On Shield/Mace Tankers


Finduilas

 

Posted

So, after raising my new Shield/Mace tank to 14, I'm seeing a few things which raise questions for me about how the character will progress.

1) I'm assuming that the enormous rise in enemy s/l resistance as you progress will eventually knock a significant chunk out of this build's overall damage in the later levels. How is the damage for a Shield/Mace tank boosted with Against All Odds if you plan on softcapping and reliably being boosted by having 16 enemies in proximity?

2) How difficult will it be to slot this character for sustainable recovery? A lot of Mace attacks have a big Endurance cost...

3) How reliable is the mitigation for Mace in the later game? Its stuns are all fairly low magnitudes, I'm aware.

4) Exactly how is Jawbreaker not one of everyone's favorite powers in the game? You uppercut someone in the face WITH A HEAVY, BLUNT OBJECT so hard that they go FLYING INTO THE AIR!


Too many alts to list.

 

Posted

I don't actually have a Shield/Mace Tanker at 50 -- Mine's in his high 20s. But I do have a Shield/Axe Tanker at 50, which is fairly analogous, so I'll take a hack at these questions if you promise not to bash me.

Quote:
Originally Posted by Mr_Grumpums View Post
1) I'm assuming that the enormous rise in enemy s/l resistance as you progress will eventually knock a significant chunk out of this build's overall damage in the later levels. How is the damage for a Shield/Mace tank boosted with Against All Odds if you plan on softcapping and reliably being boosted by having 16 enemies in proximity?
Remember that enemies have separate smashing and lethal resistances, not one value for s/l. And common wisdom is that lethal resistance is somewhat worse. I have not really felt too hampered by it with Axe, however (accepting that Tanker damage is what it is, of course). So I assume smashing will be fine -- my other smashing damage tankers (notably Super Strength) have not felt unacceptably weak. I think AAO helps A LOT with the damage; it would probably not feel as strong if I had used another set.

Quote:
Originally Posted by Mr_Grumpums View Post
2) How difficult will it be to slot this character for sustainable recovery? A lot of Mace attacks have a big Endurance cost...
I took Body Mastery for Physical Perfection. Sustained fights do tend to wear down the blue bar. But you should be fine if you employ the usual tricks to maximize endurance. Notably, my characters do not have an Alpha Incarnate power slotted -- there are two (Agility and most particularly Cardiac) that will help if you are still having problems at that point.

Quote:
Originally Posted by Mr_Grumpums View Post
3) How reliable is the mitigation for Mace in the later game? Its stuns are all fairly low magnitudes, I'm aware.
This is where I have no direct experience. Axe has the same type of mitigation from each attack (knockdown) and it works pretty darned well, except on AVs. But you'll get knb in the fantastic Crowd Control power; with good recharge, you should get a ton of mitigation from spamming that every chance you get.

Quote:
Originally Posted by Mr_Grumpums View Post
4) Exactly how is Jawbreaker not one of everyone's favorite powers in the game?
Because you get Crowd Control. Also Clobber.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Forgot to mention: Shield by itself is pretty solid on a mature Tanker. With Combat Jumping, Weave, and the Steadfast +3% global alone, I am brushing the soft-cap at 44-point-something percent defense before level 30. Couple with Shield's other defensive aspects (the small -dmg debuff, the mid-range smashing and lethal resistance, the hit point boost, the DDR) it makes a fairly sturdy tank. You won't really need to depend on your secondary for mitigation.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post
1) I'm assuming that the enormous rise in enemy s/l resistance as you progress will eventually knock a significant chunk out of this build's overall damage in the later levels. How is the damage for a Shield/Mace tank boosted with Against All Odds if you plan on softcapping and reliably being boosted by having 16 enemies in proximity?
I don't personally have experience with this particular combo on a Tanker, but it's worth mentioning that Smashing damage gets something of a bad rap by players mentally grouping it with Lethal damage. NPCs, unlike players, frequently have different amounts of resistance to smashing and lethal damage, and lethal is usually the more heavily resisted. Robots, for example, frequently have high lethal resist, but no smashing resist, or even negative smashing resist. So Smashing damage suffers much less at the high levels. It's more commonly resisted than Fire or Energy, but fares better than Lethal.

Also, although resistance is annoying when you face it, the average* resistance to even the most-resisted types is still (IIRC) under 10%.

*talking about the "average" enemy's resistance is fuzzy business, since some enemies appear more frequently than others, and different player choices will also affect that. So don't read too much meaning into the specific number. But the point is, although some types are resisted more frequently than others, most enemies still have little or no resistance to most damage types.


 

Posted

Quote:
Originally Posted by Mr_Grumpums View Post
So, after raising my new Shield/Mace tank to 14, I'm seeing a few things which raise questions for me about how the character will progress.

1) I'm assuming that the enormous rise in enemy s/l resistance as you progress will eventually knock a significant chunk out of this build's overall damage in the later levels. How is the damage for a Shield/Mace tank boosted with Against All Odds if you plan on softcapping and reliably being boosted by having 16 enemies in proximity?
As others have mentioned, resistance to smashing damage isn't that much of a problem, IME.

Quote:
2) How difficult will it be to slot this character for sustainable recovery? A lot of Mace attacks have a big Endurance cost...
The standard techniques work fine--slot attacks well for end red, and picking the Energy Mastery pool or an alpha that boosts end red/recovery helps too. One of my two Mace level 50 tanks is Dark/Mace, and endurance management for SD should be easy compared to that.

Quote:
3) How reliable is the mitigation for Mace in the later game? Its stuns are all fairly low magnitudes, I'm aware.
At level 14 you don't have Clobber yet--it's a mag 3 100% chance to stun that does awesome damage. Get it and love it. Between Clobber, JB, Shatter and Crowd Control--both of which have a 100% chance of KD, you will not be lacking for mitigation.

Quote:
4) Exactly how is Jawbreaker not one of everyone's favorite powers in the game? You uppercut someone in the face WITH A HEAVY, BLUNT OBJECT so hard that they go FLYING INTO THE AIR!
Heh, and it makes that great crunching sound as well. No argument here, though the Crowd Control animation is a lot of fun too.

Enjoy your Mace tank--I love both of mine!


My Characters

Knight Court--A CoH Story Complete 2/3/2012