Tanker: Difference between revisions

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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}}
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.


[[Image:archetypeicon_tanker.png|left]]
The Tanker's power sets are:
If the [[Blaster]] is the irresistible force, the ''Tanker'' is the immovable object. While not leading the pack for dealing damage, '''nobody''' can stand shoulder-to-shoulder with the Tanker when time comes to '''take''' damage. The Tanker is not totally invulnerable, but while he bends his efforts to protecting his teammates and they lend him their aid in turn, it's very easy to feel that way! The Tanker is a second only to the [[Scrapper]] in melee power, and possesses some ranged abilities, though far below those of the [[Blaster]] or the [[Defender]]. Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.


The Tanker's powersets are:
'''Primary''': Defense<br />
 
'''Primary''': Defense<br>
'''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}}


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


=== Primary Powersets ===
| heading 2 =
=== Secondary Power Sets ===
| section 2 =
A Tanker's secondary power sets are designed for melee. They are:
{{Category Listing|Tanker Secondary}}


A Tanker's primary powersets are designed specifically for defense.  They are:
| heading 3 =
=== Ancillary Power Pools ===
| section 3 =
* [[Dark Mastery]]
* [[Earth Mastery (Brute/Tanker)|Earth Mastery]]
* [[Energy Mastery (Brute/Tanker)#Tanker|Energy Mastery]]
* [[Fire Mastery (Brute/Tanker)|Fire Mastery]]
* [[Ice Mastery (Brute/Tanker)|Ice Mastery]]
* [[Psionic Mastery]]


* [[Fiery Aura]]
| heading 4 =
* [[Ice Armor]]
=== Patron Power Pools ===
* [[Invulnerability]]
| section 4 =
* [[Stone Armor]]
* [[Leviathan Mastery#Arachnos Soldier / Arachnos Widow / Brute / Tanker|Leviathan 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>
}}


=== Secondary Powersets ===
=== Inherent Powers ===
* [[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.


A Tanker's secondary powersets are designed for melee.  They are:
== Historical ==
{{Historical|type=section|reason=change}}


* [[Battle Axe]]
* 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.
* [[Energy Melee]]
* Arctic Mastery, Earth Mastery, Energy Mastery and Pyre Mastery were added to the game in [[Issue 3]].
* [[Fiery Melee]]
* Dual Blades and Willpower were added to the game in [[Issue 11]].
* [[Ice Melee]]
* Dark Armor and Dark Melee were [[Power Set Proliferation|proliferated]] to Tankers in [[Issue 12]].
* [[Stone Melee]]
* Shield Defense was added to the game in [[Issue 13]].
* [[Super Strength]]
* Electric Armor and Electrical Melee were proliferated to Tankers in [[Issue 16]].
* [[War Mace]]
* 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]].


=== Ancillary Power Pools ===
== See Also ==
* [[Arctic Mastery]]
* [[Archetypes]]
* [[Earth Mastery]]
* [[Tanker Strategy]]
* [[Energy Mastery]]
* [[Scranker]]
* [[Pyre Mastery]]


== External Links ==
== External Links ==


* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
* [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
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
{{Navbox Archetypes}}


[[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