Advice on my tanker


Grey Pilgrim

 

Posted

I am playing a WP/Mace tanker and love it! I am a team player, not much of a soloer. He's only lvl 12 and I havent got into origins yet. I haven't really skipped taking any WP choices b/c frankly, I like them all so far. The same goes with the mace, the first three choices are outstanding with damage unslotted so far. I Is there any power choices for Mace after Taunt that I should avoid?

My ideas for origins when I get the infl. saved up, I am wanting to slot my attacks with ACC and DAM. Is that adequate for a team tanker? Any other ideas or recomidations? I am not sure if I will be spending the millions and millions of infl. on IO's but then again I want this tanker to be one bad ***.

I am also seeking advice on how to slot WP b/c I have not used it before.

Thanks for the input!

Watchdog Willie - Magic Tanker - Freedom server
Plant Priestess - Science Controller - Freedom server


 

Posted

If I had to drop an attack out of /Mace it would be Bash, but one can't do that and so it has to be Pulverize. It's a shame because I like all of them but respecing out Pulverize maybe the thing.

Acc and Dam should be considered essential, how much though is the thing? You will be the target of many debuffs. With no +tohit I would consider 50% accuracy and 95% damage. STs with end red and AoEs with rechg to finish on the 6th slot.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

I know some people drop Pulverize once you get a few more attacks, but I kept them all with my Macer. He's just short of getting Crowd Control and doesn't have all his IOs yet, but I think I'd miss it in my chain and have some downtime if I dropped it. You'll definitely want to keep it until you get at least Clobber, if not up to 35 and get Shatter as well.

You really do want all the attacks in War Mace (other than maybe Pulverize, as debated above), as they add a lot. The earlier attacks help with a continuous ST chain, and Whirling Mace goes wonderfully with Shatter and Crowd Control for some awesome AOE damage (Mace after Shatter is noticeably better for crowds than it was before). Clobber is like KO Blow: you'd be insane not to take it (and there's no quibbling about the animation, either).

For slotting, you're right that you want to slot attacks first for accuracy and damage. My rule of thumb for slotting attacks when using common IOs, DOs, or SOs, is 3 damage, 2 accuracy, and an endurance reduction or a recharge (how to slot depends on the power... you're probably better off slotting high end use powers with end reducs so you don't run out of blue from using them). If you want to do a little better than that without getting too expensive, "frankenslot" your last two slots with a cheap set: get a dam/end and a dam/rech, for instance. More thoughts on that elsewhere in the forums, so look around at guides and such as well.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

You should generally attempt to have three attacks available by level 10, since it's likely that those three attacks are going to be the ones that are going to carry you to level 20 and possibly further.

My usual choice is Air Superiority and the tier 1 and 3 attacks of your secondary. For Mace, this would mean skipping Pulverize in favor of AirSup. AirSup opens a travel power at 14. If you choose to postpone a travel power your build may be freer in other respects.



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