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Classic Tank(Might)

sturmwolf65sturmwolf65 Posts: 66 Arc User
edited September 2012 in Builds and Roles
I am a big fan of classic Superstrenth Tanks (Thing, Collossus, Superman, etc).
But they are essentially all Mights if it comes to CO.
(Just referring to melee tanks being superstrong and durable.)
You can build them in a lot of minor variations with dipping into different other power sets.
But what works and what not?
Is Enrage a must or optional?
Is Defiance better than Invu?
Should STR be my primary SS or can I go with other?
Which Self Heal or Active Defense and why?
Do I need an energy unlock?
etc.?
What's your opinions and experiences?
Post builds if you like or just rant about it, I just need some input on the whole topic.
Post edited by sturmwolf65 on

Comments

  • cptvanorcptvanor Posts: 274 Arc User
    edited September 2012
    I'll answer a few of your points, the ones I don't are ones I'm not completely sure about.
    Is Enrage a must or optional?

    If you're using powers from the various Brick set, I'd say yes. It's the best toggle to use for those sets. If however you're using mostly MA attacks then no.

    Either way some sort of toggle is very handy and I highly recommend one. The increase in damage way outclasses the increase in cost, and you'll likely never even notice it.
    Is Defiance better than Invu?

    They're booth good, but they function differently.

    Defiance provides defense that increases as you get attacked. It's good for dealing with high damage attacks. Invul on the other hand offers a fairly flat damage reduction and is great for lots of lesser damage attacks.

    So pick one based on how you want your defenses to work. Neither one is really IME a lot better then the other.
    Should STR be my primary SS or can I go with other?

    Again, it depends on what kind of powers you pick. But if you're going with the brick sets, I'd say Str is your best bet for a SS. Although Con could work as well, and have Str as a secondary SS.
    Do I need an energy unlock?

    There is no energy unlock in the brick sets, and not much that really work well with brick powers. Most energy unlocks work with a given power type, like archery, or fire, or so on. You could maybe make Molecular Self Assembly work, that is triggered by powers finishing their cool down. But most brick type powers don't have a CD so I don't think it would work well.

    If you go might, you typically only need a few powers really, so you should have a little room in your build for other stuff. One thing Might lacks however is much in the way of AoE's. Handclap, Havoc Stomp and Shockwave being the only ones.

    However there are a few powers from the Earth set that work for a Superstrength type character. Tremor and Fault line both fit very well in the Superstrong theme, Tremor is basically a foot stop with extra earth/rock effects. Fault line has you punch the ground and create a fault line that travels to the target.

    IMO both of those powers fit quite well in the superstrong theme and look better then Havoc stomp and Shockwave does.
  • cptmillenniumcptmillennium Posts: 451 Arc User
    edited September 2012
    I've tried both Defiance and Invulnerability on Captain Millennium and while Defiance gives you somewhat better protection against Cosmics, for the other 99% of the game's content I find Invulnerability wins. It makes soloing all mobs in a 5-man hard Powerhouse room trivial, and Cap can still tank Gravitar with the best of them

    Enrage isn't a must-have, but if you choose to make STR a SS then it's a great choice. You could go with a Martial Arts form like Form of the Tempest if you're going for crits, or Form of the Tiger For the charged attacks that are so common to Might. MA forms scale off DEX though, so you'd want that as a SS in that case. If you do go Enrage, remember it builds stacks whenever you knock an opponent. This is a great way to make your teammates hate you, so it's a good idea to find some powers that can be controlled. I love Roomsweeper for building fast Enrage stacks and for watching enemies go flying, but on teams I try to use it sparingly. Dragon Uppercut is a great choice, or Uppercut if you have energy issues. Fault Line is also a nice AoE column that does a small knockup. Great for building and maintaining Enrage without people groaning every time you show up in an Alert.

    For an active offense, Aggressor is great. Boosts your STR and CON and gives you stacks of Enrage. Use it to break holds, sure, or hit it before Imbue for the CON boost (boosting Imbue's crit severity) or to quickly build Enrage before a fight or keep it refreshed between fights.

    Any PSS will have its pros and cons, but STR or CON are great choices. STR gives you a bit more offense with bigger crits and a nice survivability bump with higher Defense, but CON comes with extra CC protection, faster health regen and energy when you're attacked (which can make Invulnerability feel a lot like Defiance).

    CON will likely be one of your SSs though, so do yourself a favor and grab Imbue. It makes your next attack or heal an autocrit with a severity that's based on your CON.

    I like Conviction for a self heal. It heals for a lot and recharges fast, which triggers MSA if you take it as an energy unlock (you'll want INT as a SS in that case). For an active defense I like Resurgence. Invulnerability and dodge/avoidance gear is all the protection I need, and an Imbued Resurgence can refill your health from the brink of death, making you very hard to kill. One last thing on heals, if you take Enrage the Endorphin Rush advantage isn't bad. It's generally not enough on its own but it's noticeable.
    __________________________________________________
    The poster formerly known as Lightwave!
  • cptmillenniumcptmillennium Posts: 451 Arc User
    edited September 2012
    Here's Captain Millennium's build if you're interested:

    PowerHouse (Link to this build)

    Name:

    Archetype: Freeform

    Super Stats:
    Level 6: Strength (Primary)
    Level 10: Constitution (Secondary)
    Level 15: Intelligence (Secondary)

    Talents:
    Level 1: The Devastator
    Level 6: Physical Conditioning
    Level 9: Body and Mind
    Level 12: Healthy Mind
    Level 15: Covert Ops Training
    Level 18: Paramilitary Training
    Level 21: Negotiator

    Powers:
    Level 1: Clobber
    Level 1: Roomsweeper (Rank 2, Rank 3)
    Level 6: Mighty Leap (Crippling Challenge, Nailed to the Ground)
    Level 8: Demolish (Below the Belt)
    Level 11: Enrage (Endorphin Rush)
    Level 14: Aggressor (Rank 2, Rank 3)
    Level 17: Invulnerability (Rank 2, Rank 3)
    Level 20: Imbue (Rank 2, Rank 3)
    Level 23: Conviction (Rank 2, Rank 3)
    Level 26: Resurgence
    Level 29: Dragon Uppercut (Rank 2, Rank 3)
    Level 32: Fault Line (Challenging Strikes)
    Level 35: Retaliation
    Level 38: Molecular Self-Assembly

    Travel Powers:
    Level 6: Jet Pack (Rank 2, Rank 3)
    Level 35: Mach Speed

    Specializations:
    Strength: Swole (2/3)
    Strength: Physical Peak (3/3)
    Strength: Brutality (2/2)
    Strength: Juggernaut (3/3)
    Vindicator: Aggressive Stance (2/2)
    Vindicator: Merciless (3/3)
    Vindicator: Focused Strikes (3/3)
    Vindicator: Offensive Expertise (2/2)
    Guardian: Fortified Gear (3/3)
    Guardian: Ruthless (2/2)
    Guardian: Retribution (2/2)
    Guardian: The Best Defense (3/3)
    Mastery: Strength Mastery (1/1)
    __________________________________________________
    The poster formerly known as Lightwave!
  • sturmwolf65sturmwolf65 Posts: 66 Arc User
    edited September 2012
    Ok, I have to check out Faultline at the Powerhouse, thanks for that hint.
    I never looked much into that set, cause all I saw was flinging stones one way or another.

    How about mixing Focus and Enrage?
    Wiki says that Enrage falls of when you are focused, but I have seen people running around with both buffs active on themselves.
    Can someone clarify that?

    Does Endorphine Rush make sense without Defiance?

    Is it worth taking powers that grant stacks of enrage or defiant without having Enrage or Defiant itself?
  • cptvanorcptvanor Posts: 274 Arc User
    edited September 2012
    Does Endorphine Rush make sense without Defiance?

    No not really. But I don't think Endorphin Rush makes much sense period. It seems that turning on Enrage for the sake of a heal is almost never going to be a good idea.
    Is it worth taking powers that grant stacks of enrage or defiant without having Enrage or Defiant itself?

    Personally I don't think so. The cost of gaining Enraged or Defiant, without those powers is pretty costly, and I think you'd lose DPS over all trying to buy advantages and such to gain those buffs.
    Ok, I have to check out Faultline at the Powerhouse, thanks for that hint.

    On that note... There's a number of powers from Earth and Unarmed MA that can work with a might style build. For example Rising Knee and Elbow Drop for example both work well in a might theme.
  • cptmillenniumcptmillennium Posts: 451 Arc User
    edited September 2012
    Endorphin Rush isn't dependent on Defiance any more. It's an automatic HoT that's triggered each time you try to gain a stack of Enrage, so you get constant healing just for doing what you're already doing. It scales with your CON and has a flat 6 second duration. You could skip it and just put the two advantage points into Conviction instead, but my CON is high enough that ER heals me for more than the extra rank in Conviction would.

    If you want to focus on tanking, Defensive Combo is a good power for holding aggro and will give you one stack of Defiant. The Defiant stack is a nice fringe benefit, but the real reason to take it is for the aggro. Cptvanor is right, you'll probably only hurt your overall effectiveness by focusing too much on overlapping forms and such.
    __________________________________________________
    The poster formerly known as Lightwave!
  • cptvanorcptvanor Posts: 274 Arc User
    edited September 2012
    Endorphin Rush isn't dependent on Defiance any more. It's an automatic HoT that's triggered each time you try to gain a stack of Enrage, so you get constant healing just for doing what you're already doing.

    Well that's what I get for using apparently outdated info. That makes it a much nicer option then I thought it was.
  • helbjornhelbjorn Posts: 678 Arc User
    edited September 2012
    Someone please correct me if I am wrong, but in my observations of combat logs regarding Endorphin Rush, it only seems to proc on new stacks of Enrage and not refreshes. In other words if I am in a prolonged battle in which I am maintaining a constant 8 stacks of Enraged, I'm getting essentially no benefit from the heal. I see the energy return from a refresh of Enraged quite frequently, but not the heal. Has anyone else noted this?
  • monsterdaddymonsterdaddy Posts: 793 Arc User
    edited September 2012
    Unfortunately, that is how ER works -- new stacks only. ER is a very nice heal though if you have a lot of CON or Bonus Healing.
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