Adding Radiation Armor to Above average tier. Just something to consider. I certainly put this above Willpower and SR (see below) any day, and I really think if it just had more beyond damage mitigation it would be at the very top. A Brute will always out damage a Tanker. You have 45% smash/lethal defense, 40% energy/negative defense and 20% ranged defense which is roughly what this guide will aim for. I am quite impressed with Rad and Bio as tanker armors. Indefatiguable- Invulnerability, Radiation armor, Dark Armor Suggested tanker builds that also do well solo? : r/Cityofheroes - Reddit Third, and distantly last, is soloing/damage maximization. Also, realize that the amount of unalloyed, pure "Psi-typed ONLY" damage is vanishingly small. Big Defense numbers come with the territory. But it still doesn't stack up the way Invuln does in the end. Secondly There is continuing utility, meaning stuff that helps you stay in a fight as long as possible like endurance management as well as how 'convenient' the set is to use Sets that require constant management, complicated keybinds, and lots of 'click this not to die' lose some team utility due to attention split away from damage menagement. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. The Tanker's power sets are: Overview. Toggling on Focused Accuracy only brings consumption to 1.51 end/sec. Capping Defenses is trivial using SR. Slot SOs in your defensive powers and youare pretty close. All tankers benefit from the powerful, fast charging self heal that is also an attack. Tags - ex. Using your info and applying it to my own tank Myte who is on his way, I came up with this build which is not real expensive, provides softcap to S/L just shy for F/C and cap for En/Neng. 5. No substantive disagreement here. |MxDz;1481;696;1392;HEX;| This really does sound like a build problem fir sure. Invulnerability Tankers Soft Cap defense. 8 netphenix Stalker 2 yr. ago Yes and no. Obviously personal survival is slightly more emphasized, since a dead tanker cannot protect anyone, but team damage management is only slightly less important. And I'm well aware of how tough Resist-centric Tanks have become. |-------------------------------------------------------------------|. he couldn't catch them, and they relentlessly proceeded to turn the rest of the team into Hamburger while he stood there, magnificently immortal and untouchable, and easily avoided. A full 0-100 heal on about a 10 sec cooldown with just 2 mobs in range. Not everyone standing back while the Tank/Brute solos it. - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! Drains are anywhere from annoying to potentially deadly and even without sappers running around if I get too happy with non-stop attacking, especially if he is running Focused Awareness, he can end up detoggling. |E626AA4E716ACE7BEA4DAB1B655E6C1CBE01566E82A788DF99AF49A584F3425851D| This also means that they work better with some attack sets than others, and require you to build for recharge. If you're going to play with a static group and do the Hardmodes you can go back to 'normal' builds since it relies more on cycling incarnates. Defense is not what I normally want for a tanker, also, it lacks resistances quite heavily even with scaling, yes, nothing will hit you, however, there's lots of "auto hits" in this game and this set can just screw you the wrong way. I tended to watch the tanks I teamed with and study what they did that worked and didn't work, then apply that to my own tanking. WP taunt is listed in mids/pines as mag 3, while SR is mag 4 but low duration. This is a build I played with occasional tweaks for several years and its nearly as durable as my Granite tankers without the drawbacks of mobility & recharge you get with Stone Armor. without exploring EXACTLY how far I can push things. ), Hocus-Pocus, Assault,Joan (of Atlas), Homunculous, Ensorcellress, Seismic, Wolfin, J0LT, The Limit, Transparency, Fastball, Loremaster, Monkey-Boy,Presto Chango, Kazam. S/L/F/C Incarnate Soft-Capped at 50% Invincibility saturation. SR is actually an interesting case my SR tank was over the softcap to all positions at level 18. Bio Armor I really like, it's a great set, really provides decent mitigation, but it is far more "micro managing" to get the best out of it than any other set sadly. The selling point of Willpower was its endurance sustain: but Bio, Rad, and Electric are even better at that while having full strength taunt auras. Seemed a waste to make IOs I'd outlevel fairly quickly. I have a Shield/Dark tanker and he is an absolute beast with no end issues. Now that I've spent more time with the new world we have here I thought I'd provide CMA's current build. Dual Blades is bottom tier, Staff also, due to very low damage, but it has Parry, so maybe Average. Tankers do more damage if you load on procs and play specific sets. I recently finished the Freaklympics arc, and it took me FOREVER. On top of that, he was doing 2-3 TIMES as much damage as the Canadian Shield was doing. ------------, | Copy & Paste this data into Mids' Hero Designer to view the build | Resistance is the obvious thing to look at, but unlike the caseplaying a resistance based set and looking to layer defenses, there is a lot more ground to cover trying to build up resistance than there is whentrying to build up defense. I run several of them. For this reason, I have pretty much avoided them. |78DA65944B4F135114C7EFB483B5A5150AD2028596D6D252C081022B6374218F803| I learned a lot from that. Get buffed by team mates. There are specific pitfalls to avoid: melee sets like Titan Weapons or Energy Melee, with long slow animations, work best with set and forget defense sets like Invulnerability. Copyright 2021 Homecoming Servers LLC. Builds - cohtitan.com However, I've recently had an eye-opening experience. This is another excellent set, it provides damage, and lots of hard mitigations and even CC for teammates, very good set, excellent to work with, although end is an issue early on, it gets worked out with Ageless. |299F1C555FF6228A7287F7AF6D8DF99BF63E0BE77F006D2FF7A5| Indefatigable - Fiery Aura, Radiation Armor, Dark Armor, Shield Defense, Above Average - Electric, Bio Armor, Ice Armor, Average - WP, Invulnerability (I actually love invul as a primary for mitigating, but overall not my "favorite" outside this purpose), Needs rework (or really doesn't but I personally don't like it) - Stone, Super Reflexes. Average- Ice armor, Willpower, Fiery Aura All rights reserved. No extra "bells and whistles," the recharge it gives does not make up for the lost damage, and IMO is outclassed in so many regards for tankers. If you want to tank for a team, go tank. It is by the beans of Java that thoughts acquire speed, the hands acquire posts, the posts become warning points. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. |C47E05E778CDBE6970069C65C6BF32B3D4733BF6ABFD3AEF43FC06B8C63C7413BC0| Please a look and let me know where there might be holes I could fil, juggling some things as needed. On 9/25/2019 at 4:25 AM, Frostweaver said: | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: Which tanker should I bring to the task force? Favorite Primary/Secondary Combos Willpower belongs to a lower tier, and Reflexes lower yet; it's too easy to peel mobs off of you because of weak taunt auras. Defense works by making an attack miss you; if it doesnt hit then you dont take any damage. Needs a rework- Super reflexes. . If you find yourself fighting Carnies and the like, rock it! |5DE66BAA9870EAE7577C05B12DE92F09684379572C3F016466F29F496426F29F4B6| Granite on a Council map is awful. And the basic idea is "Defense In Depth". My Invuln Stalker has higher Def and Resist to E./N than that tank build, which does not seem right IMO, Here's a Inv/SJ. Super Strength is always top tier, unless Rage gets a nerf. Fiery Aura is damned good, it's clearly not the frontrunner for mitigating damage, obviously, but it provides Burn, which is just miles ahead of any other tanking set in terms of sheer damage with the only one coming close being Shield Defense. Stuff actually has to be able to HIT you. Primaries: I just think this set has lost its place in the current meta beyond being a tank which I think is something easily achieved by other sets or party buffs for activities that require it. If you want damage first, go Scrapper, survivability: Tank Homecoming buffed the AoE and target caps of Tankers so that if you use an attack set with lots of AoE you can defeat a . However, because it doesn't, I put it as "average.". Tanks are cool, but it can be challenging to make them damaging enough to complete missions solo, in a timely fashion. Make sure you close it completely and reopen it so that it can patch the game files if necessary. For me there are a number in each category, so lets go with the ones I used the most often Heroes: Tank: Electric Armor/Titan Weapons: This was one of my 8 Electric Armor tanks, and happened to be the one that I favored while doing I-trials.Nothing like the sick numbers I was able to get in my resistance and defense..to add to the overall survivability in any Trial, hovering taunting Maelstorm . Definitely tankier than FA, less damaging, but this is definitely the one you tank LRSF with (although I still do this on FA!). As you can see, a conventional CMA-influenced build. But the Tanker lacks any long range punch. While others may "tank," Fiery Aura kills it before it becomes a problem. I've never played Rad, but Dark has a couple of drawbacks with lack of KB protection (solvable with IO's) and a rather extreme hunger for your blue bar that makes it painful to level up. That controller would defeat one minion, then PFF until his endurance came back, then defeat one more minion then run away because PFF hadn't recharged yet, and he couldn't fight anymore. Hyper-Possible-Corrected: Level 50 Magic Tanker, Level 1: Resist Physical Damage -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/Rchg:40(3), RctArm-ResDam:40(3), Level 1: Jab -- Mk'Bit-Acc/Dmg:50(A), Mk'Bit-Dmg/EndRdx:50(7), Mk'Bit-Dmg/Rchg:50(7), Mk'Bit-Acc/EndRdx/Rchg:50(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg:50(9), Mk'Bit-Dam%:50(11), Level 2: Temp Invulnerability -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(5), RctArm-ResDam/Rchg:40(5), Level 4: Dull Pain -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(11), Prv-EndRdx/Rchg:50(13), Prv-Heal/Rchg:50(13), Prv-Heal/Rchg/EndRdx:50(15), Prv-Absorb%:50(15), Level 6: Resist Elements -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(17), UnbGrd-Rchg/ResDam:50(17), UnbGrd-ResDam/EndRdx/Rchg:50(19), Level 8: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(19), UnbGrd-Rchg/ResDam:50(21), UnbGrd-Max HP%:50(21), Level 10: Haymaker -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(23), SprGntFis-Acc/Dmg/Rchg:50(23), SprGntFis-Dmg/EndRdx/Rchg:50(25), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(25), SprGntFis-Rchg/+Absorb:50(27), Level 12: Taunt -- MckBrt-Taunt:50(A), MckBrt-Taunt/Rchg:50(27), MckBrt-Taunt/Rchg/Rng:50(29), MckBrt-Acc/Rchg:50(29), MckBrt-Taunt/Rng:50(31), MckBrt-Rchg:50(31), Level 14: Resist Energies -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(33), Level 18: Invincibility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33), ShlWal-ResDam/Re TP:50(34), Rct-ResDam%:50(34), RctRtc-Pcptn:20(34), Level 20: Knockout Blow -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/EndRdx:50(36), SprBlsCol-Acc/Dmg/Rchg:50(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(37), SprBlsCol-Rchg/HoldProc:50(37), Level 22: Combat Jumping -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(37), Level 24: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(39), Level 26: Tough Hide -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39), Level 28: Rage -- RechRdx-I:50(A), RechRdx-I:50(39), Level 30: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), Level 32: Super Jump -- WntGif-ResSlow:50(A), Level 35: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), Level 38: Foot Stomp -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(40), SprMghoft-Acc/Dmg/Rchg:50(42), SprMghoft-Dmg/EndRdx/Rchg:50(42), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(42), SprMghoft-Rchg/Res%:50(43), Level 41: Spring Attack -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg/EndRdx/Rchg:50(45), SprAvl-Rchg/KDProc:50(45), Level 44: Conserve Power -- RechRdx-I:50(A), Level 47: Laser Beam Eyes -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(48), SprWntBit-Acc/Dmg/EndRdx:50(48), SprWntBit-Acc/Dmg/Rchg:50(48), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(50), SprWntBit-Rchg/SlowProc:50(50), Level 49: Physical Perfection -- RgnTss-Regen+:30(A), Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(46), Mrc-Rcvry+:40(46), Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(46), EndMod-I:50(50), |78DA65945B4F135110C7CFB65BB1A5954B81828502155A6E5D29F2AC0F80579A906|, |07C6D0A1CDA8575DBEC2EC63E9A889737458D2F22F2A678F9027E0B6F807E016FA8|, |891A2F2F75ECFC434876D3F6D79D99FFCC9CD9733673713CF8ECC4A56342098E193|, |9DBCE9ECD998BD2F26572797D56D0D57AB25C92566AAA68DBFA8C21536345CB92B3|, |8E9CAB21678CA3B3E3725E9AB6D44E9917960C535AB919DDD09D7214EE8C34A4D4A|, |697285176DAB1A499770A2234552C1ADA713D5F7074331FACDE4DCA5C896E02D59B|, |E9929473414439A6B4EDF044499FD526A840BE9CCDE46C475AE5566A2341DF177EF|, |A51FE775CF18818FD49AAC2D309C699430181ABE213F384B42AF6E5C10273BF0E2E|, |30038BCC97945F417E05F954D45151E715C57839C6E77DEF65FD0766F023F88979E|, |033B8C37C4D5A1F6BBDBE1F6CABFF09FE6236FE663EEF17A206B135886D446C1362|, |9BFE30355AB31F6BF65F56ABB69665F00AB3F52A788D79F03AF330696BA1AD2D78D|, |8A733DB17C04566CC00CF3337A968083D86D0630C3D76A1C72EACC7437BA98E6345|, |DD32EBB748DF501D78456D685638BE89D97D8675DDDFC155D2845591A67EC3E8377|, |C83D770E826B802DE62F6DC06EF6016D44333F7A034A35E0FEA79C917E1BC4A6484|, |6B2622E4EB50C536F5D9065D1B7409E846A89F28AF41890EF23E4A802AE5EC80AE0|, |3BA247411F275723DD119E57A71B2C5111F478E24384A757AB1EF7ADF707C7293D9|, |BF056E836F9903EF984A8B107D9859DF3D9EC5C02A789F39B4063E00D7996B94621|, |07D0EA29775B269C8A73DC43E7A046E808F99E927E053E646488861EC83E1A33CDF|, |7675F7CCD2872ED1AFEE9EF4CA80CB3BECB2A45D96232ECBA8CB32E9B24CA9284B1|, |6A56AF1D7D379674B6527B0FB7E80F76B60CF1BA39BA79D3AC74F38759ADF185F5C|, |AA6F7B5577F92CA45698E92E9EF15F7A66694CE01F68D9F740|. On top of that, considering that resting Endurance consumption can be brought BELOW 1 end/sec (while sitting at 3+ End/sec Recovery. Unlike Brutes and scrappers, Tankers have THREE separate factors that need to be considered. Electric has 0 wrong with it, but it doesn't boast the same feats that the top performers do. - Brute's compilation of Fire Armor builds. Copyright 2021 Homecoming Servers LLC. That is one reason Dark Melee is a great offensive set to pair with it as Dark Melee covers one of Invulnerability's few weaknesses. That being the case, Id rather concentrate on the more common damage types. Aside from that super strength has known issues, and when the devs tried to fix it a niche crowd howled like it was the end of the world, so I doubt it will get fixed any time soon. |8C72D2D2A43C2B0D536AB3C6F915DD90345FD6CB563D82E99CD4A5D4F22B55BACF5| Note that the Winter-O Targeted AOE isn't quite so useful but provides GOBS of F/C defense. By Brutes DO stand at the crossing of the two, but they have their own (relative) limitations. I've played the hell out of Dark. This is exactly the sort of feedback I was looking for. Two of those powers filled a page each. Bare minimum check the P2W vendor and buy the Recovery Serums which are cheap as heck and coupled with Hasten will fix a lot of your endurance problems. This is a build problem and not so much a character problem but fortunately not a difficult thing to fix. Another reason is that my recent experience with the set pairs it with Dark Melee: and even if you take the -tohit out of the equation, you still have a self heal that fires whether you need it or not because it's in the middle of your attack chain. Maybe not to the same level of other more defensive sets, but what you gain in offense and utility is the natural trade off. |B220B2A6429A2D8116FEBEE796EECF876FF0F30FB792FE252E2FCD45A4F29CC393E| But it still doesn't stack up the way Invuln does in the end. They self heal, rez, and drain your endurance. - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! What's wrong with your list is that it's for scrappers, not tankers. Simple 'rankings' lack nuance. Taunt is, of course, highly useful for any tanker and a great place for cheap IO sets with good bonuses (Perfect Zinger/Mocking Beratement). Stalker. on June 19, 2019, 11:40:24 AM Dominator. I've found sd shines brightest when utilizing several 3 set bonuses throughout your primary/defensive toggles. Brigg's Dark Armor/Dark Melee Tank Build | City of Heroes My main tanker, the Canadian Shield (though he still can't get his NAME), is Invulnerability and Super Strength. Tanker Build List - Tanker - Homecoming When i have more slots and shes up more levels she might be quite tanky. |F75FED5BCC6D32F76F81DB4CDF3BF03DF315E92A5CAB2ADF38E6FF0EFE601EF809F| S/L/F/C over 50% with 1 enemy in range. Okay I can kinda fill in on some of the things that have changed. - #39291. Tankers have extra AoE but Brutes just hit harder. Best Tanker Build [PvE] : r/Cityofheroes - Reddit So, it's possible to build an Inv/SS Tank (and others, so long as you can distribute the Winter-Os for ST, PBAOE and Ranged). Can you call out any "Reese's Cups"? Thanks for the nice guide! MUCH bigger Resist numbers underneath that shore you up against exotic damage in case something gets past your defenses. |B3E47231F99D91DF0083FF3EC51E63AB53C84FE87E07F23208486F7593BC6E73141| That's your problem right there. This is me hitting on a build with the parameters I wanted and going "BUILD!" The good news is Super Strength Tankers now get Rage at 24 and Footstomp at 30, so that long haul with only single target attacks is a little shorter. Attack sets with long, slow, painful animations get them killed because of unresponsive keys while the animations play. However, I've recently had an eye-opening experience. If they were on their butts they couldn't hit you, minimizing the lesser defensive numbers. You can res cap everything but toxic and psi - almost capping psi also on elec with soft capped melee defense.
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