New to game tanker questions I havent found yet


Call Me Awesome

 

Posted

So as a tanker how many secondary powers can i get while still being an effective endgame tanker? my build ideas were super reflexes/ martial arts and fire aura/martial arts. Id like to have lots of cool attacks to go with my theme but still tank. Thanx Chris


 

Posted

Pick what you like, perhaps do a build and allow people to make suggestions. Be conceptual if you want. Doesn't matter which Primary goes with what Secondary.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I should clarify .I mean to ask how many of the martial arts powers can i get while still tanking endgame?


 

Posted

There's no simple answer to that, as there isn't one "right way". Some people don't take all the attacks in their secondary, and will fill in their attack chain from the epic pools. Some people take every attack in their secondary and use pool powers to supplement their survivability. Some do a little of both. All of those choices can still make viable end game tanks.

My usual preference is to take 7-8 attacks out of my secondary, but that also depends on what other powers I'm taking. I have some Tanks that have taken every power from their secondary. It all depends on what I think the toon "needs".

I'm sorry if this isn't a straight forward "do this" answer, but there really isn't one.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Typically, I'll pick about 6 to 8 powers from my primary and secondary. You get 20 power picks by level 38, so that leaves room for about 6 pool powers as well.

Super Reflexes requires you to take most powers. I'd consider skipping Elude (the final power) and taking everything else.

Fire Armor has skippable powers: Temperature Protection first of all is quite skippable, maybe Consume is the next most skippable.

For both powersets I'd definitely consider the Fighting Pool - take one of the attacks (neither are great) and Tough and Weave - these add to your defensive primary powers.
Also grab a travel power from the pools - whatever you feel like.

Super Reflexes may benefit from the Medicine Pool, grab Aid Self since you have no self heal.

For your secondary, take as many attacks as you need to keep on attacking.

For Martial Arts you have more single target attacks than you need. You can drop one or even two of Crane Kick, Cobra Strike and Crippling Axe quite easily. Storm Kick is a must have, it adds to your Defence whenever you use it.


 

Posted

so i will have "room" to take what i need from the super reflexes to tank effectivly and still have slots for what i want from martial arts. kuul thanx


 

Posted

Quote:
Originally Posted by Dr Harmony View Post
Typically, I'll pick about 6 to 8 powers from my primary and secondary. You get 20 power picks by level 38, so that leaves room for about 6 pool powers as well.

Super Reflexes requires you to take most powers. I'd consider skipping Elude (the final power) and taking everything else.

Fire Armor has skippable powers: Temperature Protection first of all is quite skippable, maybe Consume is the next most skippable.

For both powersets I'd definitely consider the Fighting Pool - take one of the attacks (neither are great) and Tough and Weave - these add to your defensive primary powers.
Also grab a travel power from the pools - whatever you feel like.

Super Reflexes may benefit from the Medicine Pool, grab Aid Self since you have no self heal.

For your secondary, take as many attacks as you need to keep on attacking.

For Martial Arts you have more single target attacks than you need. You can drop one or even two of Crane Kick, Cobra Strike and Crippling Axe quite easily. Storm Kick is a must have, it adds to your Defence whenever you use it.
Um What? Fist of all Consume is a very useful power and should not be skipped, for 1 it is an AoE attack, 2 it lets you get your end back. As for the fighting pool, Boxing is something not to be laughed at. The only 2 powers I usally skip on my FA tanks is temp prot, and RotP.


 

Posted

Okay. Here are the facts.

You have 18 powers between your Primary and Secondary sets.

You have a grand total of 24 power choices.

You can, if you so choose, take ALL of them, and STILL have the ability to take an additional six powers with a mix of Ancillary and Epic Power Pool choices.

On top of that, you have at least 7 additional Inherent powers:

Brawl
Sprint
Rest

and the Fitness Power Pool.

So, if you want to just take "everything" in your primary and secondary (to start), go ahead.

You can always respec later if you find there are some power choices you don't "need" or dislike.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Dr Harmony View Post
Typically, I'll pick about 6 to 8 powers from my primary and secondary. You get 20 power picks by level 38, so that leaves room for about 6 pool powers as well.

Super Reflexes requires you to take most powers. I'd consider skipping Elude (the final power) and taking everything else.

Fire Armor has skippable powers: Temperature Protection first of all is quite skippable, maybe Consume is the next most skippable.

For both powersets I'd definitely consider the Fighting Pool - take one of the attacks (neither are great) and Tough and Weave - these add to your defensive primary powers.
Also grab a travel power from the pools - whatever you feel like.

Super Reflexes may benefit from the Medicine Pool, grab Aid Self since you have no self heal.

For your secondary, take as many attacks as you need to keep on attacking.

For Martial Arts you have more single target attacks than you need. You can drop one or even two of Crane Kick, Cobra Strike and Crippling Axe quite easily. Storm Kick is a must have, it adds to your Defence whenever you use it.
My preference would be to keep Consume, but that's just me.

I also believe that you can hit the Defensive soft cap on a SR tank without needing Weave, just using Combat Jumping and the Steadfast unique, but I'd have to double check. I'd certainly keep Weave on my Fire tank though.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
My preference would be to keep Consume, but that's just me.

I also believe that you can hit the Defensive soft cap on a SR tank without needing Weave, just using Combat Jumping and the Steadfast unique, but I'd have to double check. I'd certainly keep Weave on my Fire tank though.
My SR is over the SC without the fighting pool so yes you can do that too.


 

Posted

Quote:
Originally Posted by LSK View Post
Um What? Fist of all Consume is a very useful power and should not be skipped, for 1 it is an AoE attack, 2 it lets you get your end back. As for the fighting pool, Boxing is something not to be laughed at. The only 2 powers I usally skip on my FA tanks is temp prot, and RotP.
Consume is a good power, hence my maybe. I'd amend my original statement to say that either Consume or Rise of the Phoenix is next most skippable after Temperature Protection. By the time these open up, you'll know if you die more or run out of endurance more, and can plan accordingly.

Consume isn't anything more than a token area attack though. It does less than half normal area attack damage every 3 minutes. If you do choose it, choose it as an endurance management tool.

Boxing doesn't have much use on a Martial Arts tanker. You want to use Thunder Kick regularly for Bruising (Tankers first attacks reduce enemy damage resistance, making your next attacks do more damage). You want to use Storm Kick for the +Defence. You have a numbner of other hard-hitting longer recharge attacks. This doesn't leave much room for another fast low damage attack. My advice is take it to open up Tough, but dont use it or slot it. It can be used more effectively with other primaries (I used it on a Superstrength tank once) but not so much with Martial Arts.


 

Posted

Quote:
Originally Posted by CHRISfromOHIO View Post
I should clarify .I mean to ask how many of the martial arts powers can i get while still tanking endgame?
All of them.

While I don't actually have any tank that took all 9 powers from the secondary, they all COULD HAVE. I have a couple of tanks with 8 powers from the secondary who also have Recall Friend and a travel power. I have several tanks with NO travel power (who use Ninja or Beast Run) so the ones with a travel power could easily have skipped it to take an extra power from the secondary.

Once upon a time, when the Fitness pool was not inherent, that was 3 extra powers you really needed to take. Now, you can easily take every power from both your primary and secondary. But most of the time, in my opinion, the powersets don't actually have nine powers worth taking.

Edit: That last line refers to secondary sets. Most of my tanks take all nine powers in the primary.


Paragon City Search And Rescue
The Mentor Project

 

Posted

I'll interject on Consume. My Fire Brute doesn't have it, doesn't need it and for me it is down to what else you do to a build and how well you play..particularly if you're Superstrength.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by CHRISfromOHIO View Post
So as a tanker how many secondary powers can i get while still being an effective endgame tanker? my build ideas were super reflexes/ martial arts and fire aura/martial arts. Id like to have lots of cool attacks to go with my theme but still tank. Thanx Chris
In Super Reflexes, everything is neccessary except Elude. In Fiery Aura, I'd take all the powers for now as well.

In Martial Arts, I'd recommend talking all the powers when you can while leveling. Once you get a better idea of which powers are handier, then you can always respec and drop whichever ones you don't like.


Blood Widow Ricki * Tide Shifter * T-34 * Opposite Reaction * Shaolin Midnight * ChernobylCheerleader

 

Posted

Have they fixed SR's taunt aura yet? Last I looked it was even worse than WP's on a tank... yet the Brute version has a normal, full strength aura. Admittedly I haven't played my SR tanker in several months.

I have a mid-20's SR/MA tanker myself; it's highly durable and just short of the soft cap. Once the build matures though I'm not sure if there's a lot of synergy there; one of the advantages of /MA is the defense buff in Storm Kick and the set's so easy to soft cap you won't get the benefit.

In answer to the OP's question, on SR you really want everything but Elude and, possibly, Quickness. Quickness does give you some really nice +recharge and +speed though which is hard to pass up. Elude however is nearly pointless.

For attacks you want enough to have a seamless attack chain, and you want to get the heavy hitter attacks in there. How many you need is an open question; most of my tankers end up with 4-6 attacks and Taunt. Any build is an exercise in trade offs, does this power give more benefit than that one; would this power pool be better than that... and all those questions depend on the powersets and your individual playstyle.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes