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COH Tanker Primary Power Sets
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In the first of these articles I'm going to investigate the Tanker Class and the power sets available to that class.
As a Tanker your role is to be first into the fight, to draw the attention of all the bad guys to you so the rest of your group can hit them without worrying about being hurt. The Tanker has the highest hit points of the standard classes in City of Heroes ( I say standard because I have not played either of the prestige classes yet). You also do a medium amount of damage. However a high amount of Hit Points is only part of the battle, there are numerous different types of damage that can, and will, be thrown your way. Luckily the Tanker's primary power set has a number of choices available to you to allow you deal with this damage.
Primary Power Sets
Dark Armour
Death Shroud
Toggle power. Damage over time attack, all enemies in short range while active
Damage: Low
Recharge: Fast
Dark Embrace
Toggle power. Grants resistance to lethal, smashing, energy, negative energy and toxic damage while active
Damage: N/A
Recharge: Fast
Murky Cloud
Toggle power. Grants resistance to fire, cold, energy, negative energy and endurance drain while active
Damage: N/A
Recharge: Fast
Obsidian Shield
Toggle power. Grants resistance to Psionic, sleep, fear, hold and disorient effects while active
Damage: N/A
Recharge: Fast
Dark Regeneration
Drains health from nearby foes to heal you. More foes nearby more health restored.
Damage: Minor
Recharge: Slow
Cloud of Darkness
Toggle power, Difficult to see and when attacked you get a bonus to defense Can not be stacked with other stealth powers.
Damage: N/A
Recharge: Slow
Cloak of Fear
Area of effect. Causes fear to all enemies within range.
Damage: N/A
Recharge: Fast
Oppressive Gloom
Area of effect disorient, uses little endurance BUT also uses Hit points to use
Damage: N/A
Recharge: Moderate
Soul Transfer
Self resurrect - needs nearby enemies, damages foes. Make you invulnerable and no XP debt for 90 seconds
Damage: Minor
Recharge: Very long
Advantages: Self heal, Self rez and stealth.
Disadvantages: heal and rez require nearby foes to drain from to work
Fiery Aura
Blazing aura
Short range, all enemies in range, damage over time
Damage: Minor
Recharge: Fast
Fire shield
Grants resistance to lethal, smashing, fire damage and minimal cold and disorient resistance
Damage: N/A
Recharge: Very fast
Healing Flames
Self heal and resistance to toxic for a short time
Damage: N/A
Recharge: Long
Temperature Protection
Grants resistance to fire and cold. Always on. Requires no endurance.
Damage: N/A
Recharge: N/A
Consume
Area of Effect damage and increases endurance
Damage: Minor
Recharge: Very longM
Plasma Shield
Grants resistance to energy, negative energy and fire damage. Also sleep and hold effects.
Damage: N/A
Recharge: Very fast
Burn
Frees you from immobilization effects and causes damage over time to nearby enemies. However can only be used on or near the ground.
Damage: N/A
Recharge: Slow
Fiery Embrace
Boost attack damage of fire attacks for a long time and non fire based attacks for a short time.
Damage: N/A
Recharge: Very long
Rise of the Phoenix
Area of effect Blast and disorient, Self Rez, invulnerable and no XP debt for 90 seconds
Damage:
Recharge: Very long
Advantages: Temperature Protection is always on and does not use Endurance. Heal and Rez don't need targets to work
Disadvantages: little/no resistance to Psionic. No knock back resists. Some powers limited by location
Ice Armour
Frozen Armour
Toggle. Grants resistance to Smashing, Lethal, and cold Damage and to a lesser degree fire damage
Damage: N/A
Recharge: Very fast
Hoarfrost
Increases max Hit Points while active
Damage: N/A
Recharge: Very long
Chilling Embrace
Slows the move and attack rate of enemies Damage: N/A
Recharge: Very fast
Wet Ice
Grants resistance to disorient, immobilise, Hold sleep, knock back, cold and defence debuffs. Slight increase of all defensive except against Psionic
Damage: N/A
Recharge: Very fast
Permafrost
Grants strong resistance to cold and minor resistance to fire and a resist to slow. Always on, no endurance cost
Damage: N/A
Recharge: N/A
Icicles
Damage over Time to foes in Melee range
Damage: Minor
Recharge: Fast
Glacial Armour
Grants resistance to energy, negative energy and bonus to perception. Reduces cold damage and resist defence debuff.
Damage: N/A
Recharge: Very fast
Energy absorption
Drains endurance from your foes and increases your defence also increases your defence against all by Psionic
Damage: N/A
Recharge: Long
Hibernate
Encases you in an invulnerable ice block for max 30 seconds during which time accelerated healing and endurance regeneration are in effect
Damage: N/A
Recharge: Long
Advantages: Increase Max HP (Always good), Defence that also attacks.
Disadvantages: little/no Psionic defence. No Self Rez or heal
Invulnerability
Resist Physical Damage
Grants resistance to smashing and lethal damage. No endurance cost, always on.
Damage: N/A
Recharge: N/A
Temp Invulnerability
Toggle, strong resistance to smashing and lethal damage
Damage: N/A
Recharge: Fast
Dull Pain
Toggle - increase Maximum HP while active
Damage: N/A
Recharge: Long
Resist Elements
Grants resistance to Fire, cold and Toxic damage and to Slow effects. No endurance cost, always on
Damage: N/A
Recharge: N/A
Unyielding
Toggle. Grants resistance to all damage but Psionic, knock back, sleep, hold and Immobilise
Damage: N/A
Recharge: Slow
Resist Energies
Grants resistance to energy, negative energy and endurance debuffs. No endurance cost always on.
Damage: N/A
Recharge: N/A
Invincibility
Toggle. Bonus to defence and chance to hit for each foe in Melee
Damage: N/A
Recharge: Slow
Tough Hide
Grants resistance to defence debuffs and makes you harder to hit. No endurance cost, always on.
Damage: N/A
Recharge: N/A
Unstoppable
Big resistance to all damage, disorient, immobilise, hold, knock back and sleep. Increased endurance rate recovery. Uses little endurance but when over left drained of health and endurance for a time afterwards.
Damage: N/A
Recharge: Very long.
Advantages: Many of the powers require no endurance.
Disadvantages: No Psionic protections, and no self heal or Rez
Shield Defence
Deflection
Grants a bonus to defence and minor bonus against lethal and smashDamage: N/ARecharge: Fast
Battle Agility
Grants bonus to range and Area of Effect damage and defence debuffs Damage: N/ARecharge: Fast
True Grit
Increase hit points. Grants resist to cold, fire, energy, negative energy and toxic. - No endurance cost, always onDamage: N/ARecharge: N/A
Active Defence
Grants protection from sleep, disorient, fear, immobilize, confusion, repel, knock back, hold and defence debuffDamage: N/AVery Long
Against all Odds
Grants increase in damage for every enemy in MeleeDamage: N/AMRecharge: Slow
Phalanx Fighting
Grants bonus to Melee, range and area of effect defence for each ally in short range. - no endurance cost, always onDamage: N/ARecharge: N/A
Grant Cover
Grants bonus to nearby team mates defence (but not the players) also some resistance to defence and recharge debuffs (player and allies).Damage: N/ARecharge: Slow
Shield Charge
Teleport and knock backDamage: N/ARecharge: Very Long
One with the Shield
Big resistance to all damage, disorient, immobilize, hold, knock back and sleep. Increased endurance rate recovery. Uses little endurance but when over left drained of endurance for a time afterwardsDamage: N/ARecharge: Very Long
Advantages: Some powers require no endurance. Can add bonuses to allies as well as your self.Disadvantages: No Psionic protections, and no self heal or Rez
Stone Armour
Rock Armour
Grants resistances to smashing and lethal damage - can not be used with Granite Armour.Damage: N/ARecharge: Fast
Stone Skin
Grants Resistance to smashing and lethal damage. - Costs no endurance, always onDamage: N/ARecharge: N/A
Earth's Embrace
Bonus to maximum HP while active and resistance to toxic damage. Damage: N/ARecharge: Very Long
Mud Pots
Area of Effect snare and immobilize with minor Damage over timeDamage: Minor (Damage over time)Recharge: Fast
Rooted
Grants resistance to knock back, sleep hold, disorient and endurance drain. Bonus to HP and HP regeneration. Must be close to the ground to active and slows movement, you can not activate move speed increase of flight powers while activeDamage: N/ARecharge: Fast
Brimstone Armour
Grants a high resistance to fire and cold. Can not be used with Granite ArmourDamage: N/ARecharge: Fast
Crystal Armour
Makes energy and negative energy attacks less likely to hit and grants resistance to defense debuffs. Can not be used with Granite ArmourDamage: N/ARecharge: Fast
Minerals
Grants resistance to Psionic, increase in Perception and a resistance to confusions. Can not use with Granite ArmourDamage: N/ARecharge: Fast
Granite Armour
Almost complete invulnerability and resist to most effects - however no fly or speed powers while active and attacks are slowed and you do less damage while active. Also grants high resistance to defense debuffs. Can not be activated with any other armors in the set or any move/fly powersDamage: N/ARecharge: Slow
Advantages: Granite Armour is almost complete invulnerability. Defense from Psionic attacksDisadvantages: Armour in the set slow and limit travel powers. No self Rez or heal.
Willpower
High Pain Tolerance
Grants slight resistance to all damage types. - Costs no Endurance, always on.Damage: N/ARecharge: N/A
Mind over Body
Grants resistance to smashing, lethal and Psionic damageDamage: N/ARecharge: Fast
Fast Healing
increased healing speed. Costs no Endurance, always onDamage: N/ARecharge: N/A
Indomitable Will
Grants resistance to Sleep, disorient, fear, immobilization, confusion, repel, knock back and hold, also moderate Psionic defenseDamage: N/ARecharge: Fast
Rise to the Challenge
Grants bonus to HP regeneration and decreases accuracy of each foe in MeleeDamage: N/ARecharge: Slow
Quick Recovery
Fast Endurance Recovery. - Costs no Endurance, always on.Damage: N/ARecharge: N/A
Heightened Senses
Grants bonus to defense versus environmental damage and grants a bonus to Perception.Damage: N/ARecharge: Fast
Resurgence
Self Rez, gives bonus to damage and to hit for 90 seconds and then a minus to damage and to hit for a further 45 secondsDamage: N/ARecharge: Very Long
Strength of Will
Big resistance to all damage, disorient, immobilize, hold, knock back and sleep. Increased endurance rate recovery. Uses little endurance but when over left drained of endurance for a time afterwards.Damage: N/ARecharge: Very Long
Advantages: Defenses to all attack types. Increase HP and Endurance regain. Self RezDisadvantages: No self Heal, Defenses are not quite as effective as other power sets
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