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Posted
On 4/12/2024 at 3:49 AM, Tiresias said:

I see that you didn't take taunt. Is that typical for Tankers? I don't honestly know if taunting is even important.

 

OK week from hell is over and I can craft a thoughtful response. 

 

Taunt - I don't need it - some swear by it there's no right or wrong here. 

 

On 4/12/2024 at 3:49 AM, Tiresias said:

Do I need to have Fly as a travel power? My concept was a "Natural" origin -- just a grizzled old soldier Legionnaire from ancient times thrown through a time warp into the modern era. So he would have Super Speed, and Combat Jumping makes sense (I know it's not really a "travel power", but still...), but him flying feels a bit... off to me.

 

Oh no not at all. Fly is just my normal go to - but I do have a couple of themed characters without any travel power by relying on sprint and athletic run. 

 

On 4/12/2024 at 3:49 AM, Tiresias said:

When should I use Parry if my Melee positional defense is softcapped? Does going over the softcap help in some way?

 

A time you might nead it. You can monitor your defense by selecting powers near your power tray and clicking into the defense window and monitor your defenses there as needed. 

 

On 4/12/2024 at 3:49 AM, Tiresias said:

Finally... can you possibly explain "Attuned Enhancements" to me like I'm 5 years old? Or your grandfather? I Googled it, read explanations on both the Homecoming forums AND Reddit, and I swear that I'm more confused than I was when I started.

 

Attuned enhancements level up with you basically their power grows with each level or wanes if you exemplar down.   For instance at level 15 attuned will be powered as a level 15 enh. Level 45 will be at level 45s level.  Etc. 

 

Uniques don't have to be attuned - but I usually buy attuned because I'm already in that window anyway and it also appeases my OCD.

 

 

Posted
On 4/13/2024 at 3:03 PM, elfeanor said:

Hello Infinitum.

 

Thanks for your SR/DM Tank build.

 

It' s a little off topic but is it some post like yours, Infinitum, to build a brute and trying to go near the tank caps ?

 

 

 

 

Brutes can get close, especially with the resistance sets and also SR and Shield. 

 

Honestly. With Elec, Rad, and Fire. I tend to go Brute because of the extra damage combined with the fact you can come close to tanker res numbers - especially if you lean on melee core. 

 

Brutes are IMO more fun against hard targets than tankers.  Not that tankers aren't fun. Just edged out by brutes - again IMHO. 

Posted
14 hours ago, Infinitum said:

 

OK week from hell is over and I can craft a thoughtful response. 

 

Taunt - I don't need it - some swear by it there's no right or wrong here. 

 

 

Oh no not at all. Fly is just my normal go to - but I do have a couple of themed characters without any travel power by relying on sprint and athletic run. 

 

 

A time you might nead it. You can monitor your defense by selecting powers near your power tray and clicking into the defense window and monitor your defenses there as needed. 

 

 

Attuned enhancements level up with you basically their power grows with each level or wanes if you exemplar down.   For instance at level 15 attuned will be powered as a level 15 enh. Level 45 will be at level 45s level.  Etc. 

 

Uniques don't have to be attuned - but I usually buy attuned because I'm already in that window anyway and it also appeases my OCD.

 

 

 

Thank you for the reply! I've been playing the Shield Tanker for the last couple of weeks with my friends and she's 20 now. We ended up going with a "Silver Age Superheroes" theme, so she's dressed in Roman-style armor akin to some of Wonder Woman's old costumes (she used a sword and shield a lot in her old comics!). The build works well, and I'm surprised at how durable it is even at low levels, especially with a Rad/Dark defender debuffing everything like crazy.

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Posted
On 4/20/2024 at 6:54 PM, Infinitum said:

 

OK week from hell is over and I can craft a thoughtful response. 

 

Taunt - I don't need it - some swear by it there's no right or wrong here. 

 

 

Oh no not at all. Fly is just my normal go to - but I do have a couple of themed characters without any travel power by relying on sprint and athletic run. 

 

 

A time you might nead it. You can monitor your defense by selecting powers near your power tray and clicking into the defense window and monitor your defenses there as needed. 

 

 

Attuned enhancements level up with you basically their power grows with each level or wanes if you exemplar down.   For instance at level 15 attuned will be powered as a level 15 enh. Level 45 will be at level 45s level.  Etc. 

 

Uniques don't have to be attuned - but I usually buy attuned because I'm already in that window anyway and it also appeases my OCD.

 

 


IMNSHO, talking about "Need" with regards to Taunt for Tanks misunderstands both the point of Tanking (soft combat control).

Tanks without Taunt are like petless mansterminds.

CAN you do it?

SURE!

Like fighting a boxer with one hand tied behind your back.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
32 minutes ago, Hyperstrike said:


IMNSHO, talking about "Need" with regards to Taunt for Tanks misunderstands both the point of Tanking (soft combat control).

Tanks without Taunt are like petless mansterminds.

CAN you do it?

SURE!

Like fighting a boxer with one hand tied behind your back.

 

Now, I'm only level 25, but I haven't found the need for it yet. Maybe this changes later, but if it does, I'll just drop the travel power from the build (Super Speed) and pick it up. My friends can wait a few extra seconds for me to arrive at the mission if I'm going to be the one getting punched in the face for them!

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Posted (edited)
40 minutes ago, Hyperstrike said:


IMNSHO, talking about "Need" with regards to Taunt for Tanks misunderstands both the point of Tanking (soft combat control).

Tanks without Taunt are like petless mansterminds.

CAN you do it?

SURE!

Like fighting a boxer with one hand tied behind your back.

 

Nah - completely disagree here. 

 

Its a tool. If you need it, fine - but to compare it to a petless mastermind or a boxer with one hand tied behind your back - is hyperbole.  It doesn't even come close to adding that kind of value - or detracting from individual potential if you don't use it. 

 

IMO taunt is more like training wheels for a tanker - eventually you can free that spot up for another valuable power. Gauntlet and punchvoke are so good these days it's completely optional - just my opinion. 

 

Don't get me wrong. The concept of Taunt almost makes me want it just because of the "Come Get Some" factor - but then I come off the ledge and realize I do that anyway every time I leap into action anywhere near the bad guys. 

 

A petless mastermind. That's more like only using Brawl for your attacks. 

Edited by Infinitum
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Posted
7 minutes ago, Tiresias said:

 

Now, I'm only level 25, but I haven't found the need for it yet. Maybe this changes later, but if it does, I'll just drop the travel power from the build (Super Speed) and pick it up. My friends can wait a few extra seconds for me to arrive at the mission if I'm going to be the one getting punched in the face for them!

 

It only gets better with agro management the higher you level - so if you are managing without it there you probably won't ever need it. 

Posted
8 hours ago, Infinitum said:

 

It only gets better with agro management the higher you level - so if you are managing without it there you probably won't ever need it. 

 

Well, my Tanker is set up to play in a team of people who have been friends for a long time, so it hasn't been an issue so far. We played WoW in the old days when you HAD to let the tank and crowd controllers go first before you opened up with damage or you would just rip aggro and die.

 

My friends still play that way; I don't even have to ask. They just know to wait until the count of 5 after I start a large pull to ensure anything that isn't a minion is hard-locked on me. We also have a Dominator, so anything that breaks loose is quickly CC'ed.

 

Like I said, my opinion my change at higher levels or if we start grouping with randoms a lot, but right now I've never found myself wanting for a taunt. It feels like a very "Specific Use Case" power, like having certain Sorcery powers can be valuable to Defenders and Controllers.

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Posted (edited)

Wanted to throw an opinion on Taunt. With the way aggro is handled after the latest changes, Taunt is actually extremely useful to get overflow mobs closer to you, and once they are, your taunt aura will start randomly tagging them and spreading your Gauntlet past its target cap.

 

Taunt is also an autohit pulling tool that will ensure your pulled mobs make it to your herd, as the taunt duration is a lot longer than a Gauntleted attack (and to my knowledge Gauntlet does not apply to pools or epics). Of course this is also provided there are no other sources of taunt coming from your team (Brute/Scrapper skirts, MM pets, Decoys, etc.).

 

As another aside it is nearly mandatory for 4*. Some AVs seem to peel off pretty easily (Vandal, Dra'Gon), and there are times you want to Old School kite targets to reduce your damage while waiting for the next phase (Mish 3 Rom).

 

Taunt is the best CC in the game, and the power itself is an invaluable tool that requires no more than a single power pick. There's a reason Scrappers only get Confront.

Edited by Spaghetti Betty
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Mainly on Excelsior. Find me in game @Spaghetti Betty.

AE Arcs:  Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577

Click to look at my pets!

 

Posted
On 4/22/2024 at 1:33 AM, Infinitum said:

 

Nah - completely disagree here. 

 

Its a tool. If you need it, fine - but to compare it to a petless mastermind or a boxer with one hand tied behind your back - is hyperbole.  It doesn't even come close to adding that kind of value - or detracting from individual potential if you don't use it. 

 

IMO taunt is more like training wheels for a tanker - eventually you can free that spot up for another valuable power. Gauntlet and punchvoke are so good these days it's completely optional - just my opinion. 

 

Don't get me wrong. The concept of Taunt almost makes me want it just because of the "Come Get Some" factor - but then I come off the ledge and realize I do that anyway every time I leap into action anywhere near the bad guys. 

 

A petless mastermind. That's more like only using Brawl for your attacks. 


Thank you for agreeing with my point.

You're eschewing a set-defining power because you prefer to operate as a Scrapper.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
38 minutes ago, Hyperstrike said:


Thank you for agreeing with my point.

You're eschewing a set-defining power because you prefer to operate as a Scrapper.

 

 

Nah, you are missing the point here and trying to die on a hill not worth dying on because - well I was going to say because you don't understand Gauntlet - but I know that's not the case.

 

Let's just leave it as don't choose that hill to die on - taunt is a great power but not required and definitely does not equate to a petless mastermind if a tanker doesn't take it.

Posted
1 hour ago, Spaghetti Betty said:

As another aside it is nearly mandatory for 4*. Some AVs seem to peel off pretty easily (Vandal, Dra'Gon), and there are times you want to Old School kite targets to reduce your damage while waiting for the next phase (Mish 3 Rom).

 

I agree with this statement actually, but for 99% of the remainder of the content it's absolutely not mandatory or even needed with pugs. 

 

I can see how it would be critical with hardmode because it will not allow any loss of focus on the tanker - which in hardmode could go sideways fast. 

 

I don't really play hardmode honestly for the time investment and it taking me past where the game is enjoyable to annoying.   That's just my personal preference there - not at all saying there is anything wrong with hardmode. Just not my cup of tea. 

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Posted
4 hours ago, Infinitum said:

 

 

Nah, you are missing the point here and trying to die on a hill not worth dying on because - well I was going to say because you don't understand Gauntlet - but I know that's not the case.

 

Let's just leave it as don't choose that hill to die on - taunt is a great power but not required and definitely does not equate to a petless mastermind if a tanker doesn't take it.



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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
On 4/13/2024 at 3:03 PM, elfeanor said:

Hello Infinitum.

 

Thanks for your SR/DM Tank build.

 

It' s a little off topic but is it some post like yours, Infinitum, to build a brute and trying to go near the tank caps ?

 

 

 

 

What kind of Brute were you looking for?

Posted
On 4/19/2024 at 11:17 PM, Niplash said:

I'm looking for a Elec/Staff tanker build. Obviously, no rush.

 

Thanks!

 

 

Try this out - I boosted Toxic and Negative as high as I could without sacrificing too much from other places - and if you feel the need to change anything please do and make this build your own.  My build is just a starting point for you to branch out and experience things from your viewpoint.

 

Hope you enjoy!

 

Tanker (Electric Armor - Staff Fighting).mbd

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Posted

Hi, I am back to CoH after a few years break and am trying to rebuild my favorite character. A tanker with shield and fire powers, leadership, combat jumping, fighting and fire and would love to have some advice on how to slot her. I enjoy playing tanky characters that also have a bit of a punch so working also on a rad/inv brute. She is soon level 50 and I am willing to put a lot of effort to her build as she is so fun to play,

 

Advice would be much appreciated:)

 

Lady

 

 

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Posted
3 hours ago, HeroicLady said:

Hi, I am back to CoH after a few years break and am trying to rebuild my favorite character. A tanker with shield and fire powers, leadership, combat jumping, fighting and fire and would love to have some advice on how to slot her. I enjoy playing tanky characters that also have a bit of a punch so working also on a rad/inv brute. She is soon level 50 and I am willing to put a lot of effort to her build as she is so fun to play,

 

Advice would be much appreciated:)

 

Lady

 

 

 

Got ya covered.

 

Shield is one of my favorite sets. I will hook you up as soon as I get home from work. 

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Posted
3 hours ago, HeroicLady said:

Hi, I am back to CoH after a few years break and am trying to rebuild my favorite character. A tanker with shield and fire powers, leadership, combat jumping, fighting and fire and would love to have some advice on how to slot her. I enjoy playing tanky characters that also have a bit of a punch so working also on a rad/inv brute. She is soon level 50 and I am willing to put a lot of effort to her build as she is so fun to play,

 

Advice would be much appreciated:)

 

Lady

 

This probably isn't the BEST build available.  But it pretty much ticks all the boxes you specified,

 

image.thumb.png.5ade8a3716fbada2a336042981a78395.png

Curtain Of Flames - Tanker (Shield Defense).mxd

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted (edited)
6 hours ago, Hyperstrike said:

This probably isn't the BEST build available.  But it pretty much ticks all the boxes you specified,

That one would be better dropping the fire res some, boosting the melee (melee needing to be higher is a must for incarnate content - especially on shield because it all but caps DDR - higher than invul and largely why Shield is more durable than an Invul in most encounters - nothing's getting through an incarnate softcapped shield tanker) and ranged possibly also but less important than melee.  Also boosting up Psi to at least 50 - higher if possible. 

 

That will give you a more well rounded approach to Shield which will be more durable in more situations. 

 

Not a bad start though. 

 

Edit - lets revisit this - after opening the build there are glaring weaknesses with it - those numbers you took a screenshot of is with one with the shield toggled on - which isn't a good reference of what the build can actually do 24/7  One with the shield will run out and I advise against leaning on it that hard.

 

The second major issue is - this build skipped build up - that's just not advised under any circumstance.

Edited by Infinitum
Posted (edited)
11 hours ago, HeroicLady said:

Hi, I am back to CoH after a few years break and am trying to rebuild my favorite character. A tanker with shield and fire powers, leadership, combat jumping, fighting and fire and would love to have some advice on how to slot her. I enjoy playing tanky characters that also have a bit of a punch so working also on a rad/inv brute. She is soon level 50 and I am willing to put a lot of effort to her build as she is so fun to play,

 

Advice would be much appreciated:)

 

Lady

 

 

 

 

Try this one Me Lady of the Heroic banner.

 

This one gives you

66.7 Melee

68.5 AOE

57.3 Ranged

 

that's with no friendly's counting towards your defense with Phalanx fighting on - if you have just one friendly in range to kick Phalanx fighting on - you will be at 

71.8 Melee

73.7 AOE

62.4 Ranged

 

With Defense numbers like that combined with nearly perma 2 stacked Active Defense - that defense will be hard to break - and even if you break a little the resistances below will carry you through.

 

Resistances - this one with just one stack of Might of the Tanker running - you should be able to hit 2 usually with that proc in Greater Fire Sword - puts you at

79.9 s/l

62.3 En/Neg

62.3 F/c

61.6 Tox

61 Psi

 

If you have 2 stacks of Might of the Tanker running you are at

85.9 s/l

68.3 En/Neg

68.3 F/c

67.6 Tox

67 Psi

 

If you run One with the Shield/1 Stack of Might of the tanker you are at

90+ s/l

79.3 En/Neg

79.3 F/c

78.5 Tox

61 Psi

 

You could also run One with the Shield in Rotation with Melee Core and achieve the above on a near permanent basis.

 

One Caveat to this build - I didn't have enough room for a Travel power - because I really really wanted it to have Fireball - however if no travel power is a deal breaker - swap out fireball for Super Jump or Super Speed - but it is worth noting - the combination of Athletic run and Sprint - is a very good minor travel power in terms of run speed and jump height.  I use that combo solely on a few of mine.

 

For Incarnates I went Agility Core for the added defense and endurance mod - you could also go Cardiac core here for resistance/end - however I believe Shield is benefitted more in this case with Agility - but you could do it either way there.

 

For your Destiny - I would go Ageless Core here - because you don't really need added DDR but the endurance gain from Ageless Core would benefit this build more.

 

For Hybrid - you could go melee core or assault radial - or even both and swap them out as needed.

 

I hope you enjoy this, if you have any questions please let me know.  Build is attached below.

 

Tanker (Shield Defense - Fiery Melee).mbd

 

Edited by Infinitum
  • Like 2
Posted
23 minutes ago, Infinitum said:

 

 

Try this one Me Lady of the Heroic banner.

 

This one gives you

66.7 Melee

68.5 AOE

57.3 Ranged

 

that's with no friendly's counting towards your defense with Phalanx fighting on - if you have just one friendly in range to kick Phalanx fighting on - you will be at 

71.8 Melee

73.7 AOE

62.4 Ranged

 

With Defense numbers like that combined with nearly perma 2 stacked Active Defense - that defense will be hard to break - and even if you break a little the resistances below will carry you through.

 

Resistances - this one with just one stack of Might of the Tanker running - you should be able to hit 2 usually with that proc in Greater Fire Sword - puts you at

79.9 s/l

62.3 En/Neg

62.3 F/c

61.6 Tox

61 Psi

 

If you have 2 stacks of Might of the Tanker running you are at

85.9 s/l

68.3 En/Neg

68.3 F/c

67.6 Tox

67 Psi

 

If you run One with the Shield/1 Stack of Might of the tanker you are at

90+ s/l

79.3 En/Neg

79.3 F/c

78.5 Tox

61 Psi

 

You could also run One with the Shield in Rotation with Melee Core and achieve the above on a near permanent basis.

 

One Caveat to this build - I didn't have enough room for a Travel power - because I really really wanted it to have Fireball - however if no travel power is a deal breaker - swap out fireball for Super Jump or Super Speed - but it is worth noting - the combination of Athletic run and Spring - is a very good minor travel power in terms of run speed and jump height.  I use that combo solely on a few of mine.

 

For Incarnates I went Agility Core for the added defense and endurance mod - you could also go Cardiac core here for resistance/end - however I believe Shield is benefitted more in this case with Agility - but you could do it either way there.

 

For your Destiny - I would go Ageless Core here - because you don't really need added DDR but the endurance gain from Ageless Core would benefit this build more.

 

For Assault - you could go melee core or assault radial - or even both and swap them out as needed.

 

I hope you enjoy this, if you have any questions please let me know.  Build is attached below.

 

Tanker (Shield Defense - Fiery Melee).mbd 45.35 kB · 0 downloads

 

Shield/Fiery Melee might be the COOLEST looking combo. Running with your shield and a flame sword out is just *chef’s kiss*

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Posted
Just now, One IV All said:

Shield/Fiery Melee might be the COOLEST looking combo. Running with your shield and a flame sword out is just *chef’s kiss*

 

I know! I don't understand why I never explored this myself. lol

 

It would probably be one of the best Shield Tankers I would have made.   The durability and utility of Shield with the raw power and brute force of Fire.  I think I'm going to explore this myself. lol

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Posted
6 minutes ago, Infinitum said:

 

I know! I don't understand why I never explored this myself. lol

 

It would probably be one of the best Shield Tankers I would have made.   The durability and utility of Shield with the raw power and brute force of Fire.  I think I'm going to explore this myself. lol

I think you’d be right. Shield Charge + FSC + Combustion seems like it’d be disgusting AOE damage.

 

Add in the fact that you can add in -res procs in the single target attacks as well, and you’re ST damage would probably be great as well.

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Posted
4 hours ago, Infinitum said:

 

I know! I don't understand why I never explored this myself. lol

 

It would probably be one of the best Shield Tankers I would have made.   The durability and utility of Shield with the raw power and brute force of Fire.  I think I'm going to explore this myself. lol


Stuff like Invuln is for lazy people like us who like low maintenance builds.
Shield requires a bit more in the way of active management.

 

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

Posted
4 hours ago, Infinitum said:

 

I know! I don't understand why I never explored this myself. lol


Because most of the "Sword" powers are generally noticeably slower, thus lower DPA.

Granted, this isn't terribly important, when you're capped Defense and capped Resist.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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