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What is the most fun tank combo you have played and why?


Infinitum

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Invuln/SS might be possibly the most unimaginative combo for this AT, but I love it all the same. Mine is based on a build @Infinitum created and posted in his build collection. I just tweaked it for thematic reasons. It's less powerful than the original build, because it doesn't have Hasten, though it still maintains perma-Rage with 15 seconds of double-Rage. No ranged attacks either. 

But it does exactly what I wanted it to do: fly, punch stuff, and absolutely refuse to die. It's probably got less-than-ideal typed defenses, but melee defense is capped. Resistances are pretty nice too, reaching about 72% resistance (with help from the +Res proc in Superior Might of the Tanker) to everything plus overcapped resistance and defense against Smashing/Lethal damage.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Captain Citadel: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), ImpArm-ResPsi(3)
Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(9)
Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(19)
Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29)
Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(31)
Level 12: Hover -- LucoftheG-Def/Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33)
Level 18: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36)
Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), ImpArm-ResPsi(40)
Level 24: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43)
Level 26: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(45)
Level 28: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(46)
Level 30: Combat Jumping -- Rct-ResDam%(A)
Level 32: Rage -- RechRdx-I(A)
Level 35: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tough Hide -- LucoftheG-Def/Rchg+(A)
Level 47: Focused Accuracy -- RctRtc-Pcptn(A)
Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(50)
Level 1: Gauntlet 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Agility Radial Paragon 
Level 50: Mighty Radial Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Support Radial Embodiment 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

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1 hour ago, Captain Citadel said:

Invuln/SS might be possibly the most unimaginative combo for this AT, but I love it all the same. Mine is based on a build @Infinitum created and posted in his build collection. I just tweaked it for thematic reasons. It's less powerful than the original build, because it doesn't have Hasten, though it still maintains perma-Rage with 15 seconds of double-Rage. No ranged attacks either. 

But it does exactly what I wanted it to do: fly, punch stuff, and absolutely refuse to die. It's probably got less-than-ideal typed defenses, but melee defense is capped. Resistances are pretty nice too, reaching about 72% resistance (with help from the +Res proc in Superior Might of the Tanker) to everything plus overcapped resistance and defense against Smashing/Lethal damage.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Captain Citadel: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Resist Physical Damage -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), ImpArm-ResPsi(3)
Level 1: Jab -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Rchg/HoldProc(9)
Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), ImpArm-ResPsi(19)
Level 6: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25)
Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29)
Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A), PrfZng-Dam%(31)
Level 12: Hover -- LucoftheG-Def/Rchg+(A)
Level 14: Fly -- Flight-I(A)
Level 16: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33)
Level 18: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(36)
Level 20: Kick -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(37), TchofDth-Dam%(39)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), ImpArm-ResPsi(40)
Level 24: Invincibility -- GssSynFr--Build%(A), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43)
Level 26: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(43), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45), SprGntFis-Rchg/+Absorb(45)
Level 28: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46), ShlWal-ResDam/Re TP(46)
Level 30: Combat Jumping -- Rct-ResDam%(A)
Level 32: Rage -- RechRdx-I(A)
Level 35: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 38: Foot Stomp -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tough Hide -- LucoftheG-Def/Rchg+(A)
Level 47: Focused Accuracy -- RctRtc-Pcptn(A)
Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), PrfShf-End%(50)
Level 1: Gauntlet 
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Agility Radial Paragon 
Level 50: Mighty Radial Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Support Radial Embodiment 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

 


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It’s a classic!

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I have three notable tanker experiences on HC.

 

1. Inv/SS -- Iconic tanker with a lot of the VFX on minimal. Superjump for travel, Mighty Judgment.  I don't like the Rage mechanic, but it did well enough even when I chose to skip using it. Fun to stomp, throw boulders, and occasionally hand-clap (KB->KD). Almost impossible to kill, but some enemy groups can be a problem -- I'm looking at you, Psi. Careful slotting can limit those weaknesses.

 

2. SR/SJ -- Positional defenses comfortably above the incarnate soft cap, defense debuff resistance, and slotted resistance plus scaling resistance result in outstanding survivability. Very mobile with a clean natural-origin style. Doesn't require a travel power if run speed is slotted for and athletic/ninja run is used.  Survives stuff that makes my Inv tanker cry. And yet, defense is chancy -- it's good to have emergency buttons. I always keep large/super health & resistance insps on hotkey for those moments when big hits get through or are unavoidable. A great herding tanker. Combat jump, keeping sprint on, SR's basic mobility, all add to make a tanker who can momentarily rush ahead and get back to the group with adds in tow before most people know you slipped away. No need to jump up and down and tell people to "wait here" while you go herd. Herding is on the go.

 

3. Dark/Dark -- Thematic beauty. Can slot for defense soft-cap and has high resistances to most everything. KB is an issue, but again, slotting fixes it.  Mine is a hover-tank, with teleport for travel, has combat teleport for instant herding, and Fold Space for crowd collection & scatter undoing. The constant damage aura means I can keep aggro while momentarily reflect and pan the camera around to keep an eye on what's next. This is the most fun of the three for me, so far.

 

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I have a lot of Tanks but my current fav is shield/MA.  Kick all the faces!

 

+10 def all from MA, nice def debuff resistance, good resistances, sizeable +dam in big mobs, the MA aoe does decent damage and activates/ recharges quickly, and you get a -def power to throw a -res proc in.

 

Makes short work of cimmerorians at +4/X8 solo.

 

There's a lot to like.

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On 3/23/2021 at 7:38 AM, Andreah said:

I have three notable tanker experiences on HC.

 

1. Inv/SS -- Iconic tanker with a lot of the VFX on minimal. Superjump for travel, Mighty Judgment.  I don't like the Rage mechanic, but it did well enough even when I chose to skip using it. Fun to stomp, throw boulders, and occasionally hand-clap (KB->KD). Almost impossible to kill, but some enemy groups can be a problem -- I'm looking at you, Psi. Careful slotting can limit those weaknesses.

 

2. SR/SJ -- Positional defenses comfortably above the incarnate soft cap, defense debuff resistance, and slotted resistance plus scaling resistance result in outstanding survivability. Very mobile with a clean natural-origin style. Doesn't require a travel power if run speed is slotted for and athletic/ninja run is used.  Survives stuff that makes my Inv tanker cry. And yet, defense is chancy -- it's good to have emergency buttons. I always keep large/super health & resistance insps on hotkey for those moments when big hits get through or are unavoidable. A great herding tanker. Combat jump, keeping sprint on, SR's basic mobility, all add to make a tanker who can momentarily rush ahead and get back to the group with adds in tow before most people know you slipped away. No need to jump up and down and tell people to "wait here" while you go herd. Herding is on the go.

 

3. Dark/Dark -- Thematic beauty. Can slot for defense soft-cap and has high resistances to most everything. KB is an issue, but again, slotting fixes it.  Mine is a hover-tank, with teleport for travel, has combat teleport for instant herding, and Fold Space for crowd collection & scatter undoing. The constant damage aura means I can keep aggro while momentarily reflect and pan the camera around to keep an eye on what's next. This is the most fun of the three for me, so far.

 

Super Reflexes is intriguing on a Tanker. I hear really good things.

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19 minutes ago, brnjenkn said:

I have a lot of Tanks but my current fav is shield/MA.  Kick all the faces!

 

+10 def all from MA, nice def debuff resistance, good resistances, sizeable +dam in big mobs, the MA aoe does decent damage and activates/ recharges quickly, and you get a -def power to throw a -res proc in.

 

Makes short work of cimmerorians at +4/X8 solo.

 

There's a lot to like.

 Nice man, seems like a cool combo. I know a lot do Shield/StJ, but I could see MA being really good with the added defense.

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On 3/23/2021 at 2:38 PM, Andreah said:

3. Dark/Dark -- Thematic beauty. Can slot for defense soft-cap and has high resistances to most everything. KB is an issue, but again, slotting fixes it.  Mine is a hover-tank, with teleport for travel, has combat teleport for instant herding, and Fold Space for crowd collection & scatter undoing. The constant damage aura means I can keep aggro while momentarily reflect and pan the camera around to keep an eye on what's next. This is the most fun of the three for me, so far.

Dark/Dark is one of those pairings where it all just works harmoniously. Hover mitigates most of the problems with knockback. Dark Consumption takes care of Dark Armour's heavy endurance tax and the -ToHit adds to survivability. The Fear aura means you can effectively ignore minions and focus on a boss, while also offering whole-group damage mitigation because Fear effectively lowers enemy attack rate, which takes a lot of AoE out of the fight, making it very sidekick-friendly in those cases where you can't just delete everything.

 

Tis a beautiful set.

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Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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11 minutes ago, Gulbasaur said:

The Fear aura means you can effectively ignore minions and focus on a boss, while also offering whole-group damage mitigation because Fear effectively lowers enemy attack rate, which takes a lot of AoE out of the fight, making it very sidekick-friendly in those cases where you can't just delete everything.

Heck, you can fear the boss too with Touch of Fear stacking magnitude with Cloak.  This was, and still is, one of my favorite things about Dark/Dark.  I used this years ago when it was Scrapper only.  I used it on my Dark/Dark Stalker, and I would absolutely do this on a Tanker or Brute.  ToF adding ticking damage to join in with Deathshroud is just icing on the cake.  

Fearing AVs when the purple triangles drop is complete joy to me.  

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17 hours ago, StriderIV said:

Super Reflexes is intriguing on a Tanker. I hear really good things.

 

It was because I'd heard bad things about it that I made my SR/TW Tanker.

 

I am really going to have to stop reacting to claims about bad combos that way. Not because it didn't work out, just I really do not need the alts that is going to result in.

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21 minutes ago, Marshal_General said:

A tank's feet should be on the ground.

Nah, that's where all the bodies pile up. Gotta keep the shoes clean. 

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Doctor Fortune  Soulwright Mother Blight Brightwarden Storm Lantern Shadow Self Corona Borealis
Blood Fortunado Dark/Dark Corruptor Rad/Rad Brute Gravity/Time Controller Storm/Water Defender Warshade Dark/Dark Tanker
The Good Missions Guide: A Heroic Levelling Journey through Story Arcs Blueside Guide Easy IO Cheat Sheet 
The Mean Missions Guide: A Villainous Levelling Journey through Story Arcs Redside Guide Fortunatas are the Bestunatas
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4 hours ago, Marshal_General said:

For some reason, the idea of tanks that hover during a fight yelling "Hit me!", just seems wrong. People that hover during fights usually yell "Not in the face!".

 

A tank's feet should be on the ground.

Its Arthur the Blaster yelling "Not in the Face!  Not in the Face!" while side chatting with the Controller as to why their costume is a moth and not a bunny.  Meanwhile... the Tick Tanker is just soaking it up being mighty (which is also his super power).  

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23 hours ago, oldskool said:

Its Arthur the Blaster yelling "Not in the Face!  Not in the Face!" while side chatting with the Controller as to why their costume is a moth and not a bunny.  Meanwhile... the Tick Tanker is just soaking it up being mighty (which is also his super power).  

Wait a sec... Arthur was a moth and not a bunny???!!! #8O

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Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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I have to add another to this list! Willpower/Street Justice. I designed this hero as a homage to All Might from My Hero Academia. It definitely has that feel. Street Justice's AOEs are pretty good on a tanker, and I love the feeling of Willpower being stronger the more the odds are stacked against you!

 

YMMV, considering Willpower is very much a set and forget set, but the combo/character concept is just a ton of fun for me!

 

 

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Ive had three tanks Ive really loved.  Inv/SuperStr has been touched on before so Ill focus on;

 

Daystar - Fire/Energy tank.  You can stack shields to glow like the sun and your hands add to the effect.  Can be somewhat squishy at times but fun.  I have her constantly in hover for theme and defense. 

Stonehell - Stone/Fire tank.  Stone is rock solid (Ba bum tish) Its a somewhat slow burn as you advance levels ending in the granite wonder.  Fire gives some AoE and a cone add in mudpots and things rarely wander off.  Use teleport to get around in root 🙂

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On 4/1/2021 at 9:24 AM, RCU7115 said:

I love my Ice/Fire tank. He offers the baddies free popcicles and then warms them up after getting a brain freeze.

 

Such a considerate and kind-heated kind-hearted Tanker. Truly a credit to his class (My bias could be based on Fiery Melee...).

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Nothing warms your opponent like Fiery Melee.

Tanker Tuesday and Tanker Tuesday Tour Info:

1st Tuesday-Excelsior

2nd Tuesday-Torchbearer

3rd Tuesday- Everlasting

4th Tuesday- Indomitable

Special weekend run for Reunion/Europe

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Elec/Elec/MU because I can laugh at my three most hated villain groups. Carnies, Malta, and Awakened. My build is weird in that I actually took Rune of Protection. Yeah I know not optimal. But it is fun. I roll in grab some aggro... use energize if I have to. Then RoP if things get hairy. Then barrier if that doesn't do the trick. by the time barrier wears off energize is up. In a pinch use power surge... then cycle barrier before power surge drops, powersink to refill endurance, energize, re-toggle and get back to smashing. I play with a ton of recharge and Electric armor has some built in, so I rarely ever have to use RoP, but it does happen. Even though Elec Armor provides some PSI protection, it's not bullet proof. Popping RoP puts me near the cap. I'm fairly unkillable and I can dish some serious AoE damage. My only real complaint is that single target damage is a bit low. 

 

Edited by GhostDawg
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On 3/8/2020 at 10:02 PM, Heraclea said:

I can vouch for:

 

Invulnerability/Dark Melee - all the survivability of Granite, none of the drawbacks.

 

Bio Armor/Spines - you just stand there and mobs die.

 

Willpower/Mace - Now that aggro auras have been equalized, this brings a lot of soft control.  I took Quicksand and Salt Crystals on the character, which bring useful debuffs.

 

Shield/Fire - another DPS tanker. 

I'm running an Invul/DM brute. It's like easy mode for sheer survivability. 

 

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On 3/31/2021 at 5:14 AM, Marshal_General said:

For some reason, the idea of tanks that hover during a fight yelling "Hit me!", just seems wrong. People that hover during fights usually yell "Not in the face!".

 

A tank's feet should be on the ground.

Look, sometimes their face is up there, while my fists are down here.

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