility incarnate Alpha throws the defense over softcap and pushes end recovery well above necessary. It might be overkill, actually. I might have to just go with Musculature to push out even more damage.
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Brute it is, then. I already have an iScrap but since he's Regen I don't get much of a kick out of playing him.
For my own reasons, I will not be using SD as my secondary. Other than that, any recommendations on a Brute secondary which is easy to buff up via IO sets and Incarnate powers into the stratosphere? One thing I've always noticed with every character I've ever played: while the primary set is important to how the toon is played, the secondary set goes a lot further towards how much fun it is to play. I have no idea why that is for me, but it's true every time with every AT. It sounds like the majority would recommend secondaries with dmg auras. I can sure get behind that. That would mean DA, ElecA, FA, and SA. SA drops dmg and rech into the toilet so that's out. DA bothers me a ton since it actually offers more resist to psy than to dark and I figure a defensive set should always be best against it's own type. That implies ElecA or FA but I'm open to any suggestions except SD (which can't be used with the primary I plan to take). What do you all think? Thanks again for all the advice. Robin |
That being said, a damage aura is not your only taunt choice here. Doesn't Rise to the Challenge still have a taunt component? Try the WillPower set, and see if it makes a difference.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
control-f "brute" => 39 hits
q a'ed
Okay, that build is majorly sweet. I expect I can get most or all of those sets with the primary I'm going to be using so I should be good to modify that. Thanks a ton!
Robin EDIT: Using the Agility incarnate Alpha throws the defense over softcap and pushes end recovery well above necessary. It might be overkill, actually. I might have to just go with Musculature to push out even more damage. |
As Claws said, Musculature isn't very good for brutes because of their low base damage and fury. And for elec armor I prefer Spiritual over Agility because it offers slightly more recharge and also gives you +healing for energize and health. The +def and endmod from agility is very nice but I already have softcap and my endurance is stable as long as I have a couple enemies to powersink off of.
Also what primary were you going to go, since you keep mentioning it
Go with a brute. Brutes properly built have the same caps to resists/defenses/hp at tankers and while they have a lower base damage than scrappers are quite comparable with a full fury bar. Unbuffed/IO'ed a Brute is like a Tanker who can't hold aggro as well who does a little more damage. Well buffed and/or IO'ed a Brute IS a tanker who can scrap.
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If you must know though it is much easier to boost the following in order with IOs Smashing/Lethal Defense to softcap Positional Defense (Melee/Ranged/AoE) Damage Resists |
Getting a scrapper softcapped to s/l will make you feel tough but you'll still die to things with defense debuffs or damage without smash or lethal in it. |
This means (off the top of my head, powersets the enemy groups commonly use)
-Weapon attacks (guns, swords, claws, etc)
-super strength or other punches, kicks, etc.
-energy melee
-energy blast
-dark melee sans midnight grasp
-ice blast
-sonic attack
-fire melee sans incinerate/scorch
-Radiation melee (though this debuffs defense)
What S/L will not protect you from that enemy groups will commonly use:
-Radiation Blast
-electric Blast
-psychic blast
-dark blast
-fire blast
-toxic damage
-many mezzes do not have a s/l subcomponent (freeze ray, dominate, blind, etc).
-cascading defense failure.
Now let's apply the awesomeness of electric armor to S/L softcapping's weaknesses.
-90% energy resistance removes the hole of radiation blast and electric blast completely. This is the best part.
-Psychic Blast will hurt, but you still can have 30-40% resistance to it, which is more than most can say. Really the only thing that specifically kills me from psy attacks is malaise in MoM trial who will promptly Blind me (his Blind is like mag 20), and then spectral wounds me with my static armor suppressed from blind, which can 2-3 shot me fairly easily.
-Dark Blast; typically found in Council/5th Column or praetorian shadows or CoT, can hurt but the enemy groups that it is found in are overall not that strong.
-fire blast; demons, I know I'm missing stuff, but demons are all I can think of right now, overall fire isn't that common for enemy groups
-toxic damage is rare
-mezzes aren't an issue, unless your name is malaise >, since you're a melee AT with a mez shield, this is mostly a point to bring up when softcapping to S/L for ranged ATs, Clarion has significantly reduced this hole.
-Cascading Defense failure - this is why layered mitigation is great. On a squishy this can be a big issue, but now let's look at what you have on an elec brute if your defense starts to fail:
*Good resists to all dmg, lethal and energy being the important ones here.
*Energize giving you a heal and regen
*Rebirth/Destiny/Ageless to deal with it
*Purple Insps to deal with it
*2000 hp to kill them before it matters.
*any mitigation from your primary such as knockdowns.
You talk about smashing/lethal defense like you will automatically die if you come across enemies that don't just use attacks with smashing/lethal components and this just simply is not true, but that also depends a little bit on build.
Of 2 blasters I have IO'd one was a fire/em with 0% defense and one was a fire/mm with 45% s/l defense, now unless I was specifically fighting S/L foes their survivability was roughly the same because if my Fire/MM was fighting, say, enemies with radiation blast I would be dieing super fast with nothing secondary to protect myself. However for my fire/kin corr, who has 45% s/l defense this issue is pretty miniscule since I have a huge heal that can cover most damage that gets through my softcapped S/L defense. Or my 2 brutes that have 45% s/l defense I have resists and heals and knockdowns to deal with enemies that don't use s/l damage.
Not to mention, on any resist set you can probably cap both smashing/lethal and energy/neg energy (I usually do), which covers even more territory.
my lil RWZ Challenge vid
Can't say here. It's still in Beta. What I will say is that both thematically and practically it's the best/most fun melee set I've I've ever played and it's quiet which is a very big thing for me. Most attack sets so far are so loud that I have to turn my sound down or off and that detracts from the rest of the game.
If you're not in the vip beta, let me say that the new melee set is going to knock your socks off.
Robin
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
Question: Is it easier to boost the damage of a tanker to near scrapper levels or to boost the survivability of a scrapper to near tanker levels?
In other words, as far as boosts go (IO Sets, Incarnate abilities, etc. but *not* relying on other players for buffs) is it easier to scrap as a tank or tank as a scrapper?
Thanks.
Robin
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)