Post by Shapey on Oct 17, 2022 12:13:08 GMT -5
Now that I've got this out of the way (which I recommend you read if you plan on tanking!), its time to start publishing tank builds! I'll start with the most common frame used for it; Might. I suspect this has a lot to do with The Behemoth being one of the free ATs, but I believe it actually is one of the better frames for tanking. Probably why it didn't get a DPS AT variant for so long, aha.
This build is suitable for leveling.
Super Stats
○ Strength (Primary)
○ Constitution
○ Recovery
Talents
○ The Behemoth (+10 Str/Con/Rec, +8 End)
○ +8 Strength
○ +8 Constitution
○ +8 Recovery
○ +8 Endurance
○ +5/5 Str/Con
○ +5/5 Rec/Con
Powers
Energy Builder: Clobber
Power 2: Defensive Combo (Rank 2, Pummel, Challenge)
Power 3: Defiance (Rank 2, Rank 3)
Power 4: Thunderclap (Collateral Damage)
Power 5: Enrage
Power 6: Shockwave (Rank 2, Power Shift, Challenge)
Power 7: Pulverizer
Power 8: Haymaker (Rank 2, Rank 3, Challenge)
Power 9: Call to Battle or Aggressor or Demolish
Power 10: Resurgence (Unchained)
Power 11: Retaliation (Rank 2, Rank 3)
Power 12: Endorphin Rush (Rank 2)
Power 13: Unleashed Rage (Rank 2, Rank 3, Commanding Presence)
Power 14: Backhand Chop
Specializations
Strength
○ Swole (3/3)
○ Physical Peak (3/3)
○ Juggernaut (3/3)
○ Brutality (1/2)
Protector
○ Unrelenting (1/2)
○ Bulwark (2/2)
○ Fortified Gear (3/3)
○ Debilitating Challenge (2/2)
○ Resolute (2/3)
Warden
○ Elusive (2/2)
○ Fortified Gear (3/3)
○ Upper Hand (2/3)
○ The Best Defense (3/3)
Strength Mastery or Protector Mastery
Travel Powers
It's a good idea to have a reliable travel power as a tank, there's a lot of times where you want to be in a specific spot without moving mobs or bosses, so flight isn't a great idea here. But as always, up to the player, make sure to rank one to 3.
Gear
Starting:
○ Critical Rate or Growth Primary Offense (Fort, Merc, Qliph Precision/Growth Gloves, Ravaging/Tough Handguards) with Con mod(s) and a Confront, Gambler's, or Growth Amulet
○ Defense Rate Primary Defense (Fort/Merc Breastplate, Qliph/Nemesis Bulwark of Defense, Vikorian Robes, Bastion's Duster) with Con mod(s) and an Impact Prism
○ Efficiency Primary Utility (Fort/Merc/Nem Helm, Qliph Crown of Efficiency) with Con mods and a Gambler's Lucky Gem
○ Warlord's Secondaries (+20 Str/Rec)
Ending:
○ Distinguished Intimidation Gloves with Con mods and Confront mods
○ Distinguished Freedom Armor with Con mods and Impact Prisms
○ Distinguished Efficiency Helm with a Con mod, a Str mod, Ripper's Rage, and Veteran's Core of Might or Gambler's Lucky Gem
○ Onslaught Defender Gloves with a Con mod
○ Onslaught Fitness Tights with a Con mod
○ Onslaught Efficiency Helm with a Con/Rec mod
Gameplan
When dealing with mobs, position yourself to where Shockwave's cone will hit the most targets and maintain as long as you can. Once the mobs are within range, use Thunderclap to stun them in place, then repeatedly use Defensive Combo until there are fewer targets in which case start using Haymaker, or Shockwave again if the mobs scatter. Use Endorphin Rush every time it's off cooldown. In single target, if you took Demolish, apply said debuff and repeatedly use Haymaker. If the situation does not allow for full-charging Demolish, simply short-charge Haymaker. Use Unleashed Rage in either scenario for extra threat or damage, best used after gathering mobs with Shockwave
Against Kiga
During Phase 1, wake the dogs up with a fully charged Haymaker, then wait for them to attempt howling. Use Backhand chop on the third head bob, then bring the dog to the other side. Proceed with repeated Haymakers, but make sure you have the energy to Backhand Chop when they attempt to howl again. In phase 2, go to the platform when dogs are controlled, tap Defensive Combo once then use Unleashed Rage and position yourself accordingly. Full-charge Haymaker repeatedly; only block Breath and BAM, or if healing is low, block 1 shot after each Haymaker.
Against Ape
Jump right in front of Ape and use Unleashed Rage, then either tap Defensive Combo or Haymaker then block the ground slam. Once repositioned, use Haymaker repeatedly. Time between ape punches allow for roughly 3/4 charges of Haymaker, be sure not to block too early and cancel it's activation. If you are not comfortable, do half-charges then block. Use Unleashed Rage when in melee range whenever it is off cooldown.
Against Dino
Jump to the side of dino's stopping point and face her towards the mountain, start with Unleashed Rage then hold block and circle around to be facing the East palm tree. Use Haymaker while she is facing away from you, and once she is facing you again, half-charge Haymakers and block. Use Demolish if you took it when she begins her Regeneration animation, then Unleashed Rage and Haymaker as many times in the 6 second span, then return to regular half-charge and blocks. If you are the baby tank, move back behind the palm tree when mom is at 2/3 HP and repeatedly use Shockwave. Be very careful to block if she begins to charge breath, regardless of baby spawning. If Shockwave catches the baby's spawn and it faces you, turn it towards the beach and let it breath, then take it to the mountain holding block. If Shockwave misses, repeatedly tap Haymaker or use Unleashed Rage. Block if the baby's target circles it's breath towards you. When you have it's aggro, take it to the mountain holding block.
Other notes
Stat distribution at the end can be changed for more Strength if you are comfortable with a smaller HP pool. The amount provided should land you with over 200 Strength while at a cozy 17.4k HP and 121% Resist from Defense, but you may invest in more Strength if desired. If this is used for leveling, I recommend putting Pummel on Defensive Combo the moment you get Enrage and prioritizing Defense Combo's advantages, as well as Power Shift on Shockwave. Challenges should be placed on their respective powers as soon as possible as well. I also recommend taking Recovery at level 10 and Constitution at 15.
As a reminder, if you plan on tanking major content, I recommend reading this guide for a better understanding.
Might is a very popular choice for melee and tanks, and who could blame such? Strongman is a deeply ingrained archetype to superhero media, and here on Champions Online, they didn't skimp on making it feel strong. I hope this build helps or inspires new tanks, they are a vital role to many kinds of group content.
As before and always, thank you for reading.
This build is suitable for leveling.
Super Stats
○ Strength (Primary)
○ Constitution
○ Recovery
Talents
○ The Behemoth (+10 Str/Con/Rec, +8 End)
○ +8 Strength
○ +8 Constitution
○ +8 Recovery
○ +8 Endurance
○ +5/5 Str/Con
○ +5/5 Rec/Con
Powers
Energy Builder: Clobber
Power 2: Defensive Combo (Rank 2, Pummel, Challenge)
Power 3: Defiance (Rank 2, Rank 3)
Power 4: Thunderclap (Collateral Damage)
Power 5: Enrage
Power 6: Shockwave (Rank 2, Power Shift, Challenge)
Power 7: Pulverizer
Power 8: Haymaker (Rank 2, Rank 3, Challenge)
Power 9: Call to Battle or Aggressor or Demolish
Power 10: Resurgence (Unchained)
Power 11: Retaliation (Rank 2, Rank 3)
Power 12: Endorphin Rush (Rank 2)
Power 13: Unleashed Rage (Rank 2, Rank 3, Commanding Presence)
Power 14: Backhand Chop
Specializations
Strength
○ Swole (3/3)
○ Physical Peak (3/3)
○ Juggernaut (3/3)
○ Brutality (1/2)
Protector
○ Unrelenting (1/2)
○ Bulwark (2/2)
○ Fortified Gear (3/3)
○ Debilitating Challenge (2/2)
○ Resolute (2/3)
Warden
○ Elusive (2/2)
○ Fortified Gear (3/3)
○ Upper Hand (2/3)
○ The Best Defense (3/3)
Strength Mastery or Protector Mastery
Travel Powers
It's a good idea to have a reliable travel power as a tank, there's a lot of times where you want to be in a specific spot without moving mobs or bosses, so flight isn't a great idea here. But as always, up to the player, make sure to rank one to 3.
Gear
Starting:
○ Critical Rate or Growth Primary Offense (Fort, Merc, Qliph Precision/Growth Gloves, Ravaging/Tough Handguards) with Con mod(s) and a Confront, Gambler's, or Growth Amulet
○ Defense Rate Primary Defense (Fort/Merc Breastplate, Qliph/Nemesis Bulwark of Defense, Vikorian Robes, Bastion's Duster) with Con mod(s) and an Impact Prism
○ Efficiency Primary Utility (Fort/Merc/Nem Helm, Qliph Crown of Efficiency) with Con mods and a Gambler's Lucky Gem
○ Warlord's Secondaries (+20 Str/Rec)
Ending:
○ Distinguished Intimidation Gloves with Con mods and Confront mods
○ Distinguished Freedom Armor with Con mods and Impact Prisms
○ Distinguished Efficiency Helm with a Con mod, a Str mod, Ripper's Rage, and Veteran's Core of Might or Gambler's Lucky Gem
○ Onslaught Defender Gloves with a Con mod
○ Onslaught Fitness Tights with a Con mod
○ Onslaught Efficiency Helm with a Con/Rec mod
Gameplan
When dealing with mobs, position yourself to where Shockwave's cone will hit the most targets and maintain as long as you can. Once the mobs are within range, use Thunderclap to stun them in place, then repeatedly use Defensive Combo until there are fewer targets in which case start using Haymaker, or Shockwave again if the mobs scatter. Use Endorphin Rush every time it's off cooldown. In single target, if you took Demolish, apply said debuff and repeatedly use Haymaker. If the situation does not allow for full-charging Demolish, simply short-charge Haymaker. Use Unleashed Rage in either scenario for extra threat or damage, best used after gathering mobs with Shockwave
Against Kiga
During Phase 1, wake the dogs up with a fully charged Haymaker, then wait for them to attempt howling. Use Backhand chop on the third head bob, then bring the dog to the other side. Proceed with repeated Haymakers, but make sure you have the energy to Backhand Chop when they attempt to howl again. In phase 2, go to the platform when dogs are controlled, tap Defensive Combo once then use Unleashed Rage and position yourself accordingly. Full-charge Haymaker repeatedly; only block Breath and BAM, or if healing is low, block 1 shot after each Haymaker.
Against Ape
Jump right in front of Ape and use Unleashed Rage, then either tap Defensive Combo or Haymaker then block the ground slam. Once repositioned, use Haymaker repeatedly. Time between ape punches allow for roughly 3/4 charges of Haymaker, be sure not to block too early and cancel it's activation. If you are not comfortable, do half-charges then block. Use Unleashed Rage when in melee range whenever it is off cooldown.
Against Dino
Jump to the side of dino's stopping point and face her towards the mountain, start with Unleashed Rage then hold block and circle around to be facing the East palm tree. Use Haymaker while she is facing away from you, and once she is facing you again, half-charge Haymakers and block. Use Demolish if you took it when she begins her Regeneration animation, then Unleashed Rage and Haymaker as many times in the 6 second span, then return to regular half-charge and blocks. If you are the baby tank, move back behind the palm tree when mom is at 2/3 HP and repeatedly use Shockwave. Be very careful to block if she begins to charge breath, regardless of baby spawning. If Shockwave catches the baby's spawn and it faces you, turn it towards the beach and let it breath, then take it to the mountain holding block. If Shockwave misses, repeatedly tap Haymaker or use Unleashed Rage. Block if the baby's target circles it's breath towards you. When you have it's aggro, take it to the mountain holding block.
Other notes
Stat distribution at the end can be changed for more Strength if you are comfortable with a smaller HP pool. The amount provided should land you with over 200 Strength while at a cozy 17.4k HP and 121% Resist from Defense, but you may invest in more Strength if desired. If this is used for leveling, I recommend putting Pummel on Defensive Combo the moment you get Enrage and prioritizing Defense Combo's advantages, as well as Power Shift on Shockwave. Challenges should be placed on their respective powers as soon as possible as well. I also recommend taking Recovery at level 10 and Constitution at 15.
As a reminder, if you plan on tanking major content, I recommend reading this guide for a better understanding.
Might is a very popular choice for melee and tanks, and who could blame such? Strongman is a deeply ingrained archetype to superhero media, and here on Champions Online, they didn't skimp on making it feel strong. I hope this build helps or inspires new tanks, they are a vital role to many kinds of group content.
As before and always, thank you for reading.