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Posted

First Time Tanker here! I'm gonna try to be one who jumps into the first first. What I'm looking for is that Tanker experience of being...tanky. Taking or dodging hits and withstanding more than any other AT. 

 

So opinions on here (summarizing search) seem to mostly feel that resistance sets don't shine until the late game and IOs to fill in defense. Is it crazy to build up an elec/ tanker with the hopes of keeping the build to 100-200 mil (normal people money as I'm not a farmer). I've mostly played scrappers and for them Resistance was not nearly as survivable as Defense. Blocking secondary effects and not seeing the green bar move as often seemed to make life much easier given the same investment.

 

On the stats Electric/Electric is the 7th most popular tank at 50 so people are playing it but I'm not sure if all those people have sunk a ton of money into it to make it viable.  

 

Does a purely resistance set (with a small hole of toxic damage) work right now and can my concept of Electric/Elec work or is it going to screw over teammates who depend on me all the way up the levels? If it will, I would think re-rolling to Shield or Invul would be the way to go.  I can always sink money from other toons in throughout the build but it's just risky if it will never amount to anything.

 

 

Posted (edited)

All but 2 of the tanker primaries are good to go, in my actual play experience, if I haven't tried it I am not going to talk about it. There are always periods in the game or problems in the game where you might have survivability issues, for everyone. That's if you work your way up through mission content or TF content. Damage mitigation is not solely your problem, defenders and controllers, they're there to help. The ones with resistance shields will help the resistance sets and so on and so forth but any single one other damage mitigating character can help. Brutes and Scrappers can take on AVs and herd, with SO builds with varying results so any Tanker should. The one issue I see is with all the Tanker secondaries, utility wise, all is not equal but some do stack better with some primaries than others.

 

Elec/Elec, well if you couldn't tank something I am sure there would be a brute as was the case with my elec/elec brute that would. 

 

You've got options, know your build, your limits, how to share, ie don't tank for scrappers. Threat order, who do mobs go after if not you which leads to tactics, you getting aggro, going back to the scrappers say, they can off targets that compromise you.  So knowing about defenders and controllers etc, how they work would benefit any tanker. The next option is knowing and learning the npcs themselves, which ones cause you problems, their powersets and the limitations of those powersets,, sure there would be mobs you have a harder time with than other tanks and visa versa but not an impossible time with.

Edited by NEW DAWN
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Some players make their characters all about them, if it doesn't help them, they don't want it, their build advice to you will ofcourse be about making your character the best thing that helps them too if they ever team with you, because it's always about them.

Posted

My most recent 50 is a DB/electric tank.  Once I got past the low levels and got a decent level 22 build I felt very strong.  I had endurance to run my damage aura so I think that contributed well to my overall taunt abilty.  The extreme resists versus energy and good resits vs smash/lethal is plenty of reduction against a lot of enemies... clockworks, freakshow, crey, etc.   And it's a refreshing change to be able to laugh at the +tohit from nemisis or -defense/psychic attacks from arachnos when you're climbing from 40-50.

 

At level 50 my build has 90% resists to all except negative at around 70ish and toxic at around 30%.  On top of that I have 45% defense to smashing/lethal and melee.  The only time my health bar even moves is when i'm soloing a 4x8 map and get swarmed with -def attacks which drop my defenses to -50.  This causes 95% of attacks to land.  Even then, my regen is enough to counter the damage when Energize is up, so as long as the fight doesn't last too long I can just stand there and duke it out.   Once you get a destiny slotted you can pick either rebirth for more regen or ageless for debuff resists and it will close this gap, too.

 

I really don't have a lot of tank experience to compare it to other sets, but if other sets perform better, they're wasted.  The game doesn't have enough danger to need more mitigation then what electric has.

 

 

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Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

Posted
55 minutes ago, NEW DAWN said:

All but 2 of the tanker primaries are good to go, in my actual play experience, 

Which are those?

Posted

Elec/Elec will be fine. You should be able to cap S/L/E/N resists with fairly inexpensive sets and Tough, and get your Psi resist pretty dang high.

Your self-heal will keep you going vs toxic and alpha strikes.

Slot that handclap-stun for KD (not KB) and the FF +Rech and you can keep non-bosses perma-stunned.

It's a good set.

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Posted

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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Electrical Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Charged Armor -- ImpArm-ResPsi(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5)
Level 1: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(46), Hct-Dam%(48)
Level 2: Conductive Shield -- ImpArm-ResPsi(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7)
Level 4: Jacobs Ladder -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(34), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(45)
Level 6: Static Shield -- ImpArm-ResPsi(A), Ags-Psi/Status(9), StdPrt-ResDam/Def+(9), GldArm-3defTpProc(11)
Level 8: Grounded -- ImpArm-ResPsi(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15)
Level 10: Lightning Field -- Acc-I(A), EndRdx-I(13), EnrMnp-Stun%(13), Erd-%Dam(34), Arm-Dam%(36), FuroftheG-ResDeb%(50)
Level 12: Energize -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(48), Mrc-Heal/Rchg(48), Mrc-Heal/EndRdx/Rchg(50), Mrc-Heal(50)
Level 14: Kick -- Acc-I(A)
Level 16: Thunder Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(17), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(19), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(21)
Level 18: Lightning Reflexes -- Run-I(A)
Level 20: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit(21), AdjTrg-ToHit/Rchg(37)
Level 22: Tough -- ImpArm-ResPsi(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- LucoftheG-Rchg+(A), GifoftheA-Def/EndRdx(25), GifoftheA-Def/EndRdx/Rchg(27), GifoftheA-Def(27)
Level 26: Power Sink -- RechRdx-I(A)
Level 28: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(34)
Level 30: Maneuvers -- LucoftheG-Rchg+(A), GifoftheA-Def/EndRdx(31), GifoftheA-Def/EndRdx/Rchg(31), GifoftheA-Def(31)
Level 32: Combat Jumping -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(33)
Level 35: Electrifying Fences -- Ann-Acc/Dmg/Rchg(A), Ann-Acc/Dmg/EndRdx(36), Ann-Acc/Dmg/EndRdx/Rchg(36)
Level 38: Lightning Rod -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40)
Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Taunt -- PrfZng-Dam%(A)
Level 1: Brawl -- Acc-I(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 -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Partial Core Revamp 
------------

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Posted (edited)
3 hours ago, oOStaticOo said:

Hero Plan by Mids' Hero Designer 

Thanks. This is really helpful. I'm definitely gonna try to use this for information. Going by your name, I'm guessing you have some experience with Electric builds. The one thing that sticks out at me is the lack of a travel power. I'm not ready for the travel power free life haha. On my build I'll have to at least take super jump so that'll be a slot. I also like superspeed with it but I can live without it if it becomes necessary to build for survivability.

Edited by TheMuna
Posted (edited)

Electric Armor should work decently; it's only real problem is with KB... Grounded only works if you're on the ground and if you jump you will get to take a trip.  My understanding is that it will also get KB'd by Lord Recluse since it has no KB resistance, only protection and he'll beat it's MAG 10.  That's from second hand comments however, the only Electric Armor I had at 50 was a Scrapper.

 

As for Electric Melee, it's a nice AOE set with fairly low ST damage so be aware of that.

 

Edit

And I'll second the thought Ninja Surprise had on Jacobs Ladder, it's only mediocre damage and a really narrow cone.  I dropped it on my Elec/Shield Stalker for that reason.

Edited by Call Me Awesome

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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