Invuln/?
Since you've decided to go with Inv/, make sure you read both of Call Me Awesome's Invulnerable tank guides. Invincibility will help you keep aggro quite nicely. Grab Taunt in the secondary to help with your controlling aggro.
For a secondary, Super Strength tends to be a very popular pairing with Inv., but you really can't go horribly wrong with any of them. They all have their pluses and minuses.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Do you have any experience with Elec melee ?
Taunt and Invulnerability's 'Invincibility' toggle-aura will do the lion's share of aggro-holding, but you are wise to note that another important component of aggro-management is your attacks. That said, Tanker Secondaries are mostly equivalent, in the end.
**/Fire gets its first AoE a little earlier, while **/Super Strength gets its AoE notoriously late, and **/Dark only has the one, slim cone of Shadow Maul for AoE damage. Battle Axe and Mace both get a small +Accuracy, though their attacks can seem ponderously slow... However they also hit Hard. Dual Blades can be a bit fidgety with the Combo system, but the attacks are wicked-fast and designed to chain together smoothly.
Ice's Cold-damage is usually least resisted by mobs, while the Smashing/Lethal of the weapon-based sets is most commonly resisted. The 'Energy' components of Dark, Energy, Electric, and Kinetic, and the Fire-damage of Fire are resisted by some enemies, but not by others.
As for secondary 'mitigation' effects, many Tanker Secondaries have Stun, or Knock effects to temporarily put the enemy out of commission. Ice has Slow, Electric has Sleep, and Dark reduces the enemy's To-Hit, while Fire lacks any secondary effect... except more damage.
These are just a small sampling of the various attack sets you might choose from.
What I'm trying to say, here, is that there is no way to meta-game yourself a more powerful character. There are advantages and disadvantages to every choice, and the 'best' solution is a very individual thing. Often, it comes down to 'character concept' - how you envision your character and how you want to play him/her/it.
I suggest you check out http://wiki.cohtitan.com/wiki/Tanker...ary_Power_Sets and try to narrow your options a bit. If you come back with 3 choices, we can more effectively discuss the specific plusses and minuses of each one and help you make a final choice.
Be Well!
Fireheart
<Edit> Sure, lots of fun with Electric. It takes a few levels to build your attack-chain, but that's true of most sets. Electric has a couple of interesting mechanics, like Chain Induction and Thunder Strike's 'splash' AoE, and Lightning Rod... well, that's a lot of fun! - Zap-KaBOOM! -
Your mitigation is Sleep and Endurance Drain, so you won't have enemies 'drunk walking' away from you, like with Stuns.
Well with the style of play i want to be. /Elec and /Fire seem to benefit the most. I want to be the meatshield of the team while outputting some damage and also have enough when Soloing. Also reading up that Invulnerability seems to be rather cheap to build.
Thanks for the help, I will definately look more into Invuln/Elec along the way.
Here, you can start it like this:
Call Me Awesome's guides would have you investing in Fighting earlier, but I've not found that necessary.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Hero Profile:
Level 1: Temp Invulnerability -- Empty(A)
Level 1: Charged Brawl -- Empty(A)
Level 2: Havoc Punch -- Empty(A)
Level 4: Jacobs Ladder -- Empty(A)
Level 6: Dull Pain -- Empty(A)
Level 8: Unyielding -- Empty(A)
Level 10: Taunt -- Empty(A)
Level 12: Combat Jumping -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Thunder Strike -- Empty(A)
Level 18: Invincibility -- Empty(A)
Level 20: Resist Physical Damage -- Empty(A)
Level 22: [Empty]
Level 24: [Empty]
Level 26: Tough Hide -- Empty(A)
Level 28: Chain Induction -- Empty(A)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: Lightning Rod -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Fireheart
I am level 25 and I am by far very impressed with this tanker. Fully SO'd for now and im already doing everything I have planned to do with this guy.
So to go along with my recently acquired love of tanking... I threw this together tonight. Shrug, its got ups and downs. But all in all i think im going to like it.
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Ive decided to go with Invulnerability as my Primary now all I need is a nice Secondary that can keep aggro because im spending majority of my time in teams running Tips/Radios/TFs/Contact missions and I want to do enough damage to get through missions when soloing. I will not be farming whatsoever.