Tanker with all SO build help


Aggelakis

 

Posted

hi im looking to build a tanker that has SD or SR primary... since i dont have access to IO's and those two get closest to soft cap, or is at soft cap, with only SO's. i couldnt pick a good secondary.. so i came to forums for some recommendations :P

im hoping to go for the best single target damage, because i always like soloing bosses, and pvping xP... so... any recommendations?

oh and for ancillary.. the friends that recommended me to COH are playing on heros side... and i cant switch sides in the middle since im not vip.. so i was thinking maybe pyre mastery? for pvp and dmg


 

Posted

On just SO's I would suggest SR, which easily soft-caps on SO's.

For a secondary, I suggest Dark Melee. Dark Melee has excellent single target damage, Siphon life which is a self-heal and also an outstanding attack, and Dark Consumption which can refill your endurance. Dark Melee covers a few of SR's shortcomings (no heal, no end recovery), which are often covered with IO set bonuses.

Other good choices for a secondary are Stone and Martial Arts, both of which have good ST damage. Stone has 2 pbaoe knockdown powers to keep you and your team safe, while Martial Arts has Storm Kick which provides an extra 10% defence to all damage. That defence comes in handy if you're going for the incarnate soft-cap (SR w/SO's, Weave, and Storm Kick), but since you're not able to access Incarnate content it's less helpful.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

People tanked for 8-man teams on just SOs for years. Any set can do the job.

Are you Free (never paid anything at all) or Premium (have previously subscribed and/or bought points)? Your answer will change my suggestions.

If you're free, SR is your best bet. It can be softcapped on just SOs (you'll need to take some pool powers that grant defense to make up the last few percent). Adding Tough will get you some Resistance, which SR needs for those hits that get through. Dark Melee is a good Secondary for many reasons, including Siphon Life. Do NOT slot SL as a heal though. It's one of your best attacks, so slot it like one and use it frequently, the incidental healing will usually keep you topped up. I'd recommend Soul Mastery for your Epic, but that would require you to unlock Patron Pools, which is impossible for a Free Hero.
Shield won't get as high on the defense, but it will get close, and it has +Max HP, more Resists, and a -Damage to enemies aura, meaning that it survives the hits that get through more easily. Again, pairing with Dark Melee will be beneficial.

If you're Premium, you have several additional options. You could buy the Alignment System so you can switch sides and get Patron Pools (Don't buy Alignment Change Tokens! The full Alignment System is a permanent unlock for all your characters, costs about the same as a round-trip for just one by tokens. The only drawback is that in-game side switching is time gated).
You could unlock purchase-only powersets. Titan Weapons provides a lot of AoE, much of it with knockdown in it, which is great for stopping enemies from attacking. It also has Defensive Sweep, a power that provides some +Defense to you when you use it. If you go Titan Weapons, I'd recommend pairing it with Fiery Aura or Electric Armor - Both have Resistance and a Self Heal to layer with DS's Defense, a damage aura to add even more AoE, and at least one Endurance Management power - a must have for SO-only Titan Weapons.
Being Premium means that you can also access Attuned Enhancements, either from direct purchases from the store, of from Super Packs.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
You could buy the Alignment System so you can switch sides and get Patron Pools (Don't buy Alignment Change Tokens! The full Alignment System is a permanent unlock for all your characters, costs about the same as a round-trip for just one by tokens.
Just adding to this -- if you want to have in-game side switching, don't buy the Alignment System on the Market, either! You can pick up a cheap copy of the Going Rogue box set, instead, and apply the code to your account, which will give you the alignment system, a month of VIP time, plus other goodies that you'll keep once you drop back to Premium. I just had a look on Amazon, and you can get it at the moment for $6.76.

(Just make sure that the copy you buy is described as 'new' or 'factory sealed' or in some other way indicates that the code has not been used. Anything that says 'played once' or similar avoid completely, as the code will be useless and that's the only part you care about.)


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

I wanted SO based Tankers on some of my Premium accounts to help with TFs. For the first I chose an SD/MA. He's only at level 36 now but is already reasonably effective. He'll eventually come up just short of the soft-cap with Storm Kick +Def. His main drawback is that he has no self-heal. You may want to find a way to fit Stimulant (which is getting a buff in I24) and Aid Self in somehow. As is he's a nice team tanker as Phalanx Fighting gets him over the soft cap and he'll give 21% Def, 17.3% DDR and 30% Rech Res to everyone within 15'. This, and the Fear and Confuse protection, made him preferable to me to the SR/DM option and I have an SD/DM on my main account and didn't want to duplicate. You may want to consider the latter, though I don't have an SO build for that to share. Anyway, here's the SD/MA build to give you some ideas (you may want more Acc than I have; I relied on MA's inherent +5% bonus and keeping the SOs at +2 which results in +54% Acc - enough for playing against the evens and +1s you get at 0x?)...

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Golden Leopard: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- EndRdx(A), DefBuff(9), DefBuff(15), DefBuff(25), ResDam(45), ResDam(45)
Level 1: Thunder Kick -- Acc(A), EndRdx(3), Dmg(11), Dmg(19), Dmg(23), EndRdx(42)
Level 2: Storm Kick -- Acc(A), EndRdx(3), Dmg(15), Dmg(19), Dmg(25), RechRdx(43)
Level 4: Cobra Strike -- Acc(A), EndRdx(5), Dmg(9), Dmg(17), Dmg(23), EndRdx(42)
Level 6: Active Defense -- RechRdx(A), RechRdx(7)
Level 8: Against All Odds -- EndRdx(A), EndRdx(33)
Level 10: Battle Agility -- EndRdx(A), DefBuff(11), DefBuff(17), DefBuff(21)
Level 12: True Grit -- Heal(A), Heal(13), Heal(13), ResDam(46), ResDam(46), ResDam(50)
Level 14: Combat Jumping -- DefBuff(A)
Level 16: Super Jump -- Jump(A)
Level 18: Grant Cover -- EndRdx(A), DefBuff(43), DefBuff(45), DefBuff(46)
Level 20: Focus Chi -- RechRdx(A), RechRdx(21)
Level 22: Phalanx Fighting -- DefBuff(A)
Level 24: Warrior's Provocation -- RechRdx(A)
Level 26: Shield Charge -- RechRdx(A), RechRdx(27), RechRdx(27), Dmg(29), Dmg(29), Dmg(34)
Level 28: Crippling Axe Kick -- Acc(A), EndRdx(31), Dmg(31), Dmg(33), Dmg(33), EndRdx(43)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(40)
Level 32: One with the Shield -- Heal(A), Heal(34), Heal(34), ResDam(37), ResDam(40), ResDam(50)
Level 35: Dragon's Tail -- Acc(A), EndRdx(36), Dmg(36), Dmg(36), Dmg(37), RechRdx(37)
Level 38: Eagles Claw -- Acc(A), EndRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(42)
Level 41: Conserve Power -- RechRdx(A)
Level 44: Physical Perfection -- EndMod(A)
Level 47: Maneuvers -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48), DefBuff(50)
Level 49: Recall Friend -- EndRdx(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(5), EndMod(7)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------



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Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

My SR/staff tank is softcaped to all positions on level 42 with just SO's (never put IO's before 50). Just needed Maneuvers and CJ for that.
Even Ice tank can be softcaped with just SO's.

Not sure what secondary would be the best. For Ancillary I usually go for energy - since it has powers that help with endurance.


"If you want to win you must not lose."
"Easiest way to turn defeat into a victory is to put on the enemy's uniform"
"Better strategic retreat than dishonorable defeat"
- Il Numero Uno (The Number One)

 

Posted

Here's an SR/DM build, SO's only, that could tank effectively even at Incarnate levels. The only issue is the very low hitpoint totals. The hits that land, will HURT, and Siphon Life will take a while to fill your green bar again.

55 percent versus all, though, will carry you through a LOT of content.


Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Golden Leopard: Level 50 Mutation Tanker
Primary Power Set: Super Reflexes
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Focused Fighting -- DefBuff(A), DefBuff(9), DefBuff(15), EndRdx(25), EndRdx(45)
Level 1: Shadow Punch -- Dmg(A), Dmg(3), EndRdx(11), RechRdx(19), Acc(23), Acc(29)
Level 2: Focused Senses -- DefBuff(A), DefBuff(3), DefBuff(15), EndRdx(19), EndRdx(21)
Level 4: Smite -- Dmg(A), Dmg(5), EndRdx(9), EndRdx(17), Acc(23), Acc(42)
Level 6: Practiced Brawler -- RechRdx(A), RechRdx(7)
Level 8: Shadow Maul -- Dmg(A), Dmg(25), EndRdx(33), Dmg(43), Acc(46), Acc(50)
Level 10: Agile -- DefBuff(A), DefBuff(11), DefBuff(17)
Level 12: Dodge -- DefBuff(A), DefBuff(13), DefBuff(13)
Level 14: Combat Jumping -- DefBuff(A), DefBuff(33)
Level 16: Super Jump -- Jump(A)
Level 18: Evasion -- DefBuff(A), DefBuff(43), DefBuff(45), EndRdx(46), EndRdx(46)
Level 20: Lucky -- DefBuff(A), DefBuff(21), DefBuff(34)
Level 22: Siphon Life -- Dmg(A), Dmg(37), RechRdx(40), EndRdx(42), Acc(45), Acc(50)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ResDam(A), ResDam(27), ResDam(27), EndRdx(29)
Level 28: Soul Drain -- RechRdx(A), RechRdx(31), Acc(31), Acc(33)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(40)
Level 32: Weave -- DefBuff(A), DefBuff(34), EndRdx(34), EndRdx(37), DefBuff(50)
Level 35: Dark Consumption -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), EndMod(37), RechRdx(43)
Level 38: Midnight Grasp -- Dmg(A), Dmg(39), Dmg(39), EndRdx(39), Acc(40), Acc(42)
Level 41: Conserve Power -- RechRdx(A)
Level 44: Physical Perfection -- EndMod(A)
Level 47: Maneuvers -- EndRdx(A), EndRdx(48), DefBuff(48), DefBuff(48)
Level 49: Quickness -- Run(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- EndRdx(A)
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(5), EndMod(7)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
------------



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Posted

If you're wiling to look further than SR / SD, then another reasonable candidate is an ice / dark tank. It's a particularly sturdy SO-only tank, with up to 2 end management tools in your primary and secondary, if you'd like. You'd also find it relatively easy to hold aggro, with a well built ice tank.

Other viable candidates are ice / ice and ice / stone, both with aid self added into the build for self-healing. The mitigation built into both ice melee and stone melee is quite helpful.

On another note, I looked up Storm Kick in Mids and saw no defense bonus listed for using it. Is there really a defense bonus from Storm Kick?


A "blastroller" build explanation: electricity / ice / fire

 

Posted

Quote:
Originally Posted by candlelight View Post
If you're wiling to look further than SR / SD, then another reasonable candidate is an ice / dark tank. It's a particularly sturdy SO-only tank, with up to 2 end management tools in your primary and secondary, if you'd like. You'd also find it relatively easy to hold aggro, with a well built ice tank.

All true. I would steer clear of an ice tank in the modern game, though, as the aggro power of an ice is SO huge, I fear modern enemy groups would deliver a less than enjoyable play experience.


Quote:
Other viable candidates are ice / ice and ice / stone, both with aid self added into the build for self-healing. The mitigation built into both ice melee and stone melee is quite helpful.

Well, if you seriously want to try and main tank the modern game on SO's, a stone armor/ice melee would be difficult to argue with as the single most survivable combo. You'd never, ever, kill anything on your own, though.

Quote:
On another note, I looked up Storm Kick in Mids and saw no defense bonus listed for using it. Is there really a defense bonus from Storm Kick?
Indeed, yes it is. Martial Arts on a tanker is...VERY nice.


 

Posted

Quote:
Originally Posted by Aggelakis View Post
It's only available to Tankers. It's listed in my Mids. What version are you using?
I looked at scrappers, as I initially thought it would be great on a MA/EA scrapper. But, I was surprised not to find it there.

It is there, for tankers, in the version that I have.


A "blastroller" build explanation: electricity / ice / fire

 

Posted

Quote:
Originally Posted by mauk2 View Post
All true. I would steer clear of an ice tank in the modern game, though, as the aggro power of an ice is SO huge, I fear modern enemy groups would deliver a less than enjoyable play experience.
I'm only 36 with my ice / ice tanker and I've been serving as lead tank for a fair variety of mobs (DE, Malta, Carnies, plus the easy stuff like Council, Freaks ...), often over my level, and it's going quite well.

I've got all ice armor powers except permafrost already slotted to where I'd like them to be (icicles needs a few more slots, that's it), tough and weave are slotted up, plus aid self and hibernate. Ice patch also helps with mitigation. It's a pretty resilient combination.

The idea that Ice Armor is outdated doesn't fit with my own experiences, at least not yet.

Quote:
Originally Posted by mauk2 View Post
Well, if you seriously want to try and main tank the modern game on SO's, a stone armor/ice melee would be difficult to argue with as the single most survivable combo. You'd never, ever, kill anything on your own, though.
I was thinking that an ice armor / stone melee tank might be quite effective.

I did try building and soloing an earth / ice tank and an invul / ice tank a few years back; both characters were ultimately abandoned because of problems with endurance management.


A "blastroller" build explanation: electricity / ice / fire

 

Posted

Here's a shield / MA build. It's a few percent over soft-capped for positional defenses when the defense boost from storm kick is active and phalanx fighting is in gear. Plus, it has reasonable resistances.

A key limitation might be endurance management -- One with the Shield has a -end penalty when it runs out, but there are no end management tools until level 41. Also, heavy recharge penalties would allow your mezz pretection to run out before it recharges -- obviously not good. Finally, it matures quite late. I'd love to make room for hasten, to help when recharge problems are looming, but I'm not certain what it would be best to remove to make room for it.

Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

Nightblock: Level 50 Mutation Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Deflection -- DefBuff(A), DefBuff(17), DefBuff(17), ResDam(21), ResDam(31), ResDam(31)
Level 1: Thunder Kick -- Acc(A), Acc(3), Dmg(3), Dmg(5), EndRdx(5), RechRdx(9)
Level 2: True Grit -- Heal(A), Heal(15), Heal(21), ResDam(23), ResDam(29), ResDam(29)
Level 4: Storm Kick -- Acc(A), Acc(9), Dmg(11), Dmg(11), EndRdx(13), RechRdx(13)
Level 6: Active Defense -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Battle Agility -- EndRdx(A), DefBuff(19), DefBuff(19), DefBuff(31)
Level 10: Combat Jumping -- Jump(A)
Level 12: Stimulant -- IntRdx(A)
Level 14: Super Jump -- Jump(A)
Level 16: Aid Self -- IntRdx(A), IntRdx(42), IntRdx(43), EndRdx(43), Heal(48), RechRdx(48)
Level 18: Boxing -- Acc(A)
Level 20: Against All Odds -- EndRdx(A)
Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(27), ResDam(33)
Level 24: Weave -- EndRdx(A), DefBuff(25), DefBuff(25), DefBuff(27)
Level 26: Grant Cover -- EndRdx(A), DefBuff(46), DefBuff(48)
Level 28: Shield Charge -- Acc(A), Acc(34), Dmg(34), EndRdx(34), RechRdx(36), RechRdx(36)
Level 30: Phalanx Fighting -- DefBuff(A), DefBuff(33), DefBuff(33)
Level 32: Warrior's Provocation -- RechRdx(A), Taunt(43), Taunt(50)
Level 35: One with the Shield -- Heal(A), Heal(36), Heal(37), ResDam(37), ResDam(37), ResDam(39)
Level 38: Dragon's Tail -- Acc(A), Acc(39), Dmg(39), Dmg(40), EndRdx(40), RechRdx(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Eagles Claw -- Acc(A), Acc(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Physical Perfection -- EndMod(A)
Level 49: Focus Chi -- RechRdx(A), RechRdx(50), RechRdx(50)
Level 1: Brawl -- Acc(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(15)
------------

I went ahead and made a character to try this build out, opting for kicks and punches with MA, plus the darkness elemental shield to make the shield less noticeable.

If it ends up helping the OP, though, then that's good as well.


A "blastroller" build explanation: electricity / ice / fire

 

Posted

I have a SD/MA tanker residing on Virtue on a F2P account that I was using to see how enjoyable the 'free' part of the Freedom can be. I was surprised at all the tools MA has that helps SD out. About the only thing that gives me trouble is endurance because the attacks come back so quick. To counter the end issue, and sometimes the self heal issue, I carry a row or two of blues and a row of greens. I am used to playing IO'ed toons with good endurance recovery; If I pace myself and watch my end on this tank, it is less of a problem, but still a problem nonetheless.

A SD/DM tanker sounds better all around with it having a self heal, tohit debuffs, and an endurance recovery tool. However, that combo will be lower than the soft cap even with CJ + Weave. Maneuvers could be able to push it to the soft cap, but then you're adding even more of an end drain. One of the main reason I went MA and not DM was that DM's main AoE power is a small melee cone that caps at 5 targets. I don't think I could deal with that after having so many toons with impressive AoE potential. But for solo play, DM wins.

Since my main account has so much crap sitting its storage base, I plan to second build my tank and put a decked out HO + ATO/OF build on him once he reaches 50.


 

Posted

One note. Eagle's Claw for tankers says that it gives a 33% damage bonus AFTER 2.5 second delay. But it seems like the delay doesn't start counting down until the damage hits the target. So I have to execute an intermediate attack before the one I want the damage boost to affect. This delay, in addition to the slower refresh times on combat attributes, makes it difficult to judge when the damage bonus will affect me.

This that delay working as intended? It doesn't really makes sense to me to have the delay there.