Shield Tanker or Brute?


5th_Elemental

 

Posted

I'm thinking about making a shield tanker or brute with a melee set of axe or mace.
I want to be able to tank and will probably take taunt but don't want to sacrifice too much damage capabilities.

Additionally, which of the two melee sets is better and do they work well with shields?

Any feedback would be great.


 

Posted

Axe and Mace are basically the same power sets.
If you want to TANK it, you must have Taunt.
If you want to do more DAMAGE go Brute.

Being a Tanker is more about AGGRO control, herding mobs, protecting suqishies. While playin a Tank you arent overly concerned about Damage or finishing opponents, just controlling their attention. A good Tank hits the taunt power as soon as it comes up and cycles thru the enemies to Taunt.

If you have any serious concerns about damage, go Brute.


MA Arcs
Part 1: "Get Max" #41646
Part 2: "Birth of a Super Group" #58817
Part 3: "Mecha Mania" #111009
Part 4: "Worst of Elements" #134592
Part 5: "Payback" #169058

 

Posted

A Shield Tanker is far easier to softcap and receives more DDR. The Brute will do more damage overall because of Fury, but the Tank benefits slightly more from Against All Odds having a .8 base damage modifier and a .96 modifier after Bruising is applied. This means that the damage enhancement is having a greater effect on the AT-- but not causing the Tank to out damage your average Brute. It lessens the gap, if you will. Overall, this choice comes down to personal preference.

Mace is better than Axe for performance, having better AoE and single target potential. If you look at the numbers you will see that Crowd Control beats Pendulum by a wide margin because of it's superior geometry and higher target cap. Clobber is also an excellent single target attack that comes early in the set.


 

Posted

Shield works a lot better on a scrapper than either a brute or tanker. So I would suggest a WM/shield scrapper. You'll benefit a lot more from AAO, and shield charge will be a totally godlike kill everything power, instead of being just a decent AoE.


 

Posted

Tank or brute? Scrapper is the answer you seek


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

I must warn you about a problem with tanks, in particular with gauntlet.

It will cause you to miss.
A lot.

As in I have over 95%+ chance to hit almost anything in the game and have seen attacks that were forced to hit through streak breaker. I have missed four times in a row with a 95% chance to hit. This is not a freak occurrence, it is an every day thing.

After dealing with this with my INV/EM tank, I parked my shield/WM tank and I play other ATs where a 95% chance to hit something means just that.


 

Posted

Quote:
Originally Posted by 5th_Elemental View Post
Axe and Mace are basically the same power sets.
Nope.
Quote:
If you want to TANK it, you must have Taunt.
Nope.
Quote:
If you want to do more DAMAGE go Brute.
Between Tank and Brute? Yup.
Quote:
A good Tank hits the taunt power as soon as it comes up and cycles thru the enemies to Taunt.
Not necessarily.
Quote:
Originally Posted by Black_Assassin View Post
Tank or brute? Scrapper is the answer you seek
This is pretty much right. Relatively simple to softcap, and you gain more benefit from AAO. Also, due to the oddball way Shield Charge works, Scrappers get a lot more mileage out of it than Brutes. Also, War Mace is amazing on scrappers. Just incredible.


 

Posted

Thanks for the feedback everyone, I already have a shield scrapper so I'm trying to go with something I don't have yet.

The whole to hit thing is a bit scary since it's one of my pet peeves in the game.


 

Posted

If it makes you feel any better I have never noticed that issue on any of my tankers and I have never heard of it before. I am pretty sure that if there was actually a tohit problem for tanks then some of our resident math geniuses would have picked up on it a long time ago.


 

Posted

Quote:
Originally Posted by Emberly View Post
If it makes you feel any better I have never noticed that issue on any of my tankers and I have never heard of it before. I am pretty sure that if there was actually a tohit problem for tanks then some of our resident math geniuses would have picked up on it a long time ago.
It's been brought up before, but I don't know that we ever got the devs to address it. It's a fairly minor issue, since it doesn't lower your actual ToHit or Accuracy values, it just messes with the Streakbreaker code so that sometimes it allows back-to-back misses instead of forcing the second one to hit. Basically the Gauntlet applications are "eating" the forced-hit.


 

Posted

Quote:
Originally Posted by Knight_Marshal View Post
I must warn you about a problem with tanks, in particular with gauntlet.

It will cause you to miss.
A lot.

As in I have over 95%+ chance to hit almost anything in the game and have seen attacks that were forced to hit through streak breaker. I have missed four times in a row with a 95% chance to hit. This is not a freak occurrence, it is an every day thing.

After dealing with this with my INV/EM tank, I parked my shield/WM tank and I play other ATs where a 95% chance to hit something means just that.
Gauntlet doesn't make you miss. Streakbreaker most often "fails" when you use a low accuracy attack followed by a few high accuracy attacks. Since Streakbreaker is based off the lowest attack in the streak, a 10% chance to hit followed by several 95% chances will prevent Streakbreaker from forcing one of the 95%s to hit. I'd be willing to be that you mix a vet power like Nemesis Staff or Sands of Mu into your attack chain.

Do you actually have a 95% chance to hit, or a 95% accuracy? It's a big difference, as enemy defense and debuffs will greatly reduce that 95%.

Either way, I doubt that you're missing as often as you state - it's probably a matter of perception. And if you ARE missing that much, it still isn't caused by Gauntlet.


@Roderick

 

Posted

Quote:
Originally Posted by Emberly View Post
Nope.

Nope.

Between Tank and Brute? Yup.

Not necessarily.

This is pretty much right. Relatively simple to softcap, and you gain more benefit from AAO. Also, due to the oddball way Shield Charge works, Scrappers get a lot more mileage out of it than Brutes. Also, War Mace is amazing on scrappers. Just incredible.
That is really only true on teams with significant +damage buffs I think the base damage of shield charge for all 3 melee ATs is similar


 

Posted

Between Battle Axe and War Mace, the general consensus is that War Mace is better, but the sets are not wildly disparate.

Shield is better on a Scrapper than a Brute, as mentioned, but that doesn't mean it's bad on a Brute. You said you want to tank and don't want to give up much damage, which is pretty much a perfect description of a Brute. You will be less sturdy than a Tanker, of course, but there's a huge gulf between "less tough than a Tanker" and "not tough enough to tank at all".

Quote:
Originally Posted by Cheetatron View Post
That is really only true on teams with significant +damage buffs I think the base damage of shield charge for all 3 melee ATs is similar
No, Shield Charge's base damage is about half again as much on a Scrapper as it is on a Brute (Mids for some reason is displaying the Scrapper damage wrong, but you can check in-game). As a pseudopet, it also has a damage cap of +300%, which means it often cannot benefit fully from a Brute's fury, either.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Between Battle Axe and War Mace, the general consensus is that War Mace is better, but the sets are not wildly disparate.

Shield is better on a Scrapper than a Brute, as mentioned, but that doesn't mean it's bad on a Brute. You said you want to tank and don't want to give up much damage, which is pretty much a perfect description of a Brute. You will be less sturdy than a Tanker, of course, but there's a huge gulf between "less tough than a Tanker" and "not tough enough to tank at all".

No, Shield Charge's base damage is about half again as much on a Scrapper as it is on a Brute (Mids for some reason is displaying the Scrapper damage wrong, but you can check in-game). As a pseudopet, it also has a damage cap of +300%, which means it often cannot benefit fully from a Brute's fury, either.
Ah then I take back what I said, as I was going by mids but I thought pseudo pets had the standard 400% cap for all ats


 

Posted

Right, it's a 400% damage cap, but that includes the base 100%, so +300% of buffs/enhancements hits the cap.


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Ah then I take back what I said, as I was going by mids but I thought pseudo pets had the standard 400% cap for all ats
400% cap is the same thing as +300%.

100% of the damage you do is base. +300% damage is base + 3xdamage, 400% is 4xdamage. It's just a different way of writing the same thing.

To the OP:

Scrapper > Tanker > Brute for Shield IMO. I would never make a Brute over a Scrapper for Shield, it's just so much better on them.

Shield Scrappers aren't lacking in durability, either, but if what you're really after is the playstyle of Very Tanky + Damage Dealer, I would suggest a Brute with one of the sets that work better with their mechanics: Dark, Electric, Fire, Invuln being the one that you can see a sizable top-end difference on a Brute over a Scrapper. EA and SR are about the same. Regen is actually pretty significantly better on a Brute as well, but is a worse set overall and requires a heavy IO investment to make feel sturdy.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Hopeling View Post
Right, it's a 400% damage cap, but that includes the base 100%, so +300% of buffs/enhancements hits the cap.
Quote:
Originally Posted by Draeth Darkstar View Post
400% cap is the same thing as +300%.

100% of the damage you do is base. +300% damage is base + 3xdamage, 400% is 4xdamage. It's just a different way of writing the same thing.

.
Got ya, did


wow pseuo pets really are poor on brutes then, does the same count for damaga toggles? How is it that burn is considered such a good power?


 

Posted

Damage toggles aren't pseudopets, so no. I'm not sure about Burn, but I don't think it has that limit either.


 

Posted

Since the last change burn does an initial non-pet hit in addition to the pseudopet it summons. Thus it does technically suffer a bit on a brute compared to other ATs but nobody cares because it's good enough.

I'm surprised that nobody has unequivocally told the OP that of the options he presented, shield/mace is far and away the best. Shield is hands down the set that enables the narrowest damage gap between tankers and brutes and there is no non-concept reason to prefer axe to mace. Tankers get 25% more health than brutes and can softcap with their IOs tied behind their backs, which of course makes it far easier for them to go all the way and incarnate softcap should they so choose.

Now that you mention it I'm almost tempted to make that combo my first tanker in a long time, but I still hate the clicky mez protection. Sorry, shield.


 

Posted

Quote:
Originally Posted by Hopeling View Post
Damage toggles aren't pseudopets, so no. I'm not sure about Burn, but I don't think it has that limit either.
Burn is a bit of both from what I can tell. There's frontloaded damage which counts as a standard PBAOE and therefore uses the Casters damage cap and the DoT flame patch which is a pseudopet and does about 50% of the damage of the initial pbaoe over 10 seconds with the 400% cap.


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Burn is a bit of both from what I can tell. There's frontloaded damage which counts as a standard PBAOE and therefore uses the Casters damage cap and the DoT flame patch which is a pseudopet and does about 50% of the damage of the initial pbaoe over 10 seconds with the 400% cap.
Really? I thought the front loaded damage also came from the pseudo pet if it counts as attack from the castor that makes burn even more valuable than I thought...


 

Posted

Quote:
Originally Posted by Roderick View Post
Gauntlet doesn't make you miss. Streakbreaker most often "fails" when you use a low accuracy attack followed by a few high accuracy attacks. Since Streakbreaker is based off the lowest attack in the streak, a 10% chance to hit followed by several 95% chances will prevent Streakbreaker from forcing one of the 95%s to hit. I'd be willing to be that you mix a vet power like Nemesis Staff or Sands of Mu into your attack chain.

Do you actually have a 95% chance to hit, or a 95% accuracy? It's a big difference, as enemy defense and debuffs will greatly reduce that 95%.

Either way, I doubt that you're missing as often as you state - it's probably a matter of perception. And if you ARE missing that much, it still isn't caused by Gauntlet.
95% chance to hit according to the chance to hit rolls chat option which I keep on a separate tab. I also monitor my base hit chance so i will know when I am debuffed.

I brought this up years ago and people try telling me that I was imagining it. There is a recent thread where someone kept track of it in the chat logs.

I should never miss two attacks in a row, much less have streak breaker force me to hit. Next time I feel like playing my tank, I will go through the chat window and screenshot it.


 

Posted

With a 95% hit chance, you will miss twice in a row on one in 400 pairs of attacks. That's not a very high chance, but considering how many attacks we throw while playing, it's plenty high enough to see it happen multiple times in a single play session.

That's without the streakbreaker, of course. With the streakbreaker, if it worked properly (and Gauntlet screws with it, which you're correct on), missing an attack with a 95% hit chance will make Streakbreaker force the next attack to hit. The streakbreaker has an allowed streak of 1 before it kicks in, if hit chance is >90%. This means Streakbreaker will force your next attack to hit one time in 20.

So if the streakbreaker doesn't work at all, you should see two misses in a row pretty often. If it works perfectly, you should see Streakbreaker forcing a hit even more often. If it works but gets screwed up by Gauntlet, you should see something in between, which apparently you do.

So, given the game's mechanics and basic probability, you should and in fact must miss two attacks in a row AND see Streakbreaker force hits. Not seeing either of those things would mean something was REALLY broken.

Unless you mean that you're actually hitting with (statistically significantly) less than 95% of your attacks, but as I understand it, Gauntlet just screws with the streakbreaker, which at worst means you will still land 95% of your attacks.


 

Posted

I have only one tank, a mace/shield tank which is likely one of my cheaper builds nowadays. Mostly I use him to lead ITFs, and visit Warberg for some missiles, and have tanked Lord R during a Stateman's TF before all these ipowers just to see if I could.

All in all, happy with my choice for a tank and likely will keep her for many years. Which all in all is kinda funny, since I only made her so I could level pact with my friend's shield scapper.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Quote:
Originally Posted by Emberly View Post
Nope.

Nope.

Between Tank and Brute? Yup.

Not necessarily.
Emberly I hope I never meet you in-game and your the only Tank. "No Taunt?" People like you don't know the 1st thing about being a Tank! Nuff said!


MA Arcs
Part 1: "Get Max" #41646
Part 2: "Birth of a Super Group" #58817
Part 3: "Mecha Mania" #111009
Part 4: "Worst of Elements" #134592
Part 5: "Payback" #169058