Tankiest Tank question
Word on the street is invulnerable followed by willpower or dark, followed by everything else with fire taking last.
I like Shield. Positional softcap. To iSoftcap if you want. 80+ ddr. Excellent taunt aura. Decent resistances before ato proc. Have hit 80%+ sm/l with the proc.
Drawback... No self heal. Pair with DM if that is a concern. Alternately, there is always rebirth.
Held and maintained aggro on 15 monster island gm's on this toon. That's tough enough for me. I do have a stoner, but there is never, never any NEED for that level of survivability, especially on teams.
If you are looking for the sturdiest Tanker around, with the ability to spend a fortune on them, I would say that you want to go with one of the pure Resist sets or Invincibility.
For the late-game ITrials, Elec Armor works very well, because you're going to have capped resistance to Energy, along with your potentially capped S/L resistances. And since you can get to the S/L softcap as well, you end up with a very sturdy Tanker capable of surviving against the three most common damage types in the game, with decent resistance to everything else as well. Plus, you get a self-heal/regen power, a +recharge auto power, and an End drain power to keep you rolling along. As such, I would go with Elec armor.
Pair it with anything dishing out some KB for additional sturdiness, or just anything that kills mobs fast, since dead mobs = no damage.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Word on the street is invulnerable followed by willpower or dark, followed by everything else with fire taking last.
I like Shield. Positional softcap. To iSoftcap if you want. 80+ ddr. Excellent taunt aura. Decent resistances before ato proc. Have hit 80%+ sm/l with the proc. Drawback... No self heal. Pair with DM if that is a concern. Alternately, there is always rebirth. Held and maintained aggro on 15 monster island gm's on this toon. That's tough enough for me. I do have a stoner, but there is never, never any NEED for that level of survivability, especially on teams. |
I have to strongly disagree with what you said bout the FA tank. I have out lived many Inv, WP, and SD tanks on my FA tank in both Itrials, and reg content. The tankest tank I could think of really depends on your own play style and how you build them. I have seen someone put up a really good build but had difficulty surviving due to not knowing how to play them and was not good for there play style. The last time I did a BAF on my FA tank i was taking out the canisters for acids by myself with out dieing while the inv tank with the rest of the team kept dieing. I have also seen other ppl do the same on there tanks. Back t what I was saying it is all in your play style, and how u build it to suit your needs, and play style.
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Not much of a play style to FA other than hitting Healing Flame. Just because you outlived other players doesnt set a standard that FA is better.
If im 50+ and mentor tanks on my scrapper. I can easily make a bias survival comparison.
By the way BAF doesnt have acids, that would be Lambda.
thanks for the responses, I'm going Electric. Tesla move over.
I have to strongly disagree with what you said bout the FA tank. I have out lived many Inv, WP, and SD tanks on my FA tank in both Itrials, and reg content. The tankest tank I could think of really depends on your own play style and how you build them. I have seen someone put up a really good build but had difficulty surviving due to not knowing how to play them and was not good for there play style. The last time I did a BAF on my FA tank i was taking out the canisters for acids by myself with out dieing while the inv tank with the rest of the team kept dieing. I have also seen other ppl do the same on there tanks. Back t what I was saying it is all in your play style, and how u build it to suit your needs, and play style.
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My fire/traps corr can solo gather temps in a lambda too. That doesn't mean it is more survivable than a tank.
Seeing as I have experience with both fire(first 50) and shield, my experience is that shield is tougher than fire.
Just to pull your chain a bit... If you were tanking, is it your normal playstyle to solo canisters while your teammates are dying? I kid.
Op: Elec is a great choice. Waiting for spines to be ported before I roll one up.
You know people have different level shifts in itrials? I can solo all the acids on my pb just by running around in lightform.
Not much of a play style to FA other than hitting Healing Flame. Just because you outlived other players doesnt set a standard that FA is better. If im 50+ and mentor tanks on my scrapper. I can easily make a bias survival comparison. By the way BAF doesnt have acids, that would be Lambda. |
Notice I said word on the street. Not my word.
My fire/traps corr can solo gather temps in a lambda too. That doesn't mean it is more survivable than a tank. Seeing as I have experience with both fire(first 50) and shield, my experience is that shield is tougher than fire. Just to pull your chain a bit... If you were tanking, is it your normal playstyle to solo canisters while your teammates are dying? I kid. |
I have out lived many Inv, WP, and SD tanks on my FA tank in both Itrials, and reg content.
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thanks for the responses, I'm going Electric. Tesla move over.
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I would have directed you at either willpower or shield, however. The reason? Confuse and terror protection.
You will not, however, be unhappy with electric. I have a superb elec/elec scrapper with a full incarnate build, and an elec/stone tank still on plain IO's, and have never been dissapointed by the durability of either.
What secondary are you looking at?
Hero Plan by Mids' Hero Designer 1.96
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Elec Dark Concept 1: Level 50 Magic Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Dark Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam/EndRdx/Rchg:40(7), RctvArm-ResDam:40(7), GA-3defTpProc:50(13), S'fstPrt-ResDam/Def+:30(36)
Level 1: Shadow Punch -- SMotTanker-Rchg/Res%:50(A), SMotTanker-Acc/Dmg:50(15), SMotTanker-Dmg/Rchg:50(15), SMotTanker-Acc/Dmg/Rchg:50(19), SMotTanker-Dmg/EndRdx/Rchg:50(37), SMotTanker-Acc/Dmg/EndRdx/Rchg:50(40)
Level 2: Lightning Field -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Acc/Dmg/EndRdx:50(34), Erad-%Dam:30(34), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(42)
Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(5), RctvArm-ResDam:40(9)
Level 6: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(11)
Level 8: Grounded -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam:40(48)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(43), Zinger-Taunt/Rchg/Rng:50(46), Zinger-Acc/Rchg:50(50), Zinger-Taunt/Rng:50(50), Zinger-Dam%:50(50)
Level 12: Energize -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 16: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(17), KntkC'bat-Dmg/EndRdx/Rchg:35(19), Nictus-Acc/EndRdx/Rchg:50(33), Nictus-Heal/HP/Regen/Rchg:50(34)
Level 18: Lightning Reflexes -- Run-I:50(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(23)
Level 22: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(25), SW-ResDam/Re TP:50(37)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(27)
Level 26: Power Sink -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-Dmg/Rchg:30(43), HO:Membr(46)
Level 30: Combat Jumping -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(31)
Level 32: Fly -- Winter-ResSlow:50(A)
Level 35: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(37), Efficacy-EndMod/Rchg:50(43), Efficacy-Acc/Rchg:50(46)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), RechRdx-I:50(42)
Level 41: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 44: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(45), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(48), GSFC-Build%:50(48)
Level 47: Physical Perfection -- P'Shift-End%:50(A)
Level 49: Assault -- Empty(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A)
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Set Bonuses:
Reactive Armor
(Charged Armor)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Charged Armor)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Charged Armor)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Shadow Punch)
- 4% DamageBuff(All)
- 56.22 HP (3%) HitPoints
- 10% Enhancement(RechargeTime)
- 2.52% Resistance(Toxic,Psionic)
- 2.52% Resistance(Smashing,Lethal)
(Lightning Field)
- 10% (0.78 HP/sec) Regeneration
- 3.13% Resistance(Negative)
(Lightning Field)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Conductive Shield)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Static Shield)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Grounded)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.78 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)
(Boxing)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Siphon Life)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Siphon Life)
- 35.14 HP (1.88%) HitPoints
(Tough)
- MezResist(Immobilized) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Maneuvers)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Soul Drain)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 42.17 HP (2.25%) HitPoints
(Combat Jumping)
- 10% (0.78 HP/sec) Regeneration
- 21.08 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Fly)
- 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying)
(Dark Consumption)
- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Dark Consumption)
- 21.08 HP (1.13%) HitPoints
(Midnight Grasp)
- MezResist(Immobilized) 2.75%
- 28.11 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tactics)
- 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning
- 35.14 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
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I believe Invulnerability may be the way to go. I am willing to throw a LOT of enhancers at this beast, most I believe I already have in my warehouse (base) and would be willing to scrounge the rest.
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thanks for the responses, I'm going Electric. Tesla move over.
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My only gripe about electric armor - Grounded only works while you're on the ground. My guy is electric/electric and Lightning Rod involves being off the ground briefly - long enough for enemies to bounce you around. Just remember to not hit the space bar in combat.
Paragon City Search And Rescue
The Mentor Project
Electric is my favorite armor set, with invul as a close second. Pretty much all can be made damned sturdy though.
Anyone remember that massive thread about the most survivable build possible? I can't remember if it was an Elec or a Willpower build that came out on top
The toughest all around tank combination has to be Elec/Ma/Soul. Hand's down.
You can have almost perma Energize, soft capped Melee/Range/AoE defense AND capped S/L/E resistances.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Ageless Radial Epiphany is a pretty good answer for that, however.
With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server
Always find it funny when someone tosses Elec to the "other" catagory, knowing well that those other tanks buckle under many battles that Elec breezes through .
I definitely would go with Elec for tankest tank (since you tossed out stone). Inv might have a edge here and thier, but elec also has the edge over Inv here and thier, and Unlike Inv elec is immune to sappers/energy drain. And caps the 3 most common damage types in the game.
As for ultimate tanky elec combo.
I have to say... Elec/DM
DM gives you another heal that you fire.. all the time, along with more -tohit debuffs to make your Def work even better (-tohit debuff might not be DDR, but it has similiar potental on those you hit).
As to your epic/patron...
Soul or Energy would be my picks for tankest. each does it a different way.
Soul... Has a toggle debuff, and gives more tohit Debuffs. It also has gloom, a fantastic attack.
Energy... Has Physical Prefection. This will give you more reg, and potentialy more hps (since you can slot more IO sets that have big Hp boosters).
Over all I have to give the win to Soul, considering that Elec has End tools already it can run Soul easyly.
Other sets that are tighter on End, I would say Energy for the extra reg and rec.
Going into Incnarte area... Rebirth or Barrier (many argue ether way).
Interface.... Diamagnatic (sp?) Most people go Reactive, but for pure tanking on a elec tank you can't go wrong with putting up to an additional -20% tohit debuff on everything around you.
The Incarnate with DDR in it has potentail, but Im still on the side line on that one for elec tanks. A little DDR vs the other ones beneift doesn't seem to weight out.
My Tank currently (without the new res changes) Sits at...
S/L Def: 52%
En/Neg Def: 38%
Range Def: 30%
S/l Res: 90%+
Fire/Cold res: 70%
En Res: 90%+++
Neg Res: 56%
Psi res: 70%
Toxic Res: 9%
When I copyed him to beta all those numbers went up 4-10% each. (avg was about 8%).
So your looking at 90s and 80s % res vs everything but Negative and toxic (Neg was 60% and toxic 14%).
Thats better resist then many other sets after they pop thier tier9s !!
Main: Praetor Imperium Elec/SS/Mu
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
I want to create an extremely 'tanky' tank. I been around enough to know this can vary widely based on what enemies are coming at the team. But I want something that performs well very well most of the time and at least adequately all the time.
First) Stone is right out. Sorry to the dedicated rock lovers, I just cannot do it. I could even go with it for concept with a slow moving Bot but that granite skin they force you into is not why I signed up for the costume creator.
I believe Invulnerability may be the way to go. I am willing to throw a LOT of enhancers at this beast, most I believe I already have in my warehouse (base) and would be willing to scrounge the rest. But I am unfamiliar enough with Tanks to think perhaps I am missing something. I drove a Willpower Tank through trials for a few months about a year ago, and was not unhappy. Also, the new Bio Armor could be the way to go, and I know nothing about that yet. My only experience with Electric Armor was an incredibly sturdy Scrapper I trialed with for awhile. Dark has wonderful resist numbers and the best heal in the game. In the end I am lost in the choices.
So, I ask for the wisdom of the Tank boards. For a high end I/O build with an incarnated Tank what armor tends to be the most survivable?