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Well one of the only reason i can see in taking aid other is incase someone has defeated the last foe in the mob and someone may need healing well that saves them from the rest button but before for aid self why not. Stimulant will offer a free from sleep though.
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A tank focused on attacking seems to me as useful to a team as a blaster focused on healing. Sure it's a nice bonus, but not the way to take the best of the AT imo
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My main priority is in getting hit and trying not to allow others to get hit which is not always possible. If people are going to join you in a cone attack when they could be elsewhere and you cant move because you'd bring direction of fire onto someone else what can you do. But i footstomp and what have you, as much as possible, wherever possible as sometimes there is only so long you can stand up for especially as not every defender will have a heal. -
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Numbers/statistics are better than playing and enjoying the game as is?
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I have to say that I hated I5 and ED because I feel they forced me to pay attention to the numbers..
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You don't have to tho, you can certainly get by without it... apart from knowing that more than 3 of any enhancement type is a bad thing to do I don't really have a clue about any of the numbers. And I think I prefer it that way..
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I like some numbers because going by feel isnt always the best way. I dont have that unnatural psychicness that allows me to get things right. I have to look things up, i may go test to be sure. I dont min/max all my toons even with numbers and i dont go all out for certain things. My tank Shannon is not the hardest kill in the world, she is very damaging and has pretty damn good and flexible taunt control which i find useful. The reason why she isnt as hard as i could get her is because i have that much faith in what magic the other defender sets etc can do. However id like to find ways in how i play that gives everyone a good chance of being good at what they do.
To @Sin I agree with you wholeheartedly, with some people i dont know why they made a tank, perhaps they are new to the game but sometimes they arent. -
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I knew there was a reason I kept from posting.... I cant believe how far people are willing to go just to say they've been here longer, which doesnt necessarily mean that they know more......
I think ill go back to enjoying the game and steer clear from areas such as this. I cant believe what Im reading.
.....Thanks for all the fish!! They definately knew better :-)
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Why dont you do better than that and come out with numbers, talk game dynamics, come up with something?
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Numbers/statistics are better than playing and enjoying the game as is?
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Stasis i said that so he might say something useful and not a concoction from his own frame of mind. This guy believes that tanks should do damage and so do I, I never said any different. The thing is people should play their toons how they like to play them, I never said any different. I play all my toons how i like to play them, how i play them is from the perspective of all my other toons. Other people may wish to differ. We all have different ideas of fun. If i asked a 100 people on "whats the right way to live" we may all have different answers. You team with people for different reasons. I have said that the minimum requirement for a tanker to tank is gauntlet and its true. I uphold my opinions until the day i am "proven" otherwise in which case I will change them. -
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Is it time to resurrect the tank / taunt thread?
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Mate other than serious taunt control i dont know what else a tank can offer a team that other sets cant using a combination of powers. Sure not every team needs a tank. I just cant see the point in making or playing one if your not going to tank.
And whats this tanker section for? whine about how firetanks have it bad balancewise when things arent actually that bad? Tell me not to take taunt and not to take aura cos redirecting fire from the squishier members doesnt matter cos it dont effect my xp? Tell tanks that they bear no relation to other sets and that nothing they do is useful to assist them? I dont think so.
The more taunt control a tanker has the better the possibilities and thats got nothing to do with a tank being a damage dealer. My tanks outdamage my scrappers particularly when they herd. Hell the whole team does. -
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I knew there was a reason I kept from posting.... I cant believe how far people are willing to go just to say they've been here longer, which doesnt necessarily mean that they know more......
I think ill go back to enjoying the game and steer clear from areas such as this. I cant believe what Im reading.
.....Thanks for all the fish!! They definately knew better :-)
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Why dont you do better than that and come out with numbers, talk game dynamics, come up with something? -
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Not sure where this idea comes from, but it's certainly not how I play my Tankers.
Attacks not only trigger Gauntlet on the target and any nearby enemies, they also do damage. The more damage you've done to a critter, the more aggro you generate and the quicker the team can defeat it.
It's a balancing act, of course, as you need to make sure that you're using your attacks to peform your primary role in the team (which will normally be to protect the other members by taking the hits yourself).
In my opinion, though, a Tanker that doesn't attack is making his job harder, not easier, and isn't contributing as much to the team as one that dishes out damage as well as holding aggro.
Your mileage may vary, of course.
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My mileage doesnt vary, the "as well as holding aggro" is a key point. -
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scrafenders you have also made up.
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I've got a rad/rad defender that could be called a "scrafender" if you like.
The safest place for me is where my debuffs are active, which is usually in the middle of the melee, and my PBAOE heal is most effective in the middle of the melee, and my PBAOE attack is most effective in the... ah, you guessed it. So, I scrap it out in the middle of the melee with powers like Air Superiority, which is very nice control (so you could call me a "scraconfender") and Boxing, which is a nice, quick attack, while I apply a PBAOE hold through my Choking Cloud.
You have two power sets - using just one is like running you engine on only half the cylinders.
And, besides, its boring. Playing should be fast, furious, involving - not repeating the same optimal attack sequence with automaton-like precision, like you were on an assembly line...
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Play the same similar way with my Rad within reason. What i find boring is the same tactics applied no matter whose in team, what enemy your up against, you talk about automaton-like precision. No matter what PuG team i join with toons people play the same way - run in mash buttons, fall down get ressed, run in mash buttons, fall down get ressed, yeah great...actually no. Id like fast and furious along with well thought out tactics. In fact the tactics only have to be thought out on first mob of first mission with first team and then you run with it. I am one of those players though who doesnt mind a chat in between groups. -
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I dont get it.
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Nuff said....However I feel that I should mention that although I fully understand the need to pigeonhole everyone (I think its a natural instinct) I see no need a sub-category of any AT.
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Nope you've lost me i still dont get it.
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Defrollers wont exist as any form of controlling is defending and scrafenders you have also made up.
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Please show me an official posting that shows the powersets of a Scranker, or a Blapper or any of the other obviously not made up terms for toons that make full use of their chosen powers.
Incidently I found the term Scranker amusing (it sounds like it should be censored - but not everyone gets everyone elses humour, no problem)
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Merely pointing out that i feel you personally made the word scrafender up and defrollers.
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And thanks alot IF you've stereotyped me in order to feel a rant to direct at me.
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Err...I didnt. I was asking if you were the type of person to wait (and count the time it takes) until someone else realised you needed assistance. For me if im out of the range of the Empath I use an Insp (or other) until the healing is given. The rest was a general rant. Sorry if you feel that it was aimed at you it really wasnt.
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Nope its not that they were out of range, they were lost in their attack chain, out of range is sometimes my fault that i'd accept, being a blocked target would be my fault, not being patient enough for the action time of an attack would be wrong of me but 10 seconds in the red i mean "come on". I have a 50 empath myself and i really dont think its a good idea to put the secondaries first, its not worth losing the team over.
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To put it back towards the original question I do feel that by selecting to play a particular AT that you are accepting certain responsibilities (not forgetting that it should be fun to play) like making sure the team is healthy for the Empath etc etc and, Yes taking the Aggro away from the rest of the team when tanking (with the exception of the Blaster that runs round as if hes on fire and aggros the whole map - they deserve what they get) But people play it their own way and shouldnt be ostracised for it. There are always other teams where your efforts will be appreciated.
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I have said that the minimum inherent requirement to be a tanker is to gauntlet. The less taunt control you can create the less effective you are as a tanker. Gauntlet is poo, no doubt in my mind about it but the correct way to use it is to attack everyone around you (tab hit tab hit). Many tanks i have seen could be found on a minion or 2 whilst the rest of the team is dealing with the bulk of the group, a scrapper could of achieved that. Of course you could have an aura and taunt but not generate much taunt control through positioning and lack of using them and therefore do less tanking. Your not tanking unless your getting hit, the tankers ability to redirect fire away from the team and have the enemy place aoes away from the team is second to no other AT. Ofcourse i agree that you cant save everyone some people move into the way of cones, join you in the aoe, dont allow you enough time to finish your redirecting of fire or grouping before debuffs and aoes so that the maximum amount of foes are subjected to them.
People play their own way, however they see their toon and i do too. I dont come on to play my tanker to have to play my tanker as i dont want to play it but people in the team can through their playstyle dictate to you how you tank. In my case from being less preventative due to impatient teams too more recoverative. I like to tank preventatively. Some people prefer it, some dont. Some people want me to allow a stray here or there for their personal battles. Some controllers feel a little bit next to unnecessary as the tanker has taunt control and the defender has the teams survivability in hand. But controllers are very special to the tank because after the intial high burst of damage and the taunt control is there its nice to have foes held as it means no more getting damaged especially after you have used your heal.
People have different opinions on who is the best tank and I am sorry but there isnt one, because we are all only as good as the team we are in and people look for different things from a tanker even from a fun point of view.
What is important, is that you get to play your toon how you want to play it. Some will love you, some will not like you. I play all my toons from the perspective of all my toons. Its not until you have played other ATs you may realise certain things about how you play. I have mates playing their tankers looking back on their scrappers and thinking "**** did i really play like that?"
Every AT is special, everyone makes a toon to play that toon. I made a trick archer to debuff. Barely is it safe for me to debuff because aggro isnt controlled. I am not really getting to debuff and so i wonder why i am playing the toon. You all can think about your own personal journeys through the game whilst i'll look to play to assist team members in being effective. Some controllers want to be point and manage the aggro, i get that, ill go get my scrapper in that case. My dark defender can be on a team who all obviously dont want to live because they keep killing the anchors, i get that, ill go get my bubbler so i dont keep getting in debt but what i dont do is keep on playing my dark defender how i dont enjoy playing her and i dont think for a minute that anyone should. If someone dont like my playstyle or finds it slow/fast and unrisky/risky then they can go play with someone else because if i dont like someones tanking because they are risky and are basically ignoring what my set needs to do to be useful i will leave too. I didnt make a trick archer to be relegated to a second rate blaster. If no one is going to herd so that my debuffs are very effective and keep aggro from me because their only knowledge of playing is with an empath then ill get another team. -
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being a tank-lover myself i've found myself in the "line of fire" when it comes to other peoples opinions on how i should play them, but who are they to judge?
the only thing that we all have to think about is that the game needs to be FUN and as long as the player who 'owns' the character in question think its fun to play then thats that.
You're the one paying, not everyone else, so dont care about what they say about your toon in whatever way unles you've asked for some advice.
i also have to say that ppl telling others things about their AT or current build isnt always wrong. but most of the time the intention is sadly enough a bad one.
so to sum up, you pay, you play, have fun and dont give a rats*** what other ppl think
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Thats how i play my villains. people start complaining i get them into debt and slow there levelling. But do i care? I dont give a Rats ****. I'll powerdebt anyone. Its amazing how people start to care when they feel like their xp/time rate is slowed on villains than actually playing a thoughtful hero on CoH. -
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i entirely agree! a tank that can stay alive and dish some damage to boot is far more beneficial to a team than a tank who stands there and auto taunts! also a tank that can attack is far more flexible than a taunt-bot for any situation that a team may encounter
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id like to see this proven, i really would. i SERIOUSLY disbelieve it.
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Well, I can prove it easily. Take a team of one defender and one tank. You can't tell me with a straight face tauntbot + def will finish missions faster than normal tank + def, Gauntlet is enough to hold aggro for a 2-4 man team even if you have no clue what you're doing (and if you do, it's easy to hold all the aggro for a 8-man team with gauntlet alone).
Tauntbot, just like pure emping, is exp leeching, plain and simple. I don't see the need to tell my teammates I'm a "scranker" or I don't have taunt, because I'm a true tanker instead of a pansy tauntbot, and all I ever get is "wow! you're awesome at tanking".
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No he said "any" situation so i never bothered reading past the first line of your text.
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Gauntlet is enough to hold aggro for a 2-4 man team even if you have no clue what you're doing (and if you do, it's easy to hold all the aggro for a 8-man team with gauntlet alone) unless you meet an AV, in which case it's impossible to hold its aggro with Gauntlet alone.
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Edited for completeness.
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Thats it Standoff and that is just one reason why i seriously disbelieved it. -
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Against artificial intelligence there is no excuse for being defeated apart from not being too bright or not getting the support you'd expect.
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Care to explain in more detail? As I think a lot of people would take offence to this statement.
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Ok I do apologise for that as when your new to the game you have to go through a learning curve. I keep thinking about how long this game as existed and how many people repeat the same common mistakes over and over such as running past a blind corner straight out into the middle of a mob it does worry me that people run out into the middle of the roads in real life without looking. -
Yes upto certain amount of +levels dark is very good at tank maging and some say they are better at tanking with their dark defender than their tanks. Which isnt strictly true as tanks redirect line of fire and keep it but the job gets done. The dark defender is part controller in a very good way. But you still have to get into some peoples heads to leave the anchor alone and against some enemy you may need the support from other people for things like clearmind.
Stormies are another good set to have as point especially when bubbled or forted. Basically many different combinations work well in teams. No AT is a definate requirement by design. I do tank mage +4 with mine but not without help. -
The tanker is the one thats supposed to be supporting you!
Yes you get support too!
Using taunt control the tanker should keep all the foes in the debuff zones you create thats meant to add survivability to the team and prevent you from getting aggro.
The controller could lock down your anchor and all the people in the team could say "hey no need to attack that one he is not attacking us yet!" which is easier than "which one dont we hit, i cant see!" or to have Mr MA Scrapper 2006 come in and sidekick him away from everyone.
But alas this is vastly too complicated for the vast population of the city of mercs.
I love dark defenders good luck with it, welcome to a frustrating life! -
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Taunting Dominique once i waited a full 10 seconds before an empath healed me, their tickling of the AV with their attack chain came before whether i went down and anyone else after like a pack of cards. Thats not to say they shouldnt be attacking but its a question of when is best to be attacking.
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I have to ask - Did you not posess any greens or Dull Pain at this point?
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Not everything gets done with a rad in the team when the AVs regen rate is too high as your taunting with a super reflex scrapper for a full 45 mins especially with Dominique flying around.
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As far as Im concerned when Tanking (or playing any AT) you should always be able to get yourself out of trouble, just in case the empath fails to heal or the Scrapper suddenly becomes afk at the wrong moment etc, etc.
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No, no matter what you are except for granite tanker with aid self against a non AV that definately isnt psi. You dont get to do everything without support.
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There are times when if you dont evacuate the immediate area the whole team ends up face down in the dirt. (and having a few awakens is always useful) even if its just to rest and then come back and 'collect' the mobs to allow everyone else to get up and get ready again.
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Id much rather a tactical retreat. Good PvPers know when to back off as you dont want to give the opposition wins at all. Against artificial intelligence there is no excuse for being defeated apart from not being too bright or not getting the support you'd expect.
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I wouldnt say its a stereotype, just a basic ingrained job description
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I dont get it.
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One more thing before I put this rant away
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Rant? A load of verbose made upon assumptions especially if you think that the number of boxes in the inspiration tray is always enough.
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What the Hell is a Blapper or a Scranker?? Are we to have a defroller or a Scrafender??
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Oh i see maybe your new! Blappers are blasters that prioritise in melee range (nothing necessarily wrong with that). Scrankers are tankers with the intention of playing like scrappers (sometimes people need to know in this case). Defrollers wont exist as any form of controlling is defending and scrafenders you have also made up.
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So some people like to be a little different (by sometimes using their Secondary Powerset) why try and define it with a merged AT title? I dont get it! So a Blaster uses its close combat attacks does that mean that it is no longer a blaster?
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Because people like to, even blasters prefer to call themselves blappers as its more what they do. Melee ranged attackss from a blaster doesnt look like a blast.
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Why change the title of the Tanker when going on the offensive? (Is it just me or does 'Scranker' just sound like it should be censored?)
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No its nothing to do with offense its to do with lack of taunt control. That which sets the tanker apart from other sets in this MMO.
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Tank by the very definition of the word A tank is an armoured fighting vehicle, designed to engage enemy forces by the use of direct fire. That to me does not mean roll up to the enemy and stand still...
Rant over
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Thats an OK definition for a military tank, the rest of the post has assumed much incorrectly.
And thanks alot IF you've stereotyped me in order to feel a rant to direct at me. -
Its a very tricky build to advise someone on as how you will play it changes alot. I look at that and think slots are missing. Siphon Life is a bit end heavy as its heal and damage and i am not sure in some circumstances touch of fear would do more for you to prevent that damage the heal is worth from incoming in the first place. Its not too bad a build. Mines less end heavy due to no fitness pool and i have to play in a way that makes me give the most damage for my endurance and time things rather well. (I am nearly almost dead in every mob anyway for the sake of fury). I took death shroud early, it does quite alot of damage when your trying to take down 10 at a time and shadow maul i try to get to hit 4 at a time always.
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Ultimately, A tanks primary is better than his secondary.
Whilst no tank will be optimal in any team, all toons should normally focus on their primary first (bacause they do that much better) and their secondary.. umm... second...
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My empath is pure empath, when invited to a team people were expecting a defender not a second rate blaster, and if i want a blaster i would of been one. All power picks were to help me with my primary and make it more there when needed either through +rechg, stamina, the fact i am not dead or travel ability. Taunting Dominique once i waited a full 10 seconds before an empath healed me, their tickling of the AV with their attack chain came before whether i went down and anyone else after like a pack of cards. Thats not to say they shpuldnt be attacking but its a question of when is best to be attacking. -
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I see posts about it now and again... I've tried to find one but I'll post again when one comes up.
You, Shannon, of all people, surly must have read this somewhere?!
You other guys can back me up right? We have all read this at some point or another and it tires me out.
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i see alot of disillusioned people mainly....who think game mechanics dont apply and cant see past their own toons noses and have 1 tactic for everything and believe that certain sets are ftw and that because they have a 50 means they know everything and look to make things so that they are "teh best" and look like "teh best" and hate to see others do well by providing as good support as they can.
The team to me is all that matters no matter what its made up of and there is no I in it. -
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Saying that, Blasters are supposed to be at range, Def/Con aren't meant to be in melee, so it's really whatever floats your boat.
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Blasters are Blappers too, they do more damage blapping, Def and controllers have pbaoes. You say "arent really" but its more about timing of when is a good time to be melee and not in melee.
An example is I like blasters to blap AVs but due to their lack of mezz protection and armours i MIGHT have to direct fire away from the blappers so they dont get held by kiting. Theyd do far more damage over time hitting the AV safely than unsafely with me attacking, so by standing far back from team soaking up damage id be doing a good thing as a tank redirecting fire away and blasters are doing more damage as a result and the team is doing more damage overtime because atleast they arent getting held or dead. -
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i entirely agree! a tank that can stay alive and dish some damage to boot is far more beneficial to a team than a tank who stands there and auto taunts! also a tank that can attack is far more flexible than a taunt-bot for any situation that a team may encounter
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id like to see this proven, i really would. i SERIOUSLY disbelieve it. -
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Why do people obsess over this premonition that tanks aren't supposed to attack?
I read a lot of builds on tanks because I love them and in almost every one there is some mention of; "tanks are not supposed to attack"...
I really want to know why!
I personally favour the tank that can give it and take it at the same time, rather than just taking it. I try and base my tanks on an equal amount of shielding and attacking just as a scrapper would take attacks equal to shields or as a controller would take control powers aswell as buffs / debuffs.
I can understand that there IS a stereotype of the tank as standing there and taking hits, but it really doens't have to be like this! Tanks can hit just as well as any other archetype.
How boring would this game be if every archetype took their role literally like tank players seem to. Controllers with only control powers, defenders with no attacks or a scrapper with only attacks.
I know I'll get "pwned" for this post, but I just wanted to voice my opinion.
Disclaimer: This post obviously doesn't apply to ALL tanks, just a select majority (In my opinion).
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Where have you read that tanks arent supposed to attack?
You do need to hit things to gauntlet, and gauntlet is the minimum requirement of any tanker, plus its good to have some soloability imo.
Alvan is the only tanker around that i know of that due to his concept reasons has got to be slow on missions soloing, but note i said slow.
Attacking reduces fight durations which increases survivability. High burst damage attacks are good in the short fights and all aoes are great attention getters in any fight and great in the long fights.
Some tanks are attacking a minion taunting too little and doing too little damage to really be as much of an asset as a scrapper could be which is not good, i mean why make a tank of your going to be a halfwit scrapper?
Mobs could become more of a controllers game and controllers love it (i personally enjoy teams with no tank at times but i also know that my butt should be more likely handed back to me on a plate without one).
The other day just after i thought i had already seen the worst tank possible, it got worst but this guy was a 7 year old bless him (its alright he wont be offended he doesnt read or speak english). He had one armour, some single target attacks, fitness pool, grant invis and a travel power and prerequisite. There i was with my force field bubbler scared to attack his so called herded (grouped but anyone who wants to take thems mob) i bubbled him and had to stand near him using stimulant (no rooted) and aid other (he had no heal) constantly while he did poo damage. Gauntlet was atrocious to rely on, if i put in a blast i pretty much got attention and it may of took him a couple of strikes to get the foe to turn around back onto me, i could throw in an aoe but then i would have to go personal force field. So being able to keep attention is very important.
Yesterday i was on a team with my 22 scrapper fighting 26-27 missing alot due to hurricanes on a PuG and they had no tank, i said shall i get my 24 tank to be more useful, no one said anything (nobody knows me and knows that my tank would of mowed through that mission making it cake), we had a controller and then i said "shall i get my 24 controller (i dont have one) and they said a controller would be good. I thought "but we have a controller? why do we need another one?". My controller has controls which maybe pointless using cos another controller has done the same thing or used a power that cancels mine out so half the time i'd of been contributing whats there anyway. Are tanks detrimental? No because i could of turned that mission on its head into a super easy one of no deaths if everyone played their toons well. But i guess the controller wanted his "i am more needed" day over the safety of everyones toons or simply "tanks ruin my fun and i dont mind people getting debt and levelling slower". Truth is in that team going from a 22 to a 24 against 26 and 27 with changing to any AT was a good idea for the team xp/time wise.
You are meant to get hit, take damage and give damage but keeping foes of other people is your primary concern because what the tanker can do that no other AT can possibly do even half as well is redirect line of fire and keep it redirected. Most often your attacks and aura alone without taunting can do that. Taunt offers more flexibility and more chance of consolidation. In the low levels tanks need to build up their armours (especially for the teams with no defender, with no controller etc) attacks wouldnt be contributing half as much as taunt control would anyway as atleast, by tight grouping you get all the teams aoes to stack on as many foes as possible. -
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Weave will give about 7% defence to Melee/Ranged attacks. Which includes energy.
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All power pool def buffs were changed to def to all. You need to update your own herobuilder by editing. -
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(ps. it gives toxic res which helps when fighting vahzilok)
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I keep thinking there is no res to toxic from dull pain. I checked herobuilder, red tomax's site and prima guide, they all say the same thing.
Dull pain = heal +hp
Resist Elements has res to toxic (which i was sure of).
Unyielding has res to toxic (which i was sure of).
The heals that do have res to toxic are on the other tanks and are slottable for resistances and thinking about maybe firetanks could do with a buff in that area. -
Def is scaleable but i "think" with the changes the higher the level a boss or AV the more chance they may have of hitting you anyway and with more damage. Hell i dont really expect to be missed. But against normal foes that ya mainly see in missions, most of the game etc you should be missed more so for herding purposes in general def is more superior as you also miss out on secondary effects.
I personally dont give that much of a monkeys, i expect alot of survivability to be helped created by the team through not only the use of powers proactively but with good dynamics as the tank isnt the be all and end all, member. The tank isnt meant to stand alone and not need to be helped, what the rest of the team are free to and can do is important (unless you are a granite tank standing solo in the mission surrounded by enemy though that didnt tp or shift fast from the minion he is concentrating on hitting with his axe even against foes he doesnt really need rooted for (didnt even have tp anyway), who didnt take taunt and forgot to turn mudpots on which means yes a fat load of nothing useful that actually started tanking after the team are enjoying a nice trip from hospital even though you thought you could easily handle the 36 foes in the room when you cant even taunt 5...and breathe! sorry thats what someone would have to do to be the worst tank on all servers:P). Main thing to me is you try to taunt control, your heart is in it, you want to get hit, you dont want others to get hit (more so if ya can get to play preventatively (may take bossiness)). Hell my firetank cant wait for RotP, she'll have no def worth additioning with weave, how will she manage? By trying to get the best form of play with a team, survivability is not always from your build, but a good build helps. I personally believe if people and yourself in a balanced team played in a model manner you have everything you need in the set (with a few exceptions depending on powerset choice ie firetanks and acrobatics, hover to low on quicksand or -flied and its bye bye hover and hello no kb protection.)
Jiaozy will say def all the way, Unthing will say def all the way, to miss out on hits completely and secondary effects for most of the entire game then def is better.
There is more -def on CoH and more -res on CoV i think but you have to get hit with them first and then ya may have res to the debuffs. -
Fault over hurl boulder but, hurl boulder is a good power!
Whilst rooted and needing to stay rooted you can bring AV fliers down and hit them more and perhaps others can too (controllers will mostly have -fly now anyway).
But..
Your kiting for sake of team survivability and you have something thats great dps and adds a good additional gauntlet between taunts and if on an outdoor GM you have better chance of taunt stacking higher than someother tank thats trying to direct fire at everyone and get your team killed. It is also good cos ya dont have to go anywhere.