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Need suggestions for a new Tanker


Socks10

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On 3/18/2020 at 12:33 PM, Socks10 said:

I recently got back into CoH after a (15? year hiatus). Thank you very much for bringing this back. I am having a lot of fun with a group of friends being super heroes. Since its been a long time, a lot of information out there is new to me, but I'm picking up lots from these forums. So far I've leveled a 38 Grav/Time Controller, 19 Ill/Rad Controller, and have been using a 13 Fire/Broadsword Tanker. 

 

My questions are for the Tanker. I've been playing with a group that has a Empathy Defender, Mind Controller, and a Elec Blaster or Psionic Corrupter. I decided to use my Tanker to help out this group, but I'm not sure I am enjoying my choice so far. I know it's early and maybe I should just stick with it, but Broadsword doesn't seem great. The animations for the sword attacks take a while. Are there options for faster attacking secondaries? More damaging secondaries? 

 

I'm open to any Tanker suggestions. I basically want to be able to survive almost anything for my group and hold aggro. More damage would be nice too, but as long as I'm doing these other things, less important. I've been going through the forums looking for new build ideas. So far the only thing that's jumped out is Ice/Ice. Any suggestions would be appreciated. 

I'm going to row against the current and say that if you play with a group of friends where a Emp defender, a Corruptor AND a Controller are a constant presence then you, as a Tanker, aren't adding much. mobs are not going to be doing much and the Empath and Corrupting will be keeping people buffed and mobs debuffed.

 

I would suggest a Scrapper instead. Things are locked, time to kill. Scrappers can be very close to unkillable and with the backing of an Empath and a Controller AND a Corruptor I doubt you'd manage to get killed. What a group like that wants is more damage.

 

That said if you're having fun with a Tanker just continue because things will die anyway.

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I don't need a reason to create another alt. 🙂

 

I do get your point about more damage. The Corrupter mentioned above is mostly a Elec Blaster though, so we have some damage. Even so, with a healer and someone to lock things down, I do feel like a tank-lite with some damage could be a good idea. I do have a Natural MA/SR Scrapper already planned out that looks exactly like a buddy of mine. 🙂

 

Update: Well, I did end up making an MA/SR Scrapper and got him into the 20s. Played a mission with a Dominator friend and he was fun, but ran into end issues without having anything really slotted. I did noticed something when I looked at the P2W Vendor with this character though. There were new utility powers I hadn't seen before. Mainly Self Destruct, Reveal, and Self Revive. So I immediately logged in and picked these up for my Tanker. 

 

Now, onto my Tanker. I have been trying to slowly work towards Accolade powers. I decided to take him over to Crey's Folly solo yesterday to run around and try to arrest Freakshow Tankers for one of the Accolades. They were all grey and man it was still a slog. It takes forever for me to take them down still and I'm always running into end issues. He does not seem to be very good at soloing (which I would expect), but does it get any better? 

 

Once my friends came online, we switched to finishing off an Ouroboros mission we were working on. We were minus the healer though, so it was just me with a controller and a blaster. It was so fun. This character really shines in a group. We moved onto the signature arc in Brickstown to work towards one of the Accolades. I had to look up how to change the mission to -1x8 (it's been awhile) and we tried it out on the second mission in the arc. Tons of mobs, but we didn't really have any issues until the boss at the end. He starts by sending wave after wave. We were doing fine and not really having any issues until the boss starts attacking and sends in the final wave. So many mobs. I was surrounded, was barely keeping up and a miss click put me down. There were still so many mobs up and the blaster immediately went to the hospital and started running back. He called for us to do the same and I said, nah. I fired off the self resurrect I picked up earlier and immediately used Hibernate. Once I was full, I popped out, fired off my toggles as quickly as I could, and got right back at it. The others eventually joined me and we finished everything off. It was such a fun moment. 

 

He may have trouble soloing, but I can't see me not playing this character any chance I can get. 

Edited by Socks10
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  • 3 weeks later
On 3/19/2020 at 11:36 AM, Solarverse said:

@Socks10 I can post my Ice/Ice Tank build if you would like a secondary build to look at.

I completely missed this when it was posted. I would love to see your build if you're still willing and able to provide it. 🙂

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1 hour ago, Socks10 said:

I completely missed this when it was posted. I would love to see your build if you're still willing and able to provide it. 🙂

Absolutely! This is most likely going to be the most survivable Ice/Ice Tank build you'll find. Not to mention, I have a ton of fun with this character...most fun than my Tanks (Invuln and Will Power) who are unkillable.  🙂 

 

 

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Warface: Level 50 Science Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(3), LucoftheG-Def/Rchg+(5), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(33)
Level 1: Frozen Fists -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Rchg/HoldProc(7), TchofDth-Acc/Dmg(33), TchofDth-Acc/Dmg/EndRdx(34)
Level 2: Ice Sword -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(3), SprGntFis-Acc/Dmg/Rchg(7), SprGntFis-Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(15), SprGntFis-Acc/Dmg/EndRdx/Rchg(37)
Level 4: Chilling Embrace -- PcnoftheT-Acc/EndRdx(A), PcnoftheT-Dmg/Slow(15), PcnoftheT-Rng/Slow(37), PcnoftheT-EndRdx/Rchg/Slow(40), PcnoftheT--Rchg%(48)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Frost -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(9), Bmbdmt-Dam/Rech(9), Bmbdmt-Acc/Dam/Rech(11), Bmbdmt-Acc/Dam/Rech/End(17), Bmbdmt-+FireDmg(31)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Icicles -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(13)
Level 14: Super Jump -- Jump-I(A)
Level 16: Combat Jumping -- Rct-Def(A), Rct-ResDam%(17), ShlWal-Def/EndRdx(39), ShlWal-Def/Rchg(42), ShlWal-Def/EndRdx/Rchg(42), ShlWal-Def(43)
Level 18: Glacial Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), LucoftheG-Def(21), LucoftheG-Def/Rchg+(21), ShlWal-ResDam/Re TP(34)
Level 20: Ice Patch -- RechRdx-I(A)
Level 22: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25)
Level 24: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34), TtnCtn-ResDam/EndRdx(43), TtnCtn-ResDam/Rchg(43), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx/Rchg(46)
Level 26: Energy Absorption -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(27), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(29), LucoftheG-Def/Rchg+(50)
Level 28: Freezing Touch -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(29), SprMghoft-Acc/Dmg/Rchg(31), SprMghoft-Dmg/EndRdx/Rchg(31), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Rchg/Res%(42)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Hibernate -- RechRdx-I(A)
Level 35: Greater Ice Sword -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(36), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(37)
Level 38: Frozen Aura -- Obl-Acc/Rchg(A), Obl-Acc/Dmg/Rchg(39), Mlt-Acc/Dmg(39), Mlt-Acc/Dmg/EndRdx(40), SprAvl-Rchg/KDProc(40)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), RctArm-ResDam/EndRdx(45), RctArm-ResDam(46)
Level 47: Weave -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/Rchg(48), GifoftheA-Def/EndRdx/Rchg(48), GifoftheA-Def(50), GifoftheA-EndRdx/Rchg(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(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 -- Run-I(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Resilient Core Paragon
Level 50: Melee Core Embodiment
Level 50: Ageless Total Radial Invocation
Level 50: Cryonic Core Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Warworks Core Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
------------
Set Bonus Totals:

  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 8.5% Defense(Smashing)
  • 8.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 11% Defense(Melee)
  • 6% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.4% Max End
  • 6.25% Enhancement(Max EnduranceDiscount)
  • 5% Enhancement(Range)
  • 2.5% Enhancement(SpeedRunning)
  • 2.5% Enhancement(SpeedFlying)
  • 43% Enhancement(Accuracy)
  • 2.5% Enhancement(SpeedJumping)
  • 2.5% Enhancement(JumpHeight)
  • 45% Enhancement(RechargeTime)
  • 253 HP (13.5%) HitPoints
  • MezResist(Confused) 153.8%
  • MezResist(Held) 153.8%
  • MezResist(Immobilized) 153.8%
  • MezResist(Sleep) 153.8%
  • MezResist(Stunned) 153.8%
  • MezResist(Terrorized) 153.8%
  • MezResist(Teleport) 100% (20% chance)
  • 6% (0.1 End/sec) Recovery
  • 56% (4.37 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 51.5% Resistance(Smashing)
  • 51.5% Resistance(Lethal)
  • 19.25% Resistance(Fire)
  • 19.25% Resistance(Cold)
  • 37.25% Resistance(Energy)
  • 37.25% Resistance(Negative)
  • 16.25% Resistance(Toxic)
  • 16.25% Resistance(Psionic)

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|

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Thanks for posting. This build has some big differences from the one I'm using. Very interesting. 

 

It looks like there is a way to have multiple builds for a single character. Do people do this? Is it practical? It looks like it would be a good way to test out one build against another.

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9 hours ago, Socks10 said:

Thanks for posting. This build has some big differences from the one I'm using. Very interesting. 

 

It looks like there is a way to have multiple builds for a single character. Do people do this? Is it practical? It looks like it would be a good way to test out one build against another.

It really depends on what you are after. The build I had before this one focused on crowd control with CC Procs. However, that left the same ol gap in the build that Ice Tanks have always had since the beginning...Resistance issues. The Defense is incredible, but once that defense is broken, the Tank is at the mercy of his Defenders.

Ice Tanks have very little Resistances outside of Cold Resist. That is a HUGE hole to fill. The original Devs figured that adding the slow affect to Ice would grant them enough mitigation that the lack of resists wouldn't hurt the set...and they were right, for a time. What they did not consider was how the game would change over the years and that building a good Tank would require more than that. In today's world, a Tank must have Resistance, Defense, Mitigation and Crowd Control to survive end game.

Taking all of that in to consideration, I have filled in the holes that the set lacks to the best I think anyone could possibly muster up. Just remember to pop oranges before any AV fight that uses Energy/Negative/Toxic/Psi damage, 4 small Oranges will get you to cap resist on everything but Psi, while you will need 5 small oranges vs Psi. However, seldomly; very seldom, will you need to cap your resists. The only type of Inspirations you should have in your tray are Oranges, saving the large ones for AV fights. Unless you are fighting anything with auto hit leeching, you shouldn't require any Blues either. In between Hibernate, Energy Absorption and Ageless, you should always have more than enough Energy Bar for any type of prolonged encounters.

It's a pretty solid Tank build, a build that gets requested of me in game from time to time. Most people do not expect an Ice Tank to be as tough as the one that I have is. Honestly, I didn't think it could be done either, and I myself was pleasantly surprised.  🙂

Edited by Solarverse
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2 hours ago, Solarverse said:

It really depends on what you are after. The build I had before this one focused on crowd control with CC Procs. However, that left the same ol gap in the build that Ice Tanks have always had since the beginning...Resistance issues. The Defense is incredible, but once that defense is broken, the Tank is at the mercy of his Defenders.

Ice Tanks have very little Resistances outside of Cold Resist. That is a HUGE hole to fill. The original Devs figured that adding the slow affect to Ice would grant them enough mitigation that the lack of resists wouldn't hurt the set...and they were right, for a time. What they did not consider was how the game would change over the years and that building a good Tank would require more than that. In today's world, a Tank must have Resistance, Defense, Mitigation and Crowd Control to survive end game.

Taking all of that in to consideration, I have filled in the holes that the set lacks to the best I think anyone could possibly muster up. Just remember to pop oranges before any AV fight that uses Energy/Negative/Toxic/Psi damage, 4 small Oranges will get you to cap resist on everything but Psi, while you will need 5 small oranges vs Psi. However, seldomly; very seldom, will you need to cap your resists. The only type of Inspirations you should have in your tray are Oranges, saving the large ones for AV fights. Unless you are fighting anything with auto hit leeching, you shouldn't require any Blues either. In between Hibernate, Energy Absorption and Ageless, you should always have more than enough Energy Bar for any type of prolonged intcounters.

It's a pretty solid Tank build, a build that gets requested of me in game from time to time. Most people do not expect an Ice Tank to be as tough as the one that I have is. Honestly, I didn't think it could be done either, and I myself was pleasantly surprised.  🙂

Thanks for the explanation. I will definitely consider this build when I hit level 50 (currently 44). I do absolutely love my Ice/Ice Tank.  

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