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GameAmp: Tough hide vs Combat jumping

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Forum >> Archetype Discussions >> Tanker >> Tough hide vs Combat jumping

 
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Zark Profile
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Tough hide vs Combat jumping 

My Tanker has both tough hide and combat jumping. I was wondering if I should respec out of tough hide since it offers a defence against everything except psionics as since I have combat jumping which has defence against eveything?

The reason I am asking this is because if I do so it would give me another power slot to use on an additional offensive power, but I do not want to give up tough hide if it and combat jumping stack rather than being redundant.









Edited for spelling:-)





















***THIS POST HAS BEEN EDITED***
05/01/06 15:44 Login to rate this user's post!
Dyvel Profile
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RE: Tough hide vs Combat jumping 

I may be all wrong. I'm no tanker that is for sure. The mysteries of being a tank are hard for me to get my mind around. But my experience with my tank (that I did play all this weekend, 11th to 15th level) is that as a tank I only need 3 attacks (4 if you count taunt) and all the rest are going into assorted "defensive" (well and a couple team or travel... but SS is also defensive...) powers.

I have slotted my attacks to come back relatively quickly and just keep running through the 3 as fast as I can. Then I throw a taunt out every once in a while if I need to pull someone off a squishy.

So my advice is if you have at least 3 or maybe 4 offensive powers don't take defense off your tank to get more offense. Primarily in a team your job is to hold the agro, not deal the dam. Armor lets you hold agro and stay upright. Damage is your second priority.




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05/01/06 16:14 Login to rate this user's post!
umdebus Profile
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RE: Tough hide vs Combat jumping 

I would say keep them both as I have a 50 Inv/SS Tanker with both of those powers and one day last week in fact I was playing around to see if I needed them and I did notice that when I didn't run CJ with all my other deff's I did get hit more.

plus dont forget that you dont get the full enh % anymore on powers that are sloted over 3 and 4 slots so by taking powers that offer the same protection types you get a better over all boost ( that is if I have my info right, this stuff changes so much all the time its hard to keep track)


any hope my 2 inf help and is correct =)



05/01/06 17:01 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

makes sense to me as far as i know that should word and stack nicely.









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05/01/06 19:39 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

I'd dump Combat Jumping, because 1 Tough Hide is not a toggle and doesn't take endurance away from you, and 2 I have Combat Jump with my Invul/Fire Tanker and it does nothing for me. So if you like wasting power selections keep it... other wise just stick with Tough Hide.



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05/01/06 20:44 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

Combat Jumping has a base 2.5% defense to all, with 3 defense SO's that's only 4.7ish% defense to everything. While Tough Hide is a base 5% defense. Unslotted, Tough Hide negates the -defense in Unyielding. Combat jumping is really useful as a combat movement power, it only costs 0.8 end a second to run, I just throw a jump enhancer in the base slot, then fire and forget. So, if I were you I would keep Tough Hide.



Edit: Yes, Combat Jumping and Tough Hide stack with each other.



***THIS POST HAS BEEN EDITED***



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05/01/06 22:40 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 



Thank you all for your responses, they were quite helpfull.

Dyvel, I know the tanker's job is to hold aggro, to that end my tank (she is level 32) has every invunerability power except dull pain (and that is slated to be added at level 35). Tough hide and resist elements are 2 slotted, unstoppable is one slotted, and all others have at least 3 slots. I did not know if tough hide and combat jumping were cumulative, I should have phrased my question better.

I just wanted a bit more offence so I can solo better, a lot af times I cannot find a team or I am just in a solo mood. As it stands, it takes me forever to kill, um, arrest anything.

Umdebus, it never occured to me to test it like you have. I am grateful that you shared your results.

Red Scout, I cannot get rid of combat jumping, I need it for super jump (my travel power). I thought about getting the melee attack for that pool (I forget what it is called) but watching my tank have to draw her weapon (mace tank) after each time I used it would be annoying. I had super speed as my travel power before my first respec (I got super jump because it is a bit more versatile) and that is what happened with flurry.

Madphinger and Jinxycat, thank you for confirming that they stack.

Currently my offensive powers are bash, pulverize, clobber, whirling mace and taunt. I will respec (when I get a respec, that is) out of clobber in favor of either hasten or build up. That is pretty much my only option for any changes, all other power slots I have are commited to the fitness pool (swift, health, stamina).

Again, thank you all very much for your input.





05/02/06 08:20 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

QUOTE
  Red Scout, I cannot get rid of combat jumping, I need it for super jump (my travel power).  I thought about getting the melee attack for that pool (I forget what it is called) but watching my tank have to draw her weapon (mace tank) after each time I used it would be annoying.  I had super speed as my travel power before my first respec (I got super jump because it is a bit more versatile) and that is what happened with flurry.


As a final word on this subject, the attack is Jump Kick and unless you want it for your character thematically, you're better off with Combat Jumping. Jump Kick is this big somersault kick which knocks back the enemy, after which, you flip back up to standing position. Not only is this a long animation, but then you have to chase down your target, and THEN you draw your mace.

On another note, having both Hurdle from Fitness Pool and Combat Jumping actually turns it into a fairly quick mini Super Jump, ideal for indoor mission use. In fact, I've heard that Combat Jumping, Hurdle, Swift and Sprint working together provides overland movement as fast as unslotted Fly.



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05/08/06 09:22 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 



Thank you, I am now really glad I did not take that power, I would probably have stopped playing that toon and started over again.



05/09/06 14:21 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 



I decided to keep both combat jumping and tough hide based on advice received from you guys. When I leveled up (to 33) I decided since I am going to keep them I should probably commit more slots to them, so I put one into tough hide (making it three slotted for defense) and two into combat jumping ( making it four slotted, one end reduction and three defense). It made a HUGE difference, I am being hit a lot less, making me wish I had done this several levels ago.

That leads me to another question. Instead of gettting more offense, I am looking to get another defensive power when I respec, and I see the stealth has defense vs all so I am considering it. However I do not know if it would affect my ability to maintain aggro, has anyone ever tried it on a tank? I would love to have more defense, but I am useless to a team if I cannot keep the bad guys off of them.

Whoops, one more question while I am thinking about it, has anyone ever tried putting slots in the inherent ability brawl? If so, did it make it a worthwhile attack?





05/10/06 10:36 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

In my expierience combat jumping is a great plus with tough hide I will take any + to resistance or defense I can get on a tank or scrapper plus it alows just enough extra little jump to get onto alot of obstacles that I could not before goes great in combat and I also like the added jump for the 1 Alt I have taken SS on makes for easy transportation



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09/01/06 07:57 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

QUOTE
Whoops, one more question while I am thinking about it, has anyone ever tried putting slots in the inherent ability brawl?  If so, did it make it a worthwhile attack?

Didnt notice this part before but I have brawl 3 slotteed on damage only and yes it does make a good lil punch and keeps enemies interupted some times just long enough to hit em with Knockback so they dont get a chance to hit me



***THIS POST HAS BEEN EDITED***



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09/01/06 16:13 Login to rate this user's post!
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RE: Tough hide vs Combat jumping 

[QUOTE]
That leads me to another question. Instead of gettting more offense, I am looking to get another defensive power when I respec, and I see the stealth has defense vs all so I am considering it. However I do not know if it would affect my ability to maintain aggro, has anyone ever tried it on a tank? I would love to have more defense, but I am useless to a team if I cannot keep the bad guys off of them.

I have had stealth with a tank and i have found it to be a problem, although it add defense and you do become visible when you get too close it states that enemies will still find it difficult to spot you meaning you will lose aggro somtimes to the squishees, unless you have a decent aggro attracting tank i would advise not to get stealth and maybe opt for tough from the fitness pool, downside of choosing an attack which is the whole pulling your mace out problem



***THIS POST HAS BEEN EDITED***



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10/03/06 09:28 Login to rate this user's post!

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