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{{TOCleft}}
{{Infobox_AT
|image=[[File:Archetypeicon_tanker.png]]
|pri=Defense
|sec=Melee
|inherent=[[Inherent Powers#Gauntlet|Gauntlet]]
|hp_base=1874.1
|hp_max=3534
|anc_sets=10
|dam_melee=0.950
|dam_range=0.800
|buff_dam_melee=0.100
|buff_def_melee=0.100
|buff_res_melee=0.100
|buff_tohit_melee=0.100
|debuff_dam_melee=0.070
|debuff_def_melee=0.070
|debuff_res_melee=0.080
|debuff_tohit_melee=0.070
|endmod_melee=1.000
|fear_melee=1.490
|heal_melee=96.381
|healself_melee=187.407
|immob_melee=1.192
|kb_melee=2.596
|sleep_melee=1.192
|slow_melee=0.800
|stun_melee=1.192
|taunt_melee=2.050
|threat_melee=4.0
|buff_dam_range=0.100
|buff_def_range=0.075
|buff_res_range=0.075
|buff_tohit_range=0.100
|debuff_dam_range=0.100
|debuff_def_range=0.070
|debuff_res_range=0.075
|debuff_tohit_range=0.100
|endmod_range=1.000
|fear_range=1.490
|heal_range=96.381
|immob_range=1.192
|kb_range=2.596
|sleep_range=1.192
|slow_range=0.800
|stun_range=1.192
|taunt_range=2.050
|threat_range=4.0
|dam_res_max=90%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=500%
|dam_min=10%
|def_max=225.05%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2500%
|regen_min=0%
|recov_max=500%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1260.6 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==
== Overview ==
{{TOCright}}
[[Image:archetypeicon_tanker.png|left]]
The '''Tanker''' can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
The '''Tanker''' can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
Faction: '''Hero'''


The Tanker's power sets are:
The Tanker's power sets are:
Line 12: Line 84:
'''Secondary''': Melee
'''Secondary''': Melee


The Tanker has High Hit Points and Medium Damage.
{{ATStats|survive=10|melee=7|ranged=2|control=5|support=3|pets=2}}


== Power Sets ==
== Power Sets ==
 
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
 
| section 1 =
A Tanker's primary power sets are designed specifically for defense. They are:
A Tanker's primary power sets are designed specifically for defense. They are:
{{Category Listing|Tanker Primary}}


* [[Dark Armor]] (Issue 12)
| heading 2 =
* [[Fiery Aura]]
* [[Ice Armor]]
* [[Invulnerability]]
* [[Shield Defense]] (Issue 13)
* [[Stone Armor]]
* [[Willpower]] (Issue 11)
 
=== Secondary Power Sets ===
=== Secondary Power Sets ===
 
| section 2 =
A Tanker's secondary power sets are designed for melee. They are:
A Tanker's secondary power sets are designed for melee. They are:
{{Category Listing|Tanker Secondary}}


* [[Battle Axe]]
| heading 3 =
* [[Dark Melee]] (Issue 12)
=== Ancillary Power Pools ===
* [[Dual Blades]] (Issue 11)
| section 3 =
* [[Energy Melee]]
* [[Dark Mastery]]
* [[Fiery Melee]]
* [[Earth Mastery (Brute/Tanker)|Earth Mastery]]
* [[Ice Melee]]
* [[Energy Mastery (Brute/Tanker)#Tanker|Energy Mastery]]
* [[Stone Melee]]
* [[Fire Mastery (Brute/Tanker)|Fire Mastery]]
* [[Super Strength]]
* [[Ice Mastery (Brute/Tanker)|Ice Mastery]]
* [[War Mace]]
* [[Psionic Mastery]]


=== Ancillary Power Pools ===
| heading 4 =
* [[Arctic Mastery]]
=== Patron Power Pools ===
* [[Earth Mastery]]
| section 4 =
* [[Energy Mastery]]
* [[Leviathan Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Leviathan Mastery]]
* [[Pyre Mastery]]
* [[Mace Mastery#Brute / Tanker|Mace Mastery]]
* [[Mu Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Mu Mastery]]
* [[Soul Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}


=== Inherent Powers ===
=== Inherent Powers ===
* [[Inherent Powers#Gauntlet|Gauntlet]]
* [[Inherent Powers#Gauntlet|Gauntlet]] taunts the target of Tankers' attacks and enemies nearby, increases the Radius of most [[AoE]]s by 50% and the target cap from 10 to 16, and the Arc of most Cones by 50% and the target cap from 6 to 10.


== Strategies ==
== Historical ==
The Tanker strategy is fairly linear; first and foremost, the Tanker has to focus on surviving, and then, on gathering attention away from allies. Fortunately, attacking people is a fine way to garner attention, and this means the Tanker's role is not one prone to non-obvious tactics. Advanced combat maneuvers are things the Tanker can experiment with easily, because the Tanker has a large margin of error. Unlike some other archetypes, the Tanker's raw stats allow the Tanker a degree of safety even in the worst of situations.
{{Historical|type=section|reason=change}}


=== Herding ===
* Tankers have been in the game since [[Issue 0]], originally a City of Heroes [[archetype]]. Their original primary powersets were Fiery Aura, Ice Armor, Invulnerability, and Stone Armor. Their original secondary powersets were Battle Axe, Energy Melee, Fiery Melee, Ice Melee, Stone Melee, Super Strength, and War Mace.
Herding is a form of [[Aggro]] management, corralling a group enemies into a smaller area. In principle, all archetypes can engage in herding to some extent, by understanding the way enemies react to player actions, but the Tanker excels in this role thanks to their high defensive ability and their inherent power, [[Inherent Powers#Gauntlet|Gauntlet]].
* Arctic Mastery, Earth Mastery, Energy Mastery and Pyre Mastery were added to the game in [[Issue 3]].
* Dual Blades and Willpower were added to the game in [[Issue 11]].
* Dark Armor and Dark Melee were [[Power Set Proliferation|proliferated]] to Tankers in [[Issue 12]].
* Shield Defense was added to the game in [[Issue 13]].
* Electric Armor and Electrical Melee were proliferated to Tankers in [[Issue 16]].
* Kinetic Melee was added to the game with [[Going Rogue]].
* [[Bruising]] was added to the Tier 1 power of all [[Tanker#Secondary Power Sets|secondary power sets]] for Tankers in [[Issue 18]].
* The [[Patron Power Pools]] were made available to Tankers in Issue 18.
* Super Reflexes and Martial Arts were proliferated to Tankers in [[Issue 21]].
* Street Justice was added to the game on October 4, 2011.
* Titan Weapons was added to the game on December 6, 2011.
* Staff Fighting was added to the game on April 17, 2012.
* Bio Armor, Psionic Melee, Radiation Armor, Radiation Melee, and Savage Melee were added to the game in [[Issue 25]].
* Claws, Katana, and Spines were proliferated to Tankers in Issue 25.
* [[Bruising]] was removed, [[Inherent_Powers#Gauntlet | Gauntlet]] was redesigned, and Tanker [[Damage Scale]] and [[Damage Cap]] were increased in [[Issue 26 Page 4 | Issue 26, Page 4]].


The most basic form of Herding available to a Tanker involves a damage aura (such as is available to the [[Fiery Aura]] set). The Tanker moves to engage the enemies, but rather than closing with the nearest enemy and attacking, the Tanker instead moves close enough to the available enemies to deal them some damage with his aura, then closes with their 'priority' enemy, and launch their attacks. Thanks to the damage dealt, and the Tanker's Gauntlet power, the enemy units (unless otherwise distracted) should close with the Tanker, thus keeping their attention focused on the hero best able to take it.
== See Also ==
* [[Archetypes]]
* [[Tanker Strategy]]
* [[Scranker]]


All Tanker primaries have auras that allow this, available at different levels. [[Invulnerability]] gets its latest, at level 18 ([[Invulnerability#Invincibility|Invincibility]]). Also, enemies are less deadly at the lower levels, allowing Tanker players time to learn how much they can handle in this maneuver.
== External Links ==


While herding may be broken by heavy area of effect damage, knockback, or other disruption, the effect of a herded group can allow supporter archetypes a focused point where they can orient their area effects (such as [[Dark Miasma#Tar Patch|Tar Patch]], or a large area [[debuff]] like [[Radiation Emission#Lingering Radiation|Lingering Radiation]]), or allow a character to peel off small numbers of opponents that they can handle.
* [http://www.alteredgamer.com/city-of-heroes/5515-coh-city-of-villains-guide-to-the-tanker-archetype/ Summary and Analysis of Tanker powersets]  
* [http://web.archive.org/web/20121025125321/http://na.cityofheroes.com/en/game_info/archetypes/hero_archetypes.php Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


=== What Tankers Want Other Players to Know ===
A traditionally played tanker's primary concern is with aggro control. Tankers in this role want the mobs to concentrate their attacks on themselves.


==== Auras and positioning ====
{{Navbox Archetypes}}
Some tankers have defensive abilities such as [[Invincibility]] and [[Rise to the Challenge]] that require mobs to be in melee range of themselves. All tankers can acquire auras that taunt mobs within them, and some of these auras can do damage or debuff the mobs' speed or accuracy as well. Generally speaking, the tanker will seek to collect enemies in a tightly packed group in which the Tanker should be roughly in the middle.
 
This means that many tankers will prefer that they actually position the mobs this way before immobilizing effects can be applied. An enemy that is immobilized outside the tanker's aura can attack other players, and may not be subject to the tanker's taunt aura effect. If that enemy is simply immobilized, rather than held or otherwise incapacitated, the enemy is able to attack those whom the tanker seeks to defend. Attacks that only prevent enemies from moving should be applied after the tanker has collected them, not during the initial process of collecting them. And, preventing a ranged attacking mob from coming within the tanker's aura may actually weaken the tanker's defense or regeneration.
 
The tanker typically seeks to "take point". It helps the tanker to be the first player character any enemy sees. This is especially important when dealing with enemies that include enemies that preferentially used range attacks, and that may include snipers, such as [[Nemesis]]. A tanker may ask you to remain around a corner, breaking [[line of sight]], while the tanker enters the room and thus makes certain that he is the character that the enemies see first. This way, the tanker attracts the opening fire from ranged and sniper attacks, rather than your character. And, by breaking line of sight himself, the tanker can compel the ranged attackers and snipers to move forward and come within melee range.
 
==== Buffs and heals ====
Tankers appreciate buffs. Generally speaking, any buff that increases the tanker's [[resistance]], [[defense]], [[regeneration]], [[endurance]] [[recovery]], [[accuracy]], or [[damage]] will also help the tanker hold the attention of greater numbers of the enemy. [[Stone Armor]] tankers greatly benefit from [[Kinetics#Speed Boost|Speed Boost]] and [[Radiation Emission#Accelerate Metabolism|Accelerate Metabolism]] as the movement speed buffs help to offset the movement penalty of [[Granite Armor]] and [[Rooted]]. Other tankers may ask you not to include them in those buffs as the changes in movement speed may make it harder for them to take a position where they get as many enemies as possible within their taunting aura. If the tanker does not appear to be having endurance issues, these buffs may not be helpful, depending on the player's style.
 
Tankers only infrequently require [[Empathy#Clear Mind|Clear Mind]] because each primary power set contains an ability that gives the tanker resistance against [[mez]] effects. Generally, only in a situation where the enemies can stack [[mez]] effects is giving preventative clear mind to a tanker a priority.
 
Ideally, if a tanker is actually gaining and holding aggro, they also provide a focus for healing. Generally, if the tanker is succeeding here, he should be the chief character that needs heals, and the more confidence the tanker gains in healing support, the more mobs the tanker will be able to gain control over.
 
=== Early Play ===
Many tanker sets are lacking for melee attacks early on, because of the slow progression through the offensive set available to the Tanker. This means that many Tankers are able to make a great deal of use of temporary combat powers (such as the Veteran Rewards powers), or of pool power attacks (such as Air Superiority). At least early on, filling out a decent number of attacks can allow a Tanker to reach the higher levels and therefore, the more powerful defensive abilities.
 
== External Links ==
 
* [http://www.brighthub.com/video-games/pc/articles/5515.aspx Summary and Analysis of Tanker powersets]
* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 22:54, 29 February 2024

Tanker
Archetypeicon tanker.png
Primary Defense
Secondary Melee
Inherent Gauntlet
Base HP 1874.1
Max HP 3534
Primary Sets 11
Secondary Sets 22
Epic Power Pools 10
v  d  e


Overview

The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.

The Tanker's power sets are:

Primary: Defense
Secondary: Melee

Tanker Stats
Survivability
10
Melee Damage
7
Ranged Damage
2
Crowd Control
5
Support
3
Pets
2

Power Sets

Primary Power Sets

A Tanker's primary power sets are designed specifically for defense. They are:

Inherent Powers

  • Gauntlet taunts the target of Tankers' attacks and enemies nearby, increases the Radius of most AoEs by 50% and the target cap from 10 to 16, and the Arc of most Cones by 50% and the target cap from 6 to 10.

Historical

This section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • Tankers have been in the game since Issue 0, originally a City of Heroes archetype. Their original primary powersets were Fiery Aura, Ice Armor, Invulnerability, and Stone Armor. Their original secondary powersets were Battle Axe, Energy Melee, Fiery Melee, Ice Melee, Stone Melee, Super Strength, and War Mace.
  • Arctic Mastery, Earth Mastery, Energy Mastery and Pyre Mastery were added to the game in Issue 3.
  • Dual Blades and Willpower were added to the game in Issue 11.
  • Dark Armor and Dark Melee were proliferated to Tankers in Issue 12.
  • Shield Defense was added to the game in Issue 13.
  • Electric Armor and Electrical Melee were proliferated to Tankers in Issue 16.
  • Kinetic Melee was added to the game with Going Rogue.
  • Bruising was added to the Tier 1 power of all secondary power sets for Tankers in Issue 18.
  • The Patron Power Pools were made available to Tankers in Issue 18.
  • Super Reflexes and Martial Arts were proliferated to Tankers in Issue 21.
  • Street Justice was added to the game on October 4, 2011.
  • Titan Weapons was added to the game on December 6, 2011.
  • Staff Fighting was added to the game on April 17, 2012.
  • Bio Armor, Psionic Melee, Radiation Armor, Radiation Melee, and Savage Melee were added to the game in Issue 25.
  • Claws, Katana, and Spines were proliferated to Tankers in Issue 25.
  • Bruising was removed, Gauntlet was redesigned, and Tanker Damage Scale and Damage Cap were increased in Issue 26, Page 4.

See Also

External Links