I need some help with my tank build. I want a "frost-tank" but I can't seem to do it with this build. He dies and can't hold frosty-threat. I dunno if that's because of too many max-min players taking threat or because the build is weak. Is a heavy weapons build too weak? Do I need to juggle my mods around? What is the strategy for tanking anyways? Is it just repeatedly hitting with a high-threat, low damage attack or is it trying to do as much damage as possible while surviving? I get a sense from the powers that it's intended to be the former, but it seems to be in practice the later. Should I be looking for attacks with High DPS or ones with threat bonuses like Crippling Challenge?
I want to keep the heavy weapons theme, but I definitely want to be able to tank frosty. Any help is appreciated.
PowerHouse (Link to this build)Name: Heavy Weapon TankArchetype: FreeformSuper Stats:Level 6: Strength (Primary)Level 10: Constitution (Secondary)Level 15: Recovery (Secondary)Talents:Level 1: The BehemothLevel 6: EnduringLevel 9: MightyLevel 12: TirelessLevel 15: Quick RecoveryLevel 18: Physical ConditioningLevel 21: RelentlessPowers:Level 1: Bludgeon (Until Morale Improves)Level 1: Guard (Rank 2)Level 6: Eruption (Magma Burst, Crippling Challenge)Level 8: Arc of Ruin (No Quarter)Level 11: Decimate (Nailed to the Ground)Level 14: Defiance (Rank 2, Rank 3)Level 17: Annihilate (Rank 2, Crippling Challenge)Level 20: Enrage (Rank 2, Endorphin Rush, Giant Growth)Level 23: Resurgence (Rank 2, Rank 3)Level 26: AggressorLevel 29: RebirthLevel 32: Unleashed RageLevel 35: Conviction (Rank 2, Rank 3)Level 38: Iron Cyclone (Vortex Technique)Travel Powers:Level 6: AthleticsLevel 35: SuperjumpSpecializations:Strength: Swole (3/3)Strength: Aggression (2/2)Strength: Brutality (1/2)Strength: Juggernaut (3/3)Strength: Overpower (1/3)Warden: Fortified Gear (3/3)Warden: Ruthless (2/2)Warden: Tenacious (2/2)Warden: The Best Defense (3/3)Protector: Fortified Gear (3/3)Protector: Beacon of Hope (2/3)Protector: Bulwark (2/2)Protector: Resolute (3/3)Mastery: Warden Mastery (1/1)
Primary: Strength Secondary: Constitution, Recovery
Active Offense:
Aggressor
Active Defense:
Resurgence
Passive Defense:
Defiance
(Warden Mastery - Grit)
Heal:
Resurgence, Conviction
Self-Resurrect:
Rebirth
Buff:
Enrage
Rage Builder:
Eruption
Gear:
Justice Gloves of Precision
- 21 Defense
- 128 offense
- 52 Critical Strike
- 2.5 Critical Severity
- Rec Enc 7 x2
- Impact Prism 7 x2
Justice Tight of Fitness
- 82 Defense
- 553 Max Heath Points
- 124 Strength
- Strength Armoring 7 x2
- Impact Prism 7 x2
Justice Mask of Efficiency
- 21 Defense
- 62 Constitution
- 62 Strength
- 241 Cool-down Reduction
- 202 Cost Discount
- Con Enhancement 7
- Str armoring 7
- Impact Prism 7 x2
Vigilante's Impacting Belt
- 6.5 Defense
- 25 offense
- 44 PSS (Strength)
Vigilante's Bolstering Bracer
- 9.7 Defense
- 338 Health
- 44 PSS (Strength)
Vigilante's hastened Eyepiece
- 6.5 Defense
- 338 Health
- 46 Cool-down Reduction
- 46 Cost Discount
- 44 PSS (Strength)
Health: 11,932
Energy: 122
STR : 459
DEX: 12
CON: 157
INT: 12
EGO: 12
PRES: 12
REC: 219
END: 15
Offense: 655.6
CRIT Chance: 14.3%
CRIT SEV 82.5%
DEF 282.6
DOGE 10%
AVOID 20%
Comments
"There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
I will also look into dropping protector in favor of vindicator, will give you more crit(more threat) and give you the legendary Aggressive stance/the best defense combo, combined with juggernaut will boost your defense to ridiculous levels.
Also I don't see any combo attacks in the build so Warden mastery is doing nothing for you, I would switch it to strength mastery.
Name:
Archetype: Freeform
Super Stats:
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents:
Level 1: Inhuman
Level 6: Mighty
Level 9: Enduring
Level 12: Tireless
Level 15: Physical Conditioning
Level 18: Quick Recovery
Level 21: Relentless
Powers:
Level 1: Bludgeon (Until Morale Improves)
Level 1: Cleave (Rank 2, Rank 3, Challenging Strikes)
Level 6: Decimate
Level 8: Defiance
Level 11: Enrage (Endorphin Rush, Giant Growth)
Level 14: Devour Essence (Rank 2, Crippling Challenge)
Level 17: Supernatural Power
Level 20: Resurgence (Evanescent Emergence)
Level 23: Unbreakable
Level 26: Energy Shield (Laser Knight)
Level 29: Conviction (Rank 2, Rank 3)
Level 32: Unleashed Rage (Rank 2, Rank 3)
Level 35: Ego Surge (Nimble Mind)
Level 38: Miniaturization Drive (Rank 2, Reciprocating Gizmo)
Travel Powers:
Level 6: Athletics (Rank 2, Rank 3)
Level 35: Teleportation (Rank 2)
Specializations:
Strength: Swole (3/3)
Strength: Aggression (2/2)
Strength: Brutality (2/2)
Strength: Juggernaut (3/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Elusive (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Mass Destruction (3/3)
Mastery: Strength Mastery (1/1)
This is similar to my main tank. I know you wanted more Heavy Weapons, but thought I would share this anyways.
Main points:
2 Active Defenses. This is pretty crucial on boss fights, especially when you know you can take a ton of damage. Unbreakable as a filler active, Resurgence when you take a big spike to recover quickly.
Cleave with CS for taunt, aoe, and Enrage builder.
Devour Essence for CC and constant self heal
Mini Drive and Disorient on builder for some debuffs to help take the least amount of damage.
Gear:
Keep everything as is, except this:
On your Justice Primaries, replace all mods with the highest Con mods you have. Possibly keep 1 STR mod of the highest rank you have.
Remember: Half the people you know are below average...
Do not correct a fool, for he will hate you for it. Correct a wise man, for he will appreciate you for it.
Don't be like the Qularr. They would not last one round in the Interstellar Galactic Arena...
Handle @brayv
Easiest way to improve ur survival for ice daggers, regardless of build, and aside from stating Con (which you should do anyways), is to just pick up Ebon Void w/ VD. Any tank build is muuuuuuch more serviceable vs. Frosty if you can keep 10 stacks of VD rolling. Its not necessary at all for most other content, but it won't be easy tanking Frosty w/o it and no backup healers- esp as a non-100% dodge build. If its a theme issue, ya can always make it the last power slot ya swap out for a diff block or ability when not doing F&I, and then re-specing it is cheap.
Otherwise you need at least one regular heal and prob 2 ADs (one regular one, and one like MD ya can pop in case ya get ice prisoned). Ya can always pop MD or Unbreakable early to give you less reliance on blocking to get a threat lead, or just tell ur team you'd like some time to threat-up on Frosty before they switch to him.
Because of F&I's high innate dmg resist, added flat threat values like in CrC/CS advs and from Defense combo are much more potent for holding threat, vs. raw dmg. You still need decent damaging moves, but the challenging advs will make the most added difference for any build. If some other tank is taunting off you w/ CrC and higher dps moves, either they know what they're doing and can handle it, or they'll just die (and conveniently have their threat wiped). Same thing w/ suped-up dps that goes balls out on Frosty and doesn't expect anything bad to come from it- their lesson to learn, not yours. They can always hit Kenina for a while if they want to keep dishing out dps, or pack a threat wipe.
- Be safe and have fun, champs - for science!
The problem with Defiance is that Frosticus hits too hard and too often. If you find yourself in a PUG with no healer you will be unpleasantly surprised by how quickly she takes you down. I know, I had a 243% damage resistance hero with lots of self healing and damage debuffs get snapped like a twig again and again.
In any case, with STR PSS, Cleave is plenty enough to hold agg with Enrage as form by adding Demolish R2 w/adv to debuff will significantly increase your damage and taking Warden Mastery. BTW Raijin's DPS isn't spectacular at 2.2K vs. Regen Dummies in PH but then again she never blocks so her DPS is sustained (get Laser Knight!!!)
But the main benefit is that LK allows you to continuously smack your target and keep agg up. There is a 9.1% damage decrease but I'm sure its still more damage than blocking all the time.
Does depend how often ya can go w/o needing to block, too. Sometimes Frosty can chain 7 or so daggers back-to-back, and I just don't see many builds being able to face-tank all that w/o backup or having to block some. To be fair, any build can learn the small interval between daggers and sneak in a quick poke or heal between blocking- hard to describe w/ words but it kinda becomes a rhythm once ya get used to it.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!