JJ_Jason

Apprentice
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    79
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  1. [ QUOTE ]
    Myself, I just want some s/l resistances. Enough that I can do my job versus monsters and archvillians, without having to have a defender strapped to my hip or having to give up two powers to get a power pool.

    [/ QUOTE ]

    I agree with this, that our main concerns are with tanking Monsters and AV's, and that we shouldn't require power pools or secondary characters to protect us. No, we shouldn't be able to solo a Monster by ourselves, but we should also be able to stand toe-to-toe. But we do need more then just S/L resistance.

    We need SOMETHING to keep us alive in those fights. My Ice tank last night had the interesting experience of the Tina Macintyre Story Arc, and fought both Anti-Matter and Bobcat last night. First, let me note, I typically clean house with Invincible missions, need next to no healing, do use Tough and can heard a good room of mobs as desired. But these missions mentioned AV's, so I MUST set them back to heroic.

    And at heroic, against Anti-matter, even level, I got one-shotted.

    Dropped in on him and his friends, saw him, and charged. Forgot to hit Hoarfrost first, but did get 5 in the group for EA. Someday I'll learn what the debt is trying to teach me. Without Hoarfrost, poof, down. After a helpful rez, and people debuffing him to next tuesday, I could manage. He went down quickly, since you only have to get him to half health, I believe.

    Next mission, Bobcat, even level, not even close to a problem. Why? Claws deal lethal damage, and Tough had me covered. So until things change, Nanoc will live in fear of AV's or Monsters who use anything other then S/L. At heroic... Which is anything but heroic, if you ask me.

    I intially suggested adding resistance to EA. Now I don't even think that would help against an AV or Monster once everybody around him is dead. I'd love to see something other then resistance, to give us a different flavor. Damage debuff from chilling aura or another power? That'd work, and make teams really want us. But other then resistance, there isn't much that would fit the bill.

    I'd like to see FA and GA add in resistance to their respective damage types, and I'd take them. Let EA do what it does, and I'd use it for large groups, or hearding.

    I hope we have some help on the way. It'll be a few more weeks before any change here can help my Tanker on the live server.
  2. Since EA is such the "End-All" power of our set, what about this?

    Sure, cap EA at 5, and we have to deal with the current survivability of Alpha-Strikes before EA goes off (my Duo controller has Group Invis, makes things easy, but Stealth could do the same). This "fixes" the only possible thing I can see the Dev's repairing the power for.

    We're not supposed to tank large numbers of high level mobs.

    But let's add in the fix. Put resistance in EA as well. Have it give resistance to all the damage types it gives defense against. Since EA is capped, you set the S/L Resistance at 10% or 15% per mob, and Eng/Neg Resistance around the same. Even at 10%, with lots of resistance slots in EA, you'd need all 5 mobs to get close to cap resistance. But capped you would be, and a much more capable tank.

    But let's talk about our big problem. Against AV/Monsters, your single mob hit is not huge, but perhaps enough to survive the being One-Shotted. Without Tough. If you decide to get Tough (like I still would), it's now bonus Resistance, not practically required as it is now. I can see people who wish to tank AV/Monsters slotting FA and GA for defense, and EA for resistance.

    This would even explain our need to wait till level 26 for the only Defensive power worth it's weight, where as Invul and Fire get their goods at 18.

    And to be fair, limit EA so it doesn't stack with itself. And then you've got one kick-[censored] power, that scales with the number of mobs, has it's own strengths and weaknesses.

    What do you guys think about this?
  3. [ QUOTE ]
    Why nerf Ice tanks, when they were already dealing with the worst primary for the archtype?

    It wasn't like EA made ice tankers invincible gods, able to tank anything without any chance of harm. With the inherent 5% chance to hit against a purely defense based powerset, ice will always be worse than invunerablity, and yes, even less effective than stone armor in most situations because of the advantage resistance has over defense.

    [/ QUOTE ]

    /signed

    I enjoy the heck out of my tanker, but without a Ill/Rad controller I always Duo with, I'm lost. Heck, just last week I took on Nosferato (sp?), at Invincible level (+2 to my level), and got my rear handed to me until my friend logged on with her Empath defender (thank the blue blazes for her!). Tough was no help against Dark attacks, and Defense just didn't get it done...

    If the idea is to cap our defense so we can't tank +9 mobs, I understand. But our set is very weak against lone, hard targets (like AV's), and has none of the benefits of other tanks. We now have stackable armors, which moved us closer to par with the others. But Chilling Aura != uber Tanking, and that's our only "flavor" power unique to us. Hibernate? I duo, which means Death to Squishies!

    If the Devs are looking our way, we can hope for a bit more love, and a home to call our own...
  4. Here is a movie not otherwise named, but first the quote:

    Terra Volta, as you attack a group of Sky Raiders - "Remember, short controlled bursts!"

    Cpl Hicks from Aliens

    Cracked up the first time I saw it... great stuff.