Tanking Incarnate Trials


Doctor_Embers

 

Posted

Are there any tank builds (DA/DM, WP/DM, etc.) that can generate enough healing and/or regen to withstand the unresistible damage from the incarnate trials, without having to back out of the damage zone?

I remember the old Hami raids where healers would spam enough healing aura to keep everyone alive. Is that strategy still possible in the incarnate trials?


 

Posted

I have a DM/DA Tanker that does pretty well on all iTrials. He's died a few times but that may have been due to my ability to talk/chat instead of clicking on my heal power


He has t4 Barrier on top of DA's great resists (and have him IO'd for 45% s/l def atm)...


The times that I've died on him were:

In the UG:
* From Olympian Guardians PBAoE almost-auto-hit nuke/stun
* Of course Avatar (mainly from the darn -end/recovery debuffs dropping my toggles and then killing me)

In MoM:
* Mainly because the one time I led it with my tanker, I had way too many lvl 50s or 50+1s...so...yeah...

In Mag.:
* All those Commanders doing Energy damage (my least resisted dmg type). But only died once or so.
* From the 3 AVs because of the -healing received debuff/power



Beyond that he's pretty sturdy


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Posted

Quote:
Originally Posted by Doctor_Embers View Post
Are there any tank builds (DA/DM, WP/DM, etc.) that can generate enough healing and/or regen to withstand the unresistible damage from the incarnate trials, without having to back out of the damage zone?
A dm/wp tanker might have enough healing/regen to manage it. It would take a beeeeefy build.



Quote:
I remember the old Hami raids where healers would spam enough healing aura to keep everyone alive. Is that strategy still possible in the incarnate trials?
Yes, with the caveat that the healer brigade needs to stack some clarions in a lot of the content: Getting mezzed either stops the blizzard of green, or worse, gives it to the bad guys.

And yeah, trying to outdamage a tooled up healer's aura is no fun.

I was on an UG run once with 2 empaths and 2 thermals, all rockin' the aura. It was instructive.


 

Posted

I also play a DA tank in incarnate trials and he's quite sturdy. I can weather Maurauder's Nova Fist by using Dark Regen immediately afterwards to restore all my lost health. I will however caution you that as you move up in content, it becomes increasingly difficulty to simply ignore what you're supposed to do and often it's easier to simply reposition yourself.

For example, it's relatively easy to survive the blue patches of death in the Apex TF if you're built for it. It's more difficult to survive Marauder's Nova Fist in the lambda but it's possible. The 'green stuff' strike in Keyes hits pretty hard (and you should be trying to avoid that anyway!), but when you get to the lightning strikes in the Magi trial, it really is move or die. At that point it really becomes more about controlling where the damage patches are on the battlefield so they don't keep you out of melee with the AV.


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Posted

Most tankers at the HP cap can shrug off many of that attacks that hit a high number instead of "insta-kill".

Apex & Nova Fist are obvious examples. I can survive the purple nightmare patches in MoM for a few moments, but they will still kill me if I stand around (Or if they stack.)

I'd say just try to move out the way, and if you get hit and survive (Like Nova Fist) then just shrug it off and keep hitting the AV - Don't just rely on the fact it's not going to insta-kill you.


 

Posted

Quote:
Originally Posted by Energizing_Ion View Post
I have a DM/DA Tanker that does pretty well on all iTrials. He's died a few times but that may have been due to my ability to talk/chat instead of clicking on my heal power


He has t4 Barrier on top of DA's great resists (and have him IO'd for 45% s/l def atm)...


The times that I've died on him were:

In the UG:
* From Olympian Guardians PBAoE almost-auto-hit nuke/stun
* Of course Avatar (mainly from the darn -end/recovery debuffs dropping my toggles and then killing me)

In MoM:
* Mainly because the one time I led it with my tanker, I had way too many lvl 50s or 50+1s...so...yeah...

In Mag.:
* All those Commanders doing Energy damage (my least resisted dmg type). But only died once or so.
* From the 3 AVs because of the -healing received debuff/power



Beyond that he's pretty sturdy
Several of the situations above are a result of introducing extreme factors that remove many of the tools built into Tankers that give them their edge in survivability and reduce us to an extra-large bag of hit points.

In other words, it is terrible game design placed for the sole purpose of providing the illusion of added difficulty, but in many cases will instead simply result in cheap deaths. This is doubly true considering you are already trying to hold aggro, do damage, manage utilities, and watch your health - because it is likely the group will be in disarray and unable to focus. Having to monitor your environment and move while trying to stay alive against overwhelmingly dangerous new factors because your mitigation is rendered nearly meaningless can take fun into a proverbial uncanny valley.


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