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Soft-Support Tanker Build


Pbuckley818

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This is the continuation of a project I started over on general discussion. The basic idea is to take a melee character and ramp up their group support features (Buff/Debuff/CC/Heals) as far as possible, while still creating a solid enjoyable build. (This must be done withut a VEAT, I already have two and enjoy them very much, but they just don't feel like they are my own) after some thought I want I have settled on either Shield or maybe Rad for my primary. (Probably Shield), and either Stone Melee or Street Justice for my secondary. Furthermore I am still trying to make a character who makes sense thematically and just has a cool overall feel.

 

Stone melee has a single target -res, as well as MANY knock attacks and solid AoE (So AoE Bruising wont be hard to keep up. Which I am worried it may be with StJ as I don't know if Shield Charge trigger Bruising). If I decide on Earth I will then need to pick between Shield and Rad, Shields Bonus's are nice, and comes with a group def buff, as well as an AoE enemy damage debuff, and an AoE knockdown. But Rad has an AoE -Def, debuff and a group heal.

 

Street Justice comes with some nice debuffs (Including two single taget -Res) and is less energy starved than Stone, but is more single target and has less CC.  If I runs StJ I will be running with shield.

 

After this decision is made I will start working on deciding just what Power Pool powers I will be taking (Well aside from Maneuvers, which is an obvious if slightly self indulgent decision).

 

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Yeah.  You can do it.

You won't be terribly effective at it.  Outside of Incarnate auras.
Mainly because things like the Healing pool require an interruptible touch

Sure, Leadership's basically "aura".  But you're further destroying damage potential or defenses, simply to become a crappy Combat Support type.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Stone Melee
Power Pool: Leadership
Power Pool: Medicine
Power Pool: Teleportation

Hero Profile:
Level 1: Deflection -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(3), ShlWal-ResDam/Re TP:50(3), Rct-ResDam%:50(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(7)
Level 1: Stone Fist -- Stp-Acc/Rchg:50(A), Stp-EndRdx/Stun:50(7), Stp-Acc/EndRdx:50(9), Stp-Stun/Rng:50(9), Stp-Acc/Stun/Rchg:50(11), Stp-KB%:50(11)
Level 2: Battle Agility -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(13)
Level 4: Stone Mallet -- FrcFdb-Dmg/KB:50(A), FrcFdb-Acc/KB:50(17), FrcFdb-Rchg/KB:50(17), FrcFdb-Rchg/EndRdx:50(19), FrcFdb-Dmg/EndRdx/KB:50(19), FrcFdb-Rechg%:50(21)
Level 6: True Grit -- DctWnd-Heal/Rchg:50(A)
Level 8: Heavy Mallet -- FrcFdb-Dmg/KB:50(A), FrcFdb-Acc/KB:50(21), FrcFdb-Rchg/KB:50(23), FrcFdb-Rchg/EndRdx:50(23), FrcFdb-Dmg/EndRdx/KB:50(25), FrcFdb-Rechg%:50(25)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 12: Taunt -- PrfZng-Taunt:50(A), PrfZng-Taunt/Rchg:50(27), PrfZng-Taunt/Rchg/Rng:50(29), PrfZng-Acc/Rchg:50(29), PrfZng-Taunt/Rng:50(31), PrfZng-Dam%:50(31)
Level 14: Against All Odds -- EndRdx-I:50(A)
Level 16: Phalanx Fighting -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(31)
Level 18: Grant Cover -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(33)
Level 20: Fault -- FrcFdb-Dmg/KB:50(A), FrcFdb-Acc/KB:50(33), FrcFdb-Rchg/KB:50(33), FrcFdb-Rchg/EndRdx:50(34), FrcFdb-Dmg/EndRdx/KB:50(34), FrcFdb-Rechg%:50(34)
Level 22: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(36)
Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(36)
Level 26: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(36), GssSynFr--ToHit/Rchg/EndRdx:50(37), GssSynFr--Rchg/EndRdx:50(37), GssSynFr--ToHit/EndRdx:50(37), GssSynFr--Build%:50(39)
Level 28: Shield Charge -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/EndRdx:50(39), SprAvl-Acc/Dmg/Rchg:50(40), SprAvl-Acc/Dmg/EndRdx/Rchg:50(40), SprAvl-Rchg/KDProc:50(40)
Level 30: Hurl Boulder -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(42), SprWntBit-Acc/Dmg/EndRdx:50(42), SprWntBit-Acc/Dmg/Rchg:50(42), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(43)
Level 32: Aid Other -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(43)
Level 35: Aid Self -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(43)
Level 38: Field Medic -- EndRdx-I:50(A), EndRdx-I:50(45)
Level 41: Resuscitate -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(45)
Level 44: Tremor -- FrcFdb-Dmg/KB:50(A), FrcFdb-Acc/KB:50(45), FrcFdb-Rchg/KB:50(46), FrcFdb-Rchg/EndRdx:50(46), FrcFdb-Dmg/EndRdx/KB:50(46), FrcFdb-Rechg%:50(48)
Level 47: Seismic Smash -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(48), SprMghoft-Acc/Dmg/Rchg:50(48), SprMghoft-Dmg/EndRdx/Rchg:50(50), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(50), SprMghoft-Rchg/Res%:50(50)
Level 49: Recall Friend -- WntGif-ResSlow:50(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 -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(13), Mrc-Rcvry+:40(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(15)
Level 50: Agility Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Cimeroran Radial Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Support Core Embodiment
------------

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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I gave up on healing early on I was just giving examples. I am going the Shield/Street Justice route for that sweet, sweet -Res and -Def. As I have said I am not trying to make a discount defender I am trying to get as much Group Support as I possibly can without compromising the characters effectiveness. I will still be grabbing some power pools, but the medicine pool is bad enough as is, I cant imagine trying to use it on a tank.

 

I am curious about the use of Recall Friend, Is their a reason for this? I'd imagine using it while tanking would be a bad idea. Just curious.

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Seems like a Rad/Rad tank would be pretty good for debuffing. Ice/Ice would be good for mitigation and a bit of control. I'm not sure what you are going for here when you say "Support". Not much in terms of team buffing in Tanking, other than the one Shield power (which is pretty cool).

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On old live I had a Dark Armor/Ice Melee tanker that was built to just such a specification.  A pure team support tanker, all about control and debuff.  I still have her build, which I am attaching; it's an old style build with Fitness as a pool power.  It would probably be more feasible to redo this to work in Weave, but you don't need another toggle on something like this, and the little bit of defense you'd get from it is just lipstick on a pig.

 

Spoiler

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

Click this DataLink to open the build!

Ekphobippe - goal: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Ice Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Dark Embrace -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(5), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam(34), TtmC'tng-EndRdx/Rchg(40)
Level 1: Frozen Fists -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(15), P'ngTtl--Rchg%(39), ImpSwft-Dam%(40)
Level 2: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(39)
Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7), TmpRdns-Acc/Slow(7), TmpRdns-Acc/EndRdx(15)
Level 6: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(17), TtmC'tng-ResDam/EndRdx(39)
Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), M'Strk-Acc/EndRdx(13), M'Strk-Dmg/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(42)
Level 10: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 12: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(46)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(19), Numna-Heal(40), Numna-Heal/EndRdx(42)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(42)
Level 22: Death Shroud -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(23), M'Strk-Acc/EndRdx(23), M'Strk-Acc/Dmg(25), M'Strk-Dmg/EndRdx/Rchg(27)
Level 24: Ice Patch -- RechRdx-I(A), RechRdx-I(25)
Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(46)
Level 28: Freezing Touch -- G'Wdw-Acc/Rchg(A), G'Wdw-Acc/EndRdx(29), G'Wdw-Acc/Hold/Rchg(29), Mako-Acc/Dmg(31), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 30: Cloak of Darkness -- GftotA-Def/EndRdx(A), GftotA-EndRdx/Rchg(31)
Level 32: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(33), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx/Rchg(33), ResDam-I(34)
Level 35: Greater Ice Sword -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36), T'Death-Acc/Dmg(36), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/Rchg(37), T'Death-Dmg/EndRdx/Rchg(37)
Level 38: Cloak of Fear -- Abys-Acc/EndRdx(A), Abys-Acc/Fear/Rchg(45), Abys-EndRdx/Fear(45)
Level 41: Frozen Aura -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/Rchg(43), M'Strk-Acc/Dmg/EndRdx(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-Dmg(46), Oblit-Dmg/Rchg(50)
Level 44: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(50)
Level 47: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(48), P'ngTtl-EndRdx/Rchg/Slow(48), P'ngTtl--Rchg%(48)
Level 49: Ice Storm -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 16: LEGACY BUILD
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 4: Ninja Run
------------





 

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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Ok So some posters have been getting a bit confused so I'll explain, a lot of you are pretty close to the mark, I wanted to pick a set with a select few "Defender Like" features, amd Maybe grab some of the Leadership Pools (Might wait for the update before grabbing Leadership stuff). I am not trying to turn a Tank into a VEAT or something, I mean If I wanted to do that I could get better results with Corruptor, Dominator, or Mastermind (Depending on which playstyle I wanted to emulate). Ultimately I settled on Shield/Street Justice, though I do see the marits of other Defense builds like Ice, or Rad I settled on shield Fairly Early as I enjoyed the Foe: -Dam debuff, and Team: +DeF buff, also Shield Charge is a ton of fun, though part of me still feels like I am sleeping on rad. As far as melee goes, Street is basically what I wanted, it's not as AoE as I'd like but it has a good range of Debuffs, CC, and good enough damage that I don't have to worry TOO much about it. The only big issue and it is a big Issue is a lack of AoE which is at least in part made up for by shield.

 

The end goal is a "Paladin like" tank, a tank with a few support abilities, at least more than most other tanks. I also don't mean I want to be a healer, though part of the reason I kind of wish I had gone rad is so I'd have a Team Heal, that doesn't mean I have any intention of trying to force medicine into the build. I do however appreciate all the feedback I have been getting and would love to see more builds and build idea's from more experience tank players. Maybe I just might learn something.

 

Some of my idea's for the future;

  • invest into Fire Mastery for Melt Armor, more AoE and a -Res DeBuff are hard to pass up but I am not sure what prereq to take, neither seems too particularly usefull (single target CC with an inevitably low potency) I am leaning towards the hold, as I feel like it might be the better choice, has anyone had experience with these powers?
  • I also plan to take the Leadership buffs, though I am considering avoiding Maneuvers as between grant cover and AAO I am already giving the group a good bit of survivability (Well aside from the obvious) is that small Def buff really going to make enough of a difference to justify the extra end expenditure?
  • On top fo that I am considering Vengeance as tanks do get good returns on it, but it feels like a conflict of interests for a tank to be running around with a power that can only be triggered when one of their teammates bites the big one, Victory Rush seems usefull too but I can't find any numbers on it. 
  • Also looking into Intimidation and Invoke Panic, but agin I run into the problem of Prereqs, and these are even worse, either a weaker version of the taunt I already get, or a placate without the stealth? Yikes. Then again Pacify might actually be useful for tank swapping. Anyways what's the consensus on these powers and their usefulness?
Edited by Pbuckley818
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As to pool powers, you might consider Weaken Resolve from Force of Will, a handy single target debuff.  Not an ancillary pool, so available much sooner than Melt Armor.  I agree that Maneuvers seems redundant to Grant Cover, which is better and not another toggle. 

 

If you take Vwngeance, get Recall Friend as well.  There's always that brute who wanted to leave the group and go solo another room, which did not lead to a best case scenario.

QVÆ TAM FERA IMMANISQVE NATVRA

TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010

Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291

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7 hours ago, Heraclea said:

I agree that Maneuvers seems redundant to Grant Cover, which is better and not another toggle.


Still, there's something to be said for a non-FF Defense buffer who can toss +21% (factoring in Incarnates) Defense onto his squishies...just standing there...

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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2 hours ago, Hyperstrike said:


Still, there's something to be said for a non-FF Defense buffer who can toss +21% (factoring in Incarnates) Defense onto his squishies...just standing there...

The Veats say hello

 

Actually SOAs can be made fairly tanky, and offer a fair amount of Support.

 

Might fit this niche. 

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  • 2 weeks later

I've gotten My Shield/Street Tanker to lvl 30 and it certainly works as a tank, but I don't really feel like I do a lot of group support, mostly because the effects are fairly invisible to me. Then again I am not that far into the build and have yet to have had a chance to invest in leadership powers, will probably do so a bit more in the future. I think the -Res, +Def is pretty solid, but I just don't feel it. Still fun build will continue playing.

 

I figured I'd do a quick run down of the powers that really fit this general concept, and what they do. So others can start trying to make their own "Paladin" builds. With my personal subjective ratings for them, as far as this concept goes not as an overall judgment.

 

Defense

1. Bio- Has a -Resist Debuff, nuff said. Also keeping in mind it is one of the "Top Tier" Defensive sets ATM at least. Still not a huge focus on group support, as self heals though which do add to the "Feeling" of a support character, even if you can't heal allies. 3/5 Disgusting Growths

2. Dark Armor- AoE Fear + an AoE Disorient, plus some self healing and a self rez. Nice. 4/5 Moody Teenagers

3. Ice Armor- Gets a -Speed, -Defense AoE aura fairly early on, nice but not really te best, aslo a costume hog, which is an issue with bio too, but at least bio makes up for it with great abilities. 2/5 Tongues stuck to an icy lamp post

4. Radiation Armor- A -Regen effect on a self heal, nice, Taunt aura comes with a - Defence, -ToHit effect, that's pretty good... Wait, what's this a group heal, oh and it comes with more -Defense? SPICY! (Can these be slotted with Achilles Heel?) 5/5 Large Green Rage Monsters

5. Shield Defense- A -Damage Debuff, as well as a Group Defense buff, and an AoE knockdown. Also has a cool gimmick where you do more damage the more enemies you face, and have more defense the more allies you have to protect. Fairly solid. 4/5 Patriotic Americans

 

Melee

(Keeping in mind all Tanker T1's have a -resist Debuff)

1. Broad Sword- Almost every attack has -Defense (Again I wonder what would happen if I just slotted Achilles Heel into all if not most them), also ends with two single target knock attacks. 3/5 Deus Vults

2. Dark Melee- So much -To Hit, a single target fear, and some survivability powers. It's functional. 2/5 Nose Rings

3. Dual Blades- Has -Defense, and a Knockdown before factoring in combo's, once Combos are factored in add more - Defense, an AoE knockdown, -ToHit, and a - Damage. OF course supposedly doing Combo's actually reduces your overall DPS, so not sure about this one. ?/5 Confused Swashbucklers

4. Energy Melee- SO MUCH DISORIANT, but also very Single Target. 2/5 Glowing Fists

5. Ice Melee- So much Slow, for both movement and attacks speed and AoE knockdown, and some controller esq holds/mez's. Solid. 4/5 Broken Necks

6. Katana- It's... it's just Broad Sword Again? Well you can't use it with shield so 0/5 Angry Weebs, seriously though same score.

7. Kinetic Melee- Lots of -Damage with a good deal of Stun, Knock, and Disorient, but mstly single target. 3/5 Sun Salutations

8. Martial Arts- Some solid knock/disorient/stun with a -Def, but mostly single target. 2/5 Flying Crane Kicks

9. Psionic Melee- Lots of -Recharge, as well as a confuse, a hold, some disorient and an Aoe Knock. 3/5 Jedi Masters

10. Staff Fighting- Has a good deal pf Knock/Disorient including an AoE Knock and can have a few different debuffs depending on their current form (-Res, -Attack/movement speed, or -Def) looks like a really solid and fun power, need to check it out. 4/5 10ft poles

11. Stone Melee- Knock for days and two Aoe Knocks at that. 3/5 Flying Boulders

12. Street Justice- 2 Disorients, 2 Knockdowns (one of which is AoE with a chance for Fear), as well as a power that does both, a -Res Power, and a -Def power. 5/5 Tyler Durden's.

13. Super Strength- A Lot like Stone Melee Actually. Higher damage but has rage crash. 4/5 Generic Superheroes.

14. Titan Weapons- Lots of stun/knock/disorient as well as a -Def power, and -Res power. Decent AoE too with almost all powers having cleave. 4/5 Thunder Gods.

15. War Mace- Lot's of Knock/Disorient. 3/5 Angry Bird Woman

 

Again just rating on how well they match up to the concept of a "Support Tanker".

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