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Tankermind and Status effects


senseichen

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So, are people really using Tankermind to tank for groups?  I see a bunch of people mentioning they're taking Provoke.

 

How do you protect from status effects hosing up everything?  Do you mostly not care if you're CCed, as long as you can Provoke ever once in a while?  Is there some APP that's key to handling this well?

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People intending to tankermind will generally aim to get Acrobatics from the Leaping pool, or go Mercenaries for their primary, as if you keep the Medic on passive he will generally continuously use Stimulant on you which provides you with immunity to all mez other than knockback, which you can handle trivially with IOs.

 

They will generally also go with a build that lets them hit the Defense soft cap, so that most mez should simply miss them to start with.

 

I take provoke even when I'm not intending to tankermind per se, because the pets survive a lot longer when it's me eating the attacks instead of them. Much easier to keep them up when they're only taking 1/8 of the damage instead of taking entire hits.

 

And even if I'm not using it all the time, it makes a good power to throw when a pet is about to die, to buy a little more time for my heals to come off cooldown, or whatever.

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People intending to tankermind will generally aim to get Acrobatics from the Leaping pool, or go Mercenaries for their primary, as if you keep the Medic on passive he will generally continuously use Stimulant on you which provides you with immunity to all mez other than knockback, which you can handle trivially with IOs.

 

They will generally also go with a build that lets them hit the Defense soft cap, so that most mez should simply miss them to start with.

 

I take provoke even when I'm not intending to tankermind per se, because the pets survive a lot longer when it's me eating the attacks instead of them. Much easier to keep them up when they're only taking 1/8 of the damage instead of taking entire hits.

 

And even if I'm not using it all the time, it makes a good power to throw when a pet is about to die, to buy a little more time for my heals to come off cooldown, or whatever.

 

this is not entirely correct. the old tankermind builds on the old forums didn't take acro because it only protected against hold and knockback.

 

generally a tankermind is going to be softcapped so the cc is rarely going to connect. clarion is an option as well.

 

check this old thread about tankerminding that was made a few months before shutdown. that's about as current as you can get.

 

https://web.archive.org/web/20120905233931/http://boards.cityofheroes.com/showthread.php?t=293937

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I don't consider Incarnate powers to be solutions to problems, as the Incarnate trials are literally why you need to solve the problems in the first place. And once you've done them you've nearly "won" the game.

 

I'd still take Acro because hold is the most troublesome of all mez, personally.

 

It'd sure be nice if MMs could get the Psychic Mastery APP with Indomitable Will...

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I don't consider Incarnate powers to be solutions to problems, as the Incarnate trials are literally why you need to solve the problems in the first place. And once you've done them you've nearly "won" the game.

 

I'd still take Acro because hold is the most troublesome of all mez, personally.

 

It'd sure be nice if MMs could get the Psychic Mastery APP with Indomitable Will...

 

without incarnates, nothing tankerminds like bots/traps.

 

and bots/traps doesn't need clarion, opening up more incarnate options.

 

all mm builds suffer in actual incarnate content. if incarnate content is your goal this AT can be frustrating in it.

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It's not tough to get 100% resistance to hold, immob, fear, confuse etc. T4 Hybrid Control passive provides +40% mez resistances. Aegis unique provides +20%. A lot of the new i25 IO's provide +5-10% resistance with 2-4 slots. A lot of the old IO's were updated to provide some as well.

 

Here's my Mercs/Storm build with minimal changes to get 100% resist to all mez.

 

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1589;741;1482;HEX;|
|78DA6593C94F137114C77FD34E81B6202DA52CD29D7D1B5B113D92804B0CAD8265D|
|30B6960802674B18BC2D17FC0831E381AE3927800959357132F1EBC7BC03DD17870|
|49D483A7FAFAFB3E9C493A69F3F9FDBEEFFDDEFBCE9B99C4D6E9C6BD73372684E29|
|ADA4C158BCB8954B1A41732E9EC6A43A25C4A95D2B9AC55D0554F7FBF115C4E9633|
|995C564BE885153D9B2AA4F562D0149D2CAFAD69C952AE90E1C47476DD7D3EBBA11|
|7F46C493B5C386672B94D2D99D7F5D566B98CEBA955BD50DC48E79D727F7633BDBE|
|516A3C8CE5A98AEF4C3EBDA2995A25522B3ABBDEEE209351FADFB109BE2A36F1CA2|
|2444C15960A5DC2B2A0CA9DFAC10A2E615F3785ACBC6A3A79809CBA3760C35BE63B|
|D0F19E292B5FA5930A4EAA8A0F91463F33001E0932436081CE58B99B7557915ADB1|
|ED8F198F9043CFA94B90FDEA57BC46D56842D2CA416A1A7542F4D5494FAE1AA6617|
|3E66917AD911B3D95D0A625E30D04EF4AB22701CBE02E3E811FA8BFD3D6AE4649FC|
|E394C2CF402B1D0739A9C4715619E73584E237C19596E72D484AED626EEDACD5DBB|
|A751A1FB1758A223CDDCA599ABF68C59646ECF27E4F47C06FB4E42EFFB82FD7D72E|
|8E669B8791A2DD4DB83DEC2C39A93342FE7790FE0D8435A3BE7B58F1354AB7840F5|
|3AD94BA71F13EC9BC73DF56FC35BFF22EF3F5AE4F406BF525EBF2AAE91DCC56F42D|
|7347A0CC6990970E802F32268270F7EF6E5F762FA0FC94390B520FBBF4EB523EC2B|
|22273D3481498CFC46A5913FC81C99843EFA1213DAA293BD7CB2F7119C8FEE32477|
|1F698C68C3263E0332A31C0EFD5800BEE62ECB2959C0FB3CB61D6CA54568366D14E|
|61A2B1434AD7377BF1A5564F454370EC33BE3DFAC97BAB51A2354AAC4619AB514ED|
|428F11A2561289519E35B168A8CDA5DFFBFD4CA3707451573F487A1D89459CCC075|
|8999045BE698F33CB705F07B4DB59F8662516EE109B4DE06DB76C0B887809CCAACA|
|3FA5CB05E34AD974CEB2BA67567AB71F675B50EDF578BD7D0774CBABCF62346F01F|
|8A1D238B|
|-------------------------------------------------------------------|

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For a tankermind provoke really serves the following purposes (varies by secondary)

 

Pulling

Keeping pets alive

Stopping a runner

 

Third one is the biggest. All giant monsters run. If you have a secondary with a debuff toggle or debuff field everything runs and runs far. Provoke keeps them in place.

 

The trick is fitting it into a build. A tankermind wants manuevers, fighting, hasten. Leaves no room for a travel power or hover or cj (again varies by secondary - traps doesn’t really need hasten)

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Traps, Force Field and Sonic all give status protection so taking one of those as your secondary helps a lot for tankerminds. Bots/Traps and Bots/FF are probably the best Tankerminds since both combos have high defense and status protection out of the box.

Defender Smash!

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