View Full Version : Pimp Up my Tanker
Poison
04-14-2005, 03:13 PM
Use this thread to post your incredible tank builds or ask general questions.
Sword
04-14-2005, 03:44 PM
http://img.photobucket.com/albums/v323/Berzerkir/tanky_03.jpg
:P
Esbat
04-20-2005, 04:24 PM
Okay so Dog Fight has Fiery Aura for his Primary and Super Strength for his Secondary.
I've built him so that all this Super Strength/Power Pool attacks are low dmg with just their original slot slotted with a Dmg or Acc SO.
EDIT: This is mostly so I can properly slot all his defenses and Fire attacks, and also to save endurance pre-stamina. Which he did acquire at 20.
I wanna know what are the top 3 Superstrength Attacks? Right now all he has are Jab and Punch from SS and the rest of his non-Fire attacks are Brawl, Flurry, and Kick.
EDIT: I feel I've maxed out his defenses and slotted burn and consume well enough and now I want to be able to do some decent Non-fire damage.
Sword
04-20-2005, 05:25 PM
Top three SS attacks: Haymaker, KO Blow and Footstomp. Adding in Rage is also highly reccomended.
Btw, you should respec out Flurry right frikking now. And I'd also strongly advise you to change Kick (I'm assuming you have this to get Tough and Weave?) to Boxing. Boxing is a very decent attack, while Kick is... not so decent.
Esbat
04-20-2005, 05:45 PM
Top three SS attacks: Haymaker, KO Blow and Footstomp. Adding in Rage is also highly reccomended.
Btw, you should respec out Flurry right frikking now. And I'd also strongly advise you to change Kick (I'm assuming you have this to get Tough and Weave?) to Boxing. Boxing is a very decent attack, while Kick is... not so decent.
Dog Fight is half concept chara / half powerlevel build...
Flurry actually helps me keep mobs that might run out of the Burn patch held still for a few seconds, while kick just looks awesome as my finishing move.
Other than that, I shall take Haymaker, KO, and Footstomp ASAP, seeing as how I have all the defense and concept stuff as I wanted and can now focus on doing as much damage as possible. ;)
So thanks for the info mang :)
Impact
04-20-2005, 05:50 PM
Rage....you definately might want it for those times when you *need* to hurt a lot of things really quickly. Stacking that with KO blow, Footstomp, and Burn could probably do some pretty massive damage. Just be careful of the defense drop afterwards.
ThunderMace
04-20-2005, 05:56 PM
Hey Esbat, I too have a Fire/SS
some comments:
Kick is equal to punch from the SS set.
My attacks are:
Jab - 6 slotted (regret this, should've save the slots for other stuff)
Kick - 2 slotted (I really like this too)
Haymaker - 6 slotted 1 acc 5 dmg SOs
KO blow - 6 slotted 1 end red, 5 dmg.
also, I have stamina and no consume and end is no issue
also get rage and Firey embrace (rage first) and you can hit your dmg cap I think.
everyone says that FE only affects your primary(fire), but this is not true. It gives your secondarys a boost too.
You do all that and you become what Darknesse calls a Heavy Assault Scrapper. (I really dig that term too, and am trying to trademark it before he notices :) )
Gollum_ARG
04-20-2005, 06:32 PM
Thundermace, mind posting that fire/SS build? I just started one. ;)
ThunderMace
04-20-2005, 06:43 PM
no prob. when I get home :)
Esbat
04-20-2005, 06:45 PM
also, I have stamina and no consume and end is no issue
also get rage and Firey embrace (rage first) and you can hit your dmg cap I think.
everyone says that FE only affects your primary(fire), but this is not true. It gives your secondarys a boost too.
You do all that and you become what Darknesse calls a Heavy Assault Scrapper. (I really dig that term too, and am trying to trademark it before he notices :) )
Yeah end was never really an issue I just prefer Consume in the fact that it not only does dmg, is an PBAoE taunt, but ALSO give me endurance in a pinch... I prefer Consume over Taunt thanks to Punchvoke...
And yeah I think I'll take FE and Rage
Sebastian Kain
04-20-2005, 09:55 PM
I have a Tank Build that i'm tryin to run by you guys. I'm not good with the spec or specifcies of the game so you guys will have to bare with me. It's for my character Long Jump (he's level 18 now) and he's a Super Strength/Invu. Science Tank. I'll post everything I have for him when I get home. :)
ThunderMace
04-21-2005, 12:44 PM
OK, Gollum_ARG, here ya go:
1) blazing aura
1) Jab
2) Fire Shield
3) 1slot BA 1 Slot FS
4) Healing flames
5) 2 slots FS
6) Combat Jump
7) 1 slot BA 1 Slot FS
8) Swift
9) 1 slot FS 1 slot Jab (dmg)
10) Haymaker
11) 1 slot fire shield 1 slot healing flames
12) Plasma Shield
13) 1 slot Plasma shield, 1 slot haymaker
14) Superjump
15) 1 slot PS 1 slot haymaker
16) Taunt (for teaming and when they take the taunt out of BA )
17) 1 slot PS 1 slot haymaker
18) Burn (Yesssss.)
19) duh! 2 slots in Burn
20) Health
21) 2 slots in burn
22) Stamina (ahhh)
23) 1 slot stamina 1 slot burn
24) KOblow
25) 1 slot stamina 1 slot PS
26) Acrobatics
27) 1 slots stamina 1 Slot KO blow
28) Rage
29) 1 slot KO blow 1 slot PS
30) Kick ( on your way to tough here)
31) 2 slots KO blow 1 slot PS
32) Tough. (just in time to be a tough SOB)
33) 1 slot stamina 2 slots KO blow
34) 1 slot haymaker, 1 slot KO blow, 1 slot kick
35) up to you, Hurl doesn’t fit with a fire tank (to me) I guess you could get ROTP here but you have to die to use it.
Oh, and SK Sword and I see *pretty* close when it comes to Inv/SS tank builds. Read his Invul guide here on the forums, it's a pretty good guide. :)
Sebastian Kain
04-21-2005, 07:34 PM
Oh, and SK Sword and I see *pretty* close when it comes to Inv/SS tank builds. Read his Invul guide here on the forums, it's a pretty good guide. :)
Thanks Brotha, Ill check it out..i looked over it a little bit here at work. I didn't get a chance to check my stuff last nite ingame...didn't even really log in. But I know I have unyielding... :p
ThunderMace
04-21-2005, 09:10 PM
I posted a quick guide of my own over in one of my SG boards.
You can take a look at it if you like. :)
Supersolars' tank guide (http://web.ics.purdue.edu/~warringt/forums/index.php?showtopic=277)
Gollum_ARG
04-21-2005, 10:44 PM
Cool, Thunder. Thx for posting the build. :)
Sebastian Kain
04-22-2005, 01:02 AM
I just looked at the specs I have for Long Jump and I have chosen 5 of the SS powers and only 3 of the Inv powers. I've also got a power pool of fighting..he's not bad, I just need to play him more and get the team he's on up to speed.
Sword
04-22-2005, 10:30 AM
I just looked at the specs I have for Long Jump and I have chosen 5 of the SS powers and only 3 of the Inv powers. I've also got a power pool of fighting..he's not bad, I just need to play him more and get the team he's on up to speed.
Um... that doesn't sound too good. I mean... why the hell do you have the fighting pool? You can get the same results for less slots and powers using only the powers in your primary powerset. I'd still strongly advise you to post your build.
Sebastian Kain
04-22-2005, 10:34 AM
Um... that doesn't sound too good. I mean... why the hell do you have the fighting pool? You can get the same results for less slots and powers using only the powers in your primary powerset. I'd still strongly advise you to post your build.
It was for an rp purpose at the time....
Sebastian Kain
04-22-2005, 10:48 AM
Let's see here...it's prolly not in the right format...
Invulnerability
Resist Physical Damage - 3 slotted
Temp Invul. - 3 slotted
Unyielding - 2 slotted
Super Strength
Jab - 5 slotted
Punch - 5 slotted
Taunt - 2 slotted
Haymaker - 1 slotted
Hand Clap - 1 slotted
Leaping
Combat Jump - 2 slotted
Super Jump - 2 slotted
Fighting
Boxing - 1 slotted
ThunderMace
04-22-2005, 11:52 AM
Oh.
Oh.
Well,the next power you should take is Invincibility
(this is so you can get to your respec)
after you get a respec, read some guides (like I said, Sword's is good. heck my Invul guide is pretty good too)
You are not that far off from where you should be, but you do need a few things. :)
Sebastian Kain
04-22-2005, 12:24 PM
Thanks guys...I'm still learning the ins and outs of the game. I haven't seriously played this character since the Winter Lords event. I'm tryin to get in gear cause the team he's on is starting to come alive. (bout time) I'll work on getting him to respec level then I'll go from there. Hopefully I can team with some peeps this weekend. (prolly on either today or sunday..since i'll be busy most of saturday.) He's level 18 one blub from 19. :)
Sword
04-22-2005, 01:13 PM
Let's see here...it's prolly not in the right format...
Invulnerability
Resist Physical Damage - 3 slotted
Temp Invul. - 3 slotted
Unyielding - 2 slotted
Super Strength
Jab - 5 slotted
Punch - 5 slotted
Taunt - 2 slotted
Haymaker - 1 slotted
Hand Clap - 1 slotted
Leaping
Combat Jump - 2 slotted
Super Jump - 2 slotted
Fighting
Boxing - 1 slotted
Well, you could certainly do with some slot shifting.
Unyielding is the core of the set. With just Unyielding and nothing else, you're a pretty decent tank. But it should be take at lvl8 and 6-slotted ASAP.
Also, Invincibility, is your " becoming a true tanker" power. Same as Burn is for fire tankers. Get that as soon as possible.
At the moment you're a bit over slotted on smashing/lethal (if you get Unyieldign slotted up). You don't need any extra slots in RPD or TI.
The slots in leaping can be taken right out.
Same with the extra slot in Taunt.
Also, KO Blow is the "must have" power from Super Strength. 6-slotted KO Blow is EXTREMELY powerfull. You can pretty much 1-shot many enemies with it.
Personally, I don't use Punch, but it's not a bad power to have.
Boxing is ok, but if you need an extra attack from power pools, Air Superiority is much better. The extreme knockdown and -Fly effect is great for controlling pesky mobs that try to keep their distance.
suburbanhell
04-26-2005, 11:48 AM
^Listen to this man, he knows what he speaks of, Major 0bvious is waaaaaay better than he used to be after taking advice from Sword.
Amoeba Man
04-29-2005, 06:31 PM
I just started an Earth/SS Tank and was wondering if anyone has recommendations about power selection and/or slotting. Right now he's lvl 4 with Jab, Punch, Rock Armor, and Stone Skin.
Thanks.
:amoebaman
Sword
04-30-2005, 12:08 PM
Let's see, I'm not all that familiar with Stone armour, but from browsing around the tanker guides I got this:
6-slot Rock Armour with DefBuf.
Stone Skin is generally not considerd a great power later on. It's fine in the lower levels, btu you might want to respec it out when you get higher up. From what I understand, Granite Armour caps your resistance, which makes Stone Skins resistance pointless. But you don't get Granite until lvl32.
Earth's Embrace is the Stone version of Dull Pain. Can be made perma by 4Recharge + perma-Hasten or with 6Recharge. Dunno about Stone armour, but for Inv, Dull Pain is very good to have, but not neccessary at low levels.
Mud Pots is your aggro managment tool. Should be taken early and 6-slotted with Damage.
Rooted is your status protection power, so you'll obviously need that early. 6-slotted with Heals it's supposed to have a pretty good regen. Combine it with perma-Earths Embrace and I'm pretty sure it'll rock.
Brimstone Armour is a bit "meh", simply because there isn't that much elemental damage thrown around. Something to take late in the build, if you take it. If you take it, it caps Res at 4SOs.
Crystal is much the same.
Mineral is cool simply becasue it makes you one of the few heroes to have any protection against PSi.
Granite Armour roxxorz the boxxorz. 4DamRes 2DefBuf seems to be recomended.
Take Swift from the Fitness pool to make up for the -speed in your armour.
For Super Strength:
Don't slot Jab. One of the worst attacks.
Punch is allright and good to have atlow levels to have another attack, btu you might consider respeccing it out later.
Heymaker is goodness.
Hand Clap is fun but sorta useless. Don't take it unless you realy feel like having it for conept or you don't have anything important to take.
KO Blow is the carrot. This is you mega-deluxe damage power. It's available at lvl20, but don't take it then. Take Stamina first. I did it the other way and suffered through 2 levels of complete pain until I could get Stamina at lvl22.
Rage is nice.
Hurl makes you hurl. Same as Hand Clap, fun to have for concept reasons, but not a good power.
Footstomp is a must-have. Looks great and you'll be so glad to have an AoE at last :D
ThunderMace
05-02-2005, 12:40 PM
I did the opposite with regards to KO blow. I took it first cause it helped me get to 22 for stamina.
I have a friend from my other SG that had a stone tank *That soloed the Hess TF* (no kidding, only needed help on the activate 2 computers)
I'll see if I can get their build for you.
suburbanhell
05-02-2005, 12:56 PM
Major is now at Level 30 and loving it. KO blow is now 5-slotted and Can Decimate a +1 Minion with one punch, +1 Boss with a Heymaker-KO Blow-Heymaker-Jab combo, and a Heymaker-Jab combo for +1 Lts....I think the freakshow is feeling a bit of pain after this weekend. :chuckle:
Amoeba Man
05-02-2005, 03:02 PM
Let's see, I'm not all that familiar with Stone armour, but from browsing around the tanker guides I got this:I did the opposite with regards to KO blow. I took it first cause it helped me get to 22 for stamina.
I have a friend from my other SG that had a stone tank *That soloed the Hess TF* (no kidding, only needed help on the activate 2 computers)
I'll see if I can get their build for you.
Thanks for all the help guys. My character is lvl 8 right now and the biggest questions I have are what to take next. If I want to get Stamina at 20 and have a travel power by 14 then I'm looking to select 5 pool powers between now and 20. That only leaves 1 power selection from my primary/secondary between now and 22. The powers I have right now are:
Stone Armor
Rock Armor
Stone Skin
Mud Pots
SS
Jab
Punch
Taunt
At this point I think Stone Skin was a mistake, but I don't think it was crippling. Like I said, only one more choice from primary and secondary till 22. Did I screw up here with any other selections? :think:
ThunderMace
05-02-2005, 03:38 PM
Here is their build and comments:
Ive built him slightly differently than my original plan, so heres a new build for him to represent that, Also not all the slots are the same, EE is slotted primarily for heal right now.
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Stone Armor
Secondary Powers - Support : Stone Melee
01 : Stone Fist acc(01) dam(42) dam(42) dam(43) dam(43) dam(43)
01 : Rock Armor defbuf(01) defbuf(3) defbuf(3) defbuf(5) defbuf(5) defbuf(7)
02 : Earth's Embrace recred(02) recred(46) recred(48) recred(48) recred(48) recred(50)
04 : Taunt recred(04) tntdur(9)
06 : Mud Pots endred(06) endred(7) endred(9)
08 : Rooted hel(08) hel(15) hel(19) hel(19) hel(21) hel(21)
10 : Hasten recred(10) recred(11) recred(11) recred(13) recred(13) recred(15)
12 : Brimstone Armor damres(12)
14 : Super Speed runspd(14)
16 : Swift runspd(16) runspd(17) runspd(17)
18 : Crystal Armor defbuf(18) defbuf(27) defbuf(29) defbuf(29) defbuf(31) defbuf(31)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(23) endrec(23) endrec(25) endrec(25) endrec(27)
24 : Heavy Mallet acc(24) recred(50) dam(50)
26 : Mineral Armor defbuf(26) defbuf(31) defbuf(34) defbuf(36) defbuf(36) defbuf(36)
28 : Fault acc(28)
30 : Hurl Boulder acc(30)
32 : Granite Armor damres(32) damres(33) damres(33) damres(33) defbuf(34) defbuf(34)
35 : Tremor acc(35) recred(37) dam(37) dam(37) dam(39) dam(39)
38 : Seismic Smash acc(38) recred(39) dam(40) dam(40) dam(40) dam(42)
41 : Stone Cages acc(41)
44 : Fossilize acc(44) acc(45) hlddur(45) hlddur(45) recred(46) recred(46)
47 : Stalagmites acc(47)
49 : Build Up recred(49)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Doing this from memory so the slotting so far may be slightly off, but it should be mostly right.
This build really focuses on surviving and pulling/keeping aggro, it is NOT a heavy damage build, and even once I get the slots to power up the attacks I'll be using granite armor a lot then which lowers offense again. Just make sure they know this is a defense build. It solos safely, but a bit on the slow side.
Sword
05-02-2005, 05:54 PM
Well, if you want one more armour, get Rooted. It's going to suck to be a tank without Mez protection. You can get by on just Jab/Punch/Brawl until you get KO Blow. Allthough I'd advise you to mostly team. Soloing early with SS is painfull.
ThunderMace
05-12-2005, 02:32 PM
I want to share this :
Let me preface this by saying I had 3 respecs banked with SuperAmerican (Inv/SS), so I thought I would try something a little different for a build. One, because the bad guys seem to be able to drop toggles better after I 4 and two, for the arena.
I slotted everything pretty much like I did before, (RPD, TI, UY, Res El, Res En, Invinc, US) except for couple of things:
Instead of plopping slots into my (mostly worthless) first attack, Jab and slotting up hurl right away, I 6 slotted dull Pain (making it perma) and stuck 6 slots into health.
I decided I would be a regen tank!
I really thought that wouldn’t be able to tell much difference.
I was wrong.
I am now a convert.
I never took a whole lot of damage before, but now even if I do it is healed up before they hit me again. Plus I had 800 and some extra HPs.
Case in point, a month or so ago I was in a mission with some +3, +4 Nemesis. I aggroed the whole map (50-60 of them maybe?) and they whittled me down and I died.
Same mission last night, same +3 and +4s and my bar never went below 3/4ths (closer to 4/5ths really.)
I am totally loving this build, and enjoy my health bar not moving when I fight.
Thought I would share. :)
coldcut
05-12-2005, 02:51 PM
Well, I knew they upped the health rate this last issue, but I didn't think it would be that drastic.
Sword
05-12-2005, 09:48 PM
Oooh, that sounds nifty! I've wanted to try a "regen-tanker" for a while, but I just cringe when thiking of removing slots from anything else.
But, as the nerf callers say, regen is the best defense. It doesn't care what kind of damage you take, you heal it back at the same speed no matter what.
So, for handeling Psi and Toxic damage, perma-DP and Health should be very viable.
Greblaja
05-13-2005, 05:39 AM
Interesting data point regarding the "regen tanker". I had been toying with the idea of doing something like that with BH as he makes his way to 50 (42 atm). I am a bit more inclined to actually try it now.
Blackbat
08-31-2005, 07:27 PM
Alright, my new pet project was just plain awesome before Issue 5, I haven't really tested him out yet today with Issue 5 going live, but I did get a chance to run a few missions this morning and noticed a pretty drastic drop in survivability, but it's hard to say. I'll have to do more testing to see, but what I wanted to know from all the Tank gurus is how I should use the respec that goes up tomorrow.
From talking to other Invuln tanks, I probably over slotted TI as far as pre-Issue 5 goes, so I know I need some tweaking. Anyway, any advice on hitting all resist caps and getting the most from my Invuln set would be appreciated. Here is his current build...
Exported from version 1.5A of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Fiery Melee
01 : Scorch dam(01) dam(9) dam(9)
01 : Temp Invulnerability damres(01) damres(3) damres(5) damres(7) damres(11) endred(15)
02 : Fire Sword dam(02) dam(3) dam(7) dam(11)
04 : Resist Physical Damage damres(04) damres(5)
06 : Dull Pain recred(06)
08 : Unyielding damres(08) damres(13) damres(13) damres(15) damres(17) endred(19)
10 : Air Superiority dam(10)
12 : Taunt tntdur(12)
14 : Fly endred(14)
16 : Breath of Fire dam(16) dam(17) dam(21) dam(23)
18 : Invincibility defbuf(18) defbuf(19) defbuf(21) endred(23)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Stamina endrec(24) endrec(25) endrec(25)
26 : Resist Energies damres(26)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Dynamo-Man
01-05-2006, 09:32 PM
Ok, Dynamo-Man is 24th level, and has a free Respec. Right now what is the best build for a SS/Inv tank at that level?
Sword
01-06-2006, 06:48 AM
If you want a SS/Inv, reroll as a Brute :P
My Inv knowldege is a bit rusty atm, I'll see what I can throw together.
Dynamo-Man
01-06-2006, 08:09 PM
Funny you should mention that. I just got CoV, and one of my first villains was Dark Dynamo, my evil "twin." I used SS and Energy Field (I think that's what it's called), and it works really well so far. He's only 7th level right now, so we'll see.
As far as Inv in CoH, I did the respec, and only took the resistence powers and Dull Pain. I have all of the Resists 5-slotted (so far) with Dam Res, and it works pretty good. Combining that with Health and Stamina, he does pretty good. I can attack a lot, without draining my End TOO much. Although if I get in over my head, END does get low, but I can just "tactically retreat" for a about 20 seconds and it's back up to an operable range.
Woohoo! I'm back to Tankin!
Dynamo-Man
01-08-2006, 05:52 PM
Just in case anyone actually cares...
I did find the one major weakness to that build. With it, you are highly susceptable to knockback and stun. But with the "regen" rate, it's more of a nuisance then a threat. Albeit a major nuisance. :mad:
Graphite
01-09-2006, 03:54 AM
The heart of the Set is Unyielding, Invince and Dull Pain. If you just have those six slotted with nothing else you'll be perfectly fine.
If any time you want me to run the numbers, just let me know.
ThunderMace
01-09-2006, 04:12 AM
Don't forget TI!
Dynamo-Man
01-09-2006, 06:31 AM
I didn't take it, and really don't miss it. I just got Invincibility, though. so, that should be cool.
Dynamo-Man
01-09-2006, 06:35 AM
The heart of the Set is Unyielding, Invince and Dull Pain. If you just have those six slotted with nothing else you'll be perfectly fine.
If any time you want me to run the numbers, just let me know.
The idea was to see if I could get away from those high End-eating, flashy powers, and still work well as a tanker. Like I said, with the resistences all 5-6 slotted, and having Health and Stamina, it works quite well, with the exception of that one weakness. But it's cool, because it adds a challenge.
Now with Invincibility (flashy, but effective) I should be able to handle large groups on a team quite easily.
It's probably not the best, most advantageous build, but I like it, and I'm having fun with it. :)
ThunderMace
01-09-2006, 01:33 PM
Oy. and you're doing Ok without TI? it doesn't use that much end. not like attacks do.
Dynamo-Man
01-09-2006, 04:34 PM
Yeah, I'm doing ok. The main reason I tried it without those powers is because my computer isn't exactly high-end. So, all of those special effects cause it to be choppy sometimes.
Btw, does TI provide resistence to knockback and stun?
Graphite
01-09-2006, 07:03 PM
No. Only Unyielding provides Mez Protection of any kind. Unstoppable might, but I honestly don't know.
I love Rock Armor. All I need for toggles 90% of time is Rooted. Now if only I could get rid of the poo.....
Sword
01-11-2006, 08:39 AM
Unyieldign and Unstoppable both give complete mez-protection. So, if you're not takign Unyiedling, I'd advise taking Unstoppable as a panic button.
Dynamo-Man
01-11-2006, 07:35 PM
Noted. Thanks. :)
Impact
04-18-2006, 04:27 AM
Alrighty :D Here's what I've got so far....go to work on him guys :)
Name: Midgardian
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Battle Axe
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(5) DmgRes(7) EndRdx(13)
01) --> Gash==> Acc(1) EndRdx(3) Dmg(11) Dmg(23) Dmg(42)
02) --> Chop==> Acc(2) EndRdx(3) Dmg(9) Dmg(23) Dmg(42)
04) --> Dull Pain==> Rechg(4) Rechg(5) Rechg(7) Heal(9) Heal(15) Heal(34)
06) --> Air Superiority==> Acc(6)
08) --> Unyielding==> DmgRes(8) DmgRes(11) DmgRes(13) EndRdx(15) EndRdx(48)
10) --> Swift==> Run(10)
12) --> Resist Physical Damage==> DmgRes(12) DmgRes(17) DmgRes(40)
14) --> Fly==> Fly(14)
16) --> Health==> Heal(16) Heal(17) Heal(39)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(25) TH_Buf(27) TH_Buf(29)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Swoop==> Acc(22) EndRdx(27) Dmg(31) Dmg(34) Dmg(37)
24) --> Beheader==> Acc(24) EndRdx(25) Dmg(31) Dmg(31) Dmg(37)
26) --> Tough Hide==> DefBuf(26) DefBuf(29) DefBuf(39)
28) --> Whirling Axe==> Acc(28) Acc(34) Acc(45)
30) --> Resist Energies==> DmgRes(30) DmgRes(43) DmgRes(43)
32) --> Unstoppable==> Rechg(32) Rechg(33) DmgRes(33) DmgRes(33) Rechg(36) DmgRes(36)
35) --> Cleave==> Acc(35) Acc(36) Dmg(37) Dmg(39) Dmg(40)
38) --> Pendulum==> Acc(38) Acc(40) Dmg(42) Dmg(43) Dmg(46)
41) --> Build Up==> Rechg(41) Rechg(45) Rechg(46)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(46)
47) --> Focused Accuracy==> Rechg(47) Rechg(48) Rechg(48)
49) --> Energy Torrent==> Acc(49) Acc(50) KB_Dist(50) Acc(50)
ThunderMace
04-19-2006, 03:33 AM
This is how *I* would slot him YMMV, however
Name: Midgardian
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Battle Axe
---------------------------------------------
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(5) DmgRes(7) EndRdx(13)
01) --> Gash==> Acc(1) Dmg(3) Dmg(11) Dmg(23) Recharge(42)
02) --> Dull Pain==> Rechg(4) Rechg(5) Rechg(7) Heal(9) Heal(15) Heal(34)
04) --> Beheader==> Acc(24) EndRdx(25) Dmg(31) Dmg(31) Dmg(37)
06) --> Chop==> Acc(2) Dmg or Recharge(3) Dmg(9) Dmg(23) Dmg(42)
08) --> Unyielding==> DmgRes(8) DmgRes(11) DmgRes(13) EndRdx(15) (1 end reduct is fine here)
10) --> Swift==> Run(10)
12) --> Air Superiority==> Acc(6)
14) --> Fly==> Fly(14)
16) --> Health==> Heal(16) Heal(17) Heal(39)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(25) TH_Buf(27) end red(29)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Swoop==> Acc(22) EndRdx(27) Dmg(31) Dmg(34) Dmg(37)
24) --> Resist Physical Damage==> DmgRes(12) DmgRes(17) DmgRes(40)
26) --> Tough Hide==> DefBuf(26) DefBuf(29) DefBuf(39)
28) --> Whirling Axe==> Acc(28) Acc(34) Acc(45)
30) --> Resist Energies==> DmgRes(30) DmgRes(43) DmgRes(43)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(36) (It's an "Oh Sh*t!" power, if youwant extra resistance leave your other toggles on)
35) --> Cleave==> Acc(35) Acc(36) Dmg(37) Dmg(39) Dmg(40)
38) --> Pendulum==> Acc(38) Acc(40) Dmg(42) Dmg(43) Dmg(46)
41) --> Build Up==> Rechg(41) Rechg(45) Rechg(46)
44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(46)
47) --> Focused Accuracy==> EndRdx, EndRdx (This is a toggle, right? put an end red in it or 2)
49) --> Energy Torrent==> Acc(49) Dmg(50) KB_Dist(50) Dmg(50) (you have focused acc, why 2 in this?)
Impact
04-19-2006, 04:16 AM
- I slotted Unstoppable for res just to get the extra oomph! out of the power :) As in when I do use it I want to be, for all intents and purposes /unstoppable/ at least more often than not, but again, it's my first real go at Invuln :)
- FA is a click I believe, so I had it 3 slotted with recharge
EDIT: I stand corrected, it's a toggle. I still might go with two end, 1 buff....overkill is never a bad thing, right? ;)
- Energy Torrent was slotted up for acc/kb mostly as an rp device ;) but good call with the FA
Thanks for the pointers once again TM :)
For anyone else wanting to take a shot at it, I'm going for something high damage-ish but still very tough...not necessarily a main tank (notice the absence of taunt ;) ), but still a front liner.
Greblaja
04-25-2006, 02:52 PM
Looks like a solid power choice progression, Frosty. I'm not sure I'd do it differently, myself, well, except for fitting in Taunt, of course: I always like to take Taunt, even on more Scrankerish builds. :) (Actually, I thought you typically tanked without Taunt, anyway.) With TM's tweaks, I think you're good to go.
Impact
04-26-2006, 12:32 PM
I do tank minus taunt ;) Frost doesn't have it and Midgardian more than likely won't either. Just not my thing :)
govtmorgue
05-23-2006, 09:23 AM
Hows it going all. Tonight (or later when I get home and download the hero planner) I am going to post a build for a Inv/Ice tanker.
My question to ya'll (since I see many Inv tanks here) is there any particular powers I should take? Just so you know, this tank will be straight up for gathering and keeping as much aggro as pheasably possible. this means most likely I will be taking the Presence power pool, and also the tough and weave. I know noone will agree with the presence pool, but this tank will be a sole teamer. I care nothing about the damage I deal (I have a pocket Scrapper for that), but I was wondering about the Tough and Weave. Would I cap out resistance or defense by taking those. I am not good at figuring out those because I never passed 1st grade math :P All seriousness though, I am trying to build a non-soloing defensive tanker...if I take damage it's because I will have to. I am actually at level 9 right now with him (but so far all I have taken is the Invuln powers I believe), and I will post what I have so far in a few hours.
Thanks in advance for helping me pimp my tank. (I only have experience with a Fire/Ice tank right now)
Ahh here we go: I downloaded the planner. Let me know what you think please.
Exported from version v1.5C of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Ice Melee
Level 01 : Frozen Fists
Taunt Duration ( 01 )
Level 01 : Resist Physical Damage
Damage Resistance ( 01 )
Damage Resistance ( 3 )
Damage Resistance ( 3 )
Damage Resistance ( 36 )
Level 02 : Temp Invulnerability
Damage Resistance ( 02 )
Damage Resistance ( 5 )
Damage Resistance ( 5 )
Damage Resistance ( 36 )
Level 04 : Dull Pain
Healing ( 04 )
Healing ( 7 )
Healing ( 7 )
Recharge Reduction ( 11 )
Recharge Reduction ( 11 )
Recharge Reduction ( 13 )
Level 06 : Resist Elements
Damage Resistance ( 06 )
Damage Resistance ( 9 )
Damage Resistance ( 9 )
Damage Resistance ( 36 )
Level 08 : Provoke
Accuracy ( 08 )
Taunt Duration ( 21 )
Taunt Duration ( 34 )
Accuracy ( 40 )
Level 10 : Taunt
Taunt Duration ( 10 )
Taunt Duration ( 13 )
Taunt Duration ( 15 )
Recharge Reduction ( 43 )
Level 12 : Air Superiority
Accuracy ( 12 )
Level 14 : Fly
Flight Speed ( 14 )
Endurance Reduction ( 15 )
Flight Speed ( 37 )
Flight Speed ( 45 )
Level 16 : Resist Energies
Damage Resistance ( 16 )
Damage Resistance ( 17 )
Damage Resistance ( 17 )
Damage Resistance ( 37 )
Level 18 : Invincibility
Defense Buff ( 18 )
Defense Buff ( 19 )
Defense Buff ( 19 )
Defense Buff ( 23 )
Endurance Reduction ( 29 )
Taunt Duration ( 34 )
Level 20 : Ice Patch
Recharge Reduction ( 20 )
Recharge Reduction ( 21 )
Recharge Reduction ( 27 )
Level 22 : Unyielding
Damage Resistance ( 22 )
Damage Resistance ( 23 )
Damage Resistance ( 25 )
Endurance Reduction ( 25 )
Endurance Reduction ( 37 )
Endurance Reduction ( 45 )
Level 24 : Swift
Run Speed ( 24 )
Level 26 : Tough Hide
Defense Buff ( 26 )
Defense Buff ( 27 )
Defense Buff ( 29 )
Level 28 : Health
Healing ( 28 )
Healing ( 31 )
Healing ( 34 )
Level 30 : Stamina
Endurance Recovery ( 30 )
Endurance Recovery ( 31 )
Endurance Recovery ( 31 )
Level 32 : Unstoppable
Damage Resistance ( 32 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Damage Resistance ( 33 )
Endurance Recovery ( 45 )
Endurance Recovery ( 46 )
Level 35 : Kick (Fight)
Accuracy ( 35 )
Level 38 : Tough
Damage Resistance ( 38 )
Damage Resistance ( 39 )
Damage Resistance ( 39 )
Damage Resistance ( 39 )
Endurance Reduction ( 40 )
Endurance Reduction ( 40 )
Level 41 : Weave
Defense Buff ( 41 )
Defense Buff ( 42 )
Endurance Reduction ( 42 )
Endurance Reduction ( 42 )
Defense Buff ( 43 )
Defense Buff ( 43 )
Level 44 : Intimidate
Accuracy ( 44 )
Accuracy ( 46 )
To Hit DeBuff ( 46 )
Level 47 : Invoke Panic
Accuracy ( 47 )
Accuracy ( 48 )
Fear Duration ( 48 )
Recharge Reduction ( 48 )
Level 49 : Conserve Power
Endurance Reduction ( 49 )
Endurance Reduction ( 50 )
Recharge Reduction ( 50 )
Recharge Reduction ( 50 )
-------------------------------------------
Level 01 : Brawl
Accuracy ( 01 )
Level 01 : Sprint
Jump ( 01 )
Level 02 : Rest
Recharge Reduction ( 02 )
ThunderMace
05-23-2006, 11:21 PM
You would get just as much Defense with combat jumping as you would with weave. You could take both, I suppose. That said, it looks like a solid, albeit slow to lvl build. Have fun!
Greblaja
05-26-2006, 05:18 PM
I would take Unyielding at 8. Unyielding is your protection from stuns/mezzes/sleeps/etc, and if you're a pure meat-shield from day one, you'll want that as soon as possible.
Conventional wisdom says only populate 3 of one type of enhancement on a power: you tend towards having 4. That said, it's been a long time since I've looked at how much (how little?) that forth enhancement really gives - I just know it's significantly less than the boost, per enhancement, from the first 3. As you are light on attack powers, of course, it may be you have no better place to put them anyway. I'm just making sure you're making an informed decision by going with 4 of a kind there.
Overall, I think the build does what you want it to do. I'd just take Unyielding sooner.
govtmorgue
05-31-2006, 05:57 PM
Thanks Greb. You are right about not having enough attack powers. That is the reason I 4 slotted heh. So taking Unyielding at 8 is the better plan. Alright, I will pick that up at 10 instead of way down the line like I was. Thanks for that handy info, the reason I wasn't taking it was because of the -Def. I see the Pros out wiegh the Cons though.
kilcam16
08-01-2006, 12:25 PM
is anyone still on here? i have questions
ThunderMace
08-01-2006, 04:44 PM
Ask away!
kilcam16
08-01-2006, 10:31 PM
my lvl 15 Inv/SS tank is a bitch, lol...i run out of end too fast, i cant take damage...im running TI and UY with DO's, 3 DamREs, and 2 EndRed in both ...did i do that wrong? :shinner:
ThunderMace
08-02-2006, 12:36 AM
Nope.
However, until you get invincibility[18] and stamina[20], unfortunately it will be rough going.
I would recommend that in the pre 18 days, unless you have a mezzing mob or one that knocks down alot, turn off UY. The defense debuff can get a young tank killed. after invince, you will notice it *alot* less. You really don't get rid of it until tough hide at..24? 26? which gives you the exact same defense as UY takes away.
Greblaja
08-02-2006, 05:24 AM
ThunderMace is right on with Unyielding use. You should also think hard about adding an end reducer in every attack. Blue Hammer, at 50, has 1 end ruducer in all his toggles, 2 in Unyielding, and one end reducer in just about every one of his attacks, for what that's worth.
Stamina drain is indeed an issue with tanks: you did nothing wrong :)
PS: Tough Hide is at 26
Green Tower
08-02-2006, 08:01 AM
I can only echo what's already been said. Until you get Stamina 3-slotted with SOs,endurance will be an issue. I have one End Redux in Unyielding and 2 in TI, you did nothing wrong. Throwing an End Redux in your attacks when you have a slot to spare is a good idea as well.
Impact
08-02-2006, 04:27 PM
Listen to Thundermace :D The guy knows his tanks in, out, and upside down :D
Course I'm not biased or anythin ;)
kilcam16
08-02-2006, 07:31 PM
sweet, thanks guys
fiat lux
08-03-2006, 05:27 PM
Anybody have some suggestions for my baby stone / fire tank?
She's lvl 8 now and I'm liking it so far, but that long, LONG road to the 3rd attack at lvl 22 is not going to be fun....
plus I'd like to get Mineral Armor in sooner & not sure how.....
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Thera
Archetype: Tanker
Primary: Stone Armor
Secondary: Fiery Melee
---------------------------------------------
01) --> Stone Skin==> DmgRes(1) DmgRes(5) DmgRes(5)
01) --> Scorch==> Acc(1) EndRdx(7)
02) --> Earth's Embrace==> Heal(2) Heal(3) Heal(3) Rechg(11) Rechg(17)
04) --> Fire Sword==> Acc(4) EndRdx(7) Dmg(17) Dmg(23) Rechg(40)
06) --> Rock Armor==> DefBuf(6) DefBuf(9) DefBuf(9) EndRdx(11)
08) --> Swift==> Run(8) Run(29) Run(29)
10) --> Teleport Foe==> Acc(10)
12) --> Rooted==> EndRdx(12) Heal(13) Heal(13) Heal(15)
14) --> Teleport==> EndRdx(14) EndRdx(15)
16) --> Health==> Heal(16) Heal(37) Heal(37)
18) --> Crystal Armor==> EndRdx(18) DefBuf(19) DefBuf(19) DefBuf(23)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Breath of Fire==> Acc(22) Dmg(25) Dmg(25) Dmg(40) Rechg(40) Rechg(50)
24) --> Taunt==> Rechg(24) Taunt(36)
26) --> Mud Pots==> EndRdx(26) EndRdx(27) EndRdx(27)
28) --> Fire Sword Circle==> Acc(28) Dmg(31) Dmg(31) Dmg(31) Rechg(43) Rechg(46)
30) --> Build Up==> Rechg(30) Rechg(33) Rechg(43)
32) --> Granite Armor==> DefBuf(32) DefBuf(33) DefBuf(33) DmgRes(34) DmgRes(34) DmgRes(34)
35) --> Incinerate==> Acc(35) Dmg(36) Dmg(36) Dmg(37) Rechg(42) Rechg(46)
38) --> Greater Fire Sword==> Acc(38) Dmg(39) Dmg(39) Dmg(39) Rechg(43) Rechg(46)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Focused Accuracy==> EndRdx(44) EndRdx(45) EndRdx(45) TH_Buf(45)
47) --> Mineral Armor==> EndRdx(47) DefBuf(48) DefBuf(48) DefBuf(48)
49) --> Laser Beam Eyes==> Acc(49) Dmg(50) Dmg(50)
Titomancer
08-25-2006, 12:44 PM
I just got a wild hair up my ass yesterday on the commute home and decided to make a Tanker. I've never really played a Tank before, so I really dont know what I'm doing. I built it Invulnerability/Energy Melee. If anyone can drop suggestions as to travel powers or pools, I'd be appreciative. I'm toying with the idea of No travel power, but I dont know how that would work.
Sword
08-25-2006, 02:06 PM
I personally wouldn't go for no travel power. Too much of a hassle.
My completely standard startup build for Invuln tankers go like this:
Lvl1 Temp Invuln
Lvl1 Secondary power
Lvl2 Dull Pain
lvl4 Secondary power
Lvl6 Travel Pool start
Lvl8 Unyielding
Lvl10 Swift/Hurdle
Lvl12 Secondary Power
Lvl14 Travel Power
lvl16 Health
Lvl18 Invincibility
Lvl20 Stamina
Don't have access to a builder program atm, so just pulling this from memory, but it should work out correctly.
Darknesse
08-30-2006, 01:20 PM
I would go with flight for a travel power, personally. I really like flight with invuln for some reason, and with EM, Air sup gives you a second effect to drop on your enemies for more soft control.
Titomancer
08-30-2006, 01:23 PM
Tank got wiped to make room for the 50 in a day Toon, but he'll be back and built proper when we finish that. Thanks for the help :) I was thinking Flight too, cause Air Sup is a must, as I dont want to have to chase fliers all over the damn place.
Gold Rush
06-01-2008, 08:58 AM
Well, it's only been close to two years. Maybe someone will answer a question or more in this thread... :p
So, first question, I remember Fire Armor Tanks being gods in the early days. Are they still viable or did they get nerfed pretty badly?
I take it from many responses, that the list of Favorite Primaries presently are roughly : 1) Willpower, 2) Invulneability and 3) Stone Armor...is this still the case? Are the other three very bad or good, but not as great as the three I mentioned?
Still mulling my choices, but I am considering a Fire/Energy Tank, is this a good choice? If I wanted to keep Energy, would Fire be a good compliment or some other set? I may consider Super Strength or even Dark Melee (which, from what I understand, DM may be worse than Energy). So, what are my choices given these parameters?
ThunderMace
06-01-2008, 05:05 PM
Fire/Energy is certainly viable, just remember to play him as a heavy scrapper.
I'm one of the last people here that love Fire armor. To me they are by far the most fun to play and are very survivable if you slot healing flames fast.
Gold Rush
06-01-2008, 07:16 PM
Thanks. :) I do have more experience with Scrappers, so playing him as such should not be too hard. :)
Fantasmo
06-08-2008, 04:51 PM
I just created a new Mace/Willpower Tanker and sense I have never played a Tanker past level 15, I'm looking for some advice on a build.
To give you a little background on this guy.
He is an angel given eternal life by the Norse Gods. He worshipped the Norse Gods while living in the 20th and 21st centuries. After he died, the Norse Gods granted him everlasting life as an Asgardian Angel. They placed him back down on Midgard to protect it's occupants. Besides being an immortal, he is gifted with wings that grant him flight, superstrength and an Asgardian hammer.
His name is Lotak.
http://img68.imageshack.us/img68/9321/lotakba3.jpg
Grae Knight
06-13-2008, 06:47 PM
I don't know a whole lot about Mace but with Will Power you have everything you need by level 12. All the powers past that are gravy.
High Pain Threshold, Fast Healing, Indominable Will, Rise to the Challenge and Quick Recovery should be your first picks in the set. After that I would go for Mind over Body and Heightened Senses. Only power in the whole set that can be bypassed is Resurgence.
Fantasmo
06-13-2008, 10:05 PM
Thank you, that helps a lot. I'll play with Mace and find out more about that, but I really had no clue about Will Power.
With Quick Recovery do I need to worry about taking Stamina?
Sir Serpa
06-13-2008, 10:09 PM
Pass up Resurgence? Are you crazy? Got a tough AV coming up? Run in, Die...Pop Resurgence, then strength of will and go to town. XD
Grae Knight
06-13-2008, 10:14 PM
Pass up Resurgence? Are you crazy? Got a tough AV coming up? Run in, Die...Pop Resurgence, then strength of will and go to town. XD
You can do all that without Resurgence.
Sir Serpa
06-13-2008, 10:21 PM
Dieing, popping strength of will and going to town? Yeah, but not in that order and not NEARLY as much fun.
vBulletin® v3.7.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.