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Posts
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Quote:To go with this the reason they have a taunt and get aggro is not because to hold it, instead it is there for there fury build up to help them better with damage if I am not mistaken.I'm sorry for coming off so strong.
It appears you've simply made an error, and made a suggestion based on that error.
There is nothing to normalize.
Brutes have Mag 4 Threat in every single attack, just like Tankers.
They have Mag 4 Threat in every Taunt Aura they have, just like Tankers.
When the changes to EA go live, Brutes will have a Mag 4 Threat component in every single Secondary Powerset available to the AT. (Except WP, which is Mag 3 exactly like the Tanker version)
So suggesting that they suddenly have less Mag Threat, would in fact be a nerf call to the AT.
Tankers have the advantage in that they have Gauntlet. Tankers specialize in mitigation, this does not make them the defacto specialist in holding aggro, nor should they have an Auto-Win level of aggro control.
And I'm saying its an absolutely terrible and unneeded suggestion that only ever crops up on the Tanker forums because Tankers with all of their ridiculous levels of mitigation, and gauntlet, and easy street for build planning still manage to feel insecure with Brutes having mag 4 threat & taunt auras.
Having a taunt aura is a prime component of Brute effectiveness and is an important part of the Brute playstyle.
Without the ability to hold aggro, even in the face of a Tanker next to them, the Brute is a second rate Scrapper and has no purpose.
Any Brute that complains they have a taunt aura has chosen the wrong AT (and I've never heard anyone capable of rational thought actually complain about this). -
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Quote:Ty I was trying to rember how that worked to show them what I was talking about.Using your build in the first post, running your stated toggles, and assuming an attack chain of Quick Strike -> Fire Blast -> Quick Strike -> Focused Burst, my numbers show you running out of endurance after about 67 seconds of sustained combat. You've got a net endurance recovery of 1.17 eps.
For comparison, my stone/fire tank, when running Granite, Mud Pots, Maneuvers, and Weave, has a net recovery of 1.70 eps, and I had endurance issues when solo until I got my Cardiac Core Boost. (When teamed, Taunt was part of my attack chain, reducing endurance use to reasonable levels.) -
Quote:What I am saying if you go with that build and have those enhancements on it u will see what I am talking about, I never said I had a problem with them being ranged what I am saying is that u seem very proud of those and do not want to listen when some one is letting you know that you can get more if you change a few things.For this build I want to run in granite 24/7. That's my personal preference.
I am running granite, weave, rooted, mud pots, maneuvers, and cycling through a few attacks right now and I don't have too much of a problem with endurance. And this is without all the set bonuses this build would end up with. My posted build has end reduc of 33.13%, 33.13%, and 68.9% in the 3 single target attacks. That seems pretty decent to me. How much do you think I need?
I do want advice I just don't understand this. You have a problem because they are ranged? That doesn't make any sense to me. Ranged attacks can do the same job as a melee attack but are a bit more flexible. -
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I have a few WP tanks that I enjoy, I have a WP/SS WP/ele and a WP/Kin so it all depends on what you want from it.
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Quote:Any tank built right can do any thing this game has to offer not just a stone tank, I have done just about everything on my fire/fire tank with out any problems.Honestly, if the survivability of granite is not needed I would probably just switch to a different tank alt of mine anyways. This guy is for the really tough stuff.
Quote:You seem to be really worried about my end. I guess I could do some tuning there but I havent' run into an issue with it yet. This toon runs far fewer toggles than other tanks I have.
Quote:Are you saying I don't get run speed bonus on tactics without having it toggled? And what about vengeance? I need to trigger it off a dead party member for the run speed to kick in?
That is fine and dandy, but you also have Taunt that can get them to come after you, I have a few toons with some ranged attacks that I hardly use since I usally just run in to the mob, and if one is trying to run then I hit taunt on them. We are trying to help you out and giving you some advise and some it seems like you do not want it. I personally had some issues with some of my builds and posted them here and took head of the advise that was given to me, just like a lot of other people. -
The last couple of times I did the BAF with my WP/SS tank it got 2 warnings I jump out and wait till the rings are gone jump back in and all of a sudden getting a ring with out attacking. At the same time had a fire tink with there taunt on, and a shield tank with there taunt on and they never got any warnings.
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Quote:Problem I see is if your running on your second build and you get in a situation where you need granite you will not get a chance to go and switch builds, also if u do that you can not switch back for a certain time. Second off you only have a few attacks, and you say that quick strike, focused burst, and fire blast are well slotted? Lot of people like purples in there build and I have found out with some experience that there is a problem with it and that is end, you will have some end issues if you use those powers. U will not get the bonuses of those mules you have slotted but the LoTG global recharge if you do not have them active. Not quite sure about the GoTA run. You also stated that 2 of those attacks are a range attacks witch is great if you are using a distance type toon like a blaster or dom. But you are a melee type toon who wants to get the enemy's on you not having them run from you.This is a granite only, which is why I put a lot of emphasis on speed bonuses. If I wanted an out of granite, I would use my secondary build for that.
Between Quick Strike, Focused Burst, and Fire Blast I have three well slotted single target attacks, which is enough for me. Two of them are ranged which is great. Tactics and Vengeance are mules for set bonuses. But I do like having vengeance anyways. -
Well first off any tank can tank any content in game if built right. Second off lot of ppl do not like Granite for the main reason is there attacks and movement is slowed down being in it. But there is ways around that Me personally am out of granite when I move but once I get to the enemy's I go back into granite or I use TP depends on the map. I did a Mo run on my stone tank and I was moving lot slower then the rest of the team when in granite, we had no one on team with SB. Granted I am not a big fan of the stone tank for those reasons but if you want to there is a guide u can look at to help you out if need be. Be advise though some of the information might be pre i19 but it still have some great info if u need it.
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If u do not know where to look for it here is the link http://boards.cityofheroes.com/showthread.php?t=261846, also untold I see that u updated it the last time I looked at them it was still pre i19. ( I guess I should check the others out as well).
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Quote:OH that would be kwel.I meant swap ammo. A similar function could be added to other powersets.
Turn it on, KB. Turn it off, KD.
Turn it on, Evasion is a taunt aura. Turn it off, Evasion has no taunt aura.
I don't know if it's possible. I doubt very much that it would ever be done even if it was possible. -
Ok first off you are no where near SC, second off you are over your limit on some of your stuff, 5 is the most you can get out of it. When you do a build look at the view totals to help you get close to SC on s/l which is 45% Also look at view active sets when you see it in red it means its at its cap. I am not an expert on mids, but I try to do that and build my builds looking at those 2 things. You also missed power sink and power surge, Power sink helps u get your end back.
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Quote:Where did u see the 5% run speed? I saw 4% run speed 5 times the GotA a few times and some other ones, but not enough to put him over the cap, now I see that this build is going to be really expensive to build.The Panacea Heal/Rech and Heal/End/Rech aren't doing much and will cost a cool billion, you might drop those. If you have to have the Panacea proc, go for it.
you've got 5% run speed six times (altho there might be a difference between "5% run speed" and "5% to all movement". You'll have to test it.
Looks like you squeezed every bit of run speed in possible -
Quote:Not every one I miss snipeThis is turning into the KB/No KB argument.
I love KB and want a taunt aura on my SR scrapper.
Other people want to turn all of their KB to KD and to never have a taunt aura on their SR scrappers.
Dual Pistols shows us a solution could exist to make everyone happy but implementing it would probably be a coding nightmare.DP has no snipe.
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when the export box comes up look for the data chunk on it and click the box.
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The Hive and have to be lvl 45+ to enter blue side, the abbyse red side.
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Quote:I never meant to emply that they do not help but u do get them running away sometimes not as often as the ones that do not have taunt, I agree with u on the CJ.Yes, but the aura and taunt do help quite a bit. You kind of have a point with the Fiery Aura immobilization stuff, but the devs putting most of Fiery Aura's mez protection out of Burn and into toggles does speak against that, too. I'm still not entirely sure why they chose to keep it in Burn when they made the other changes, to be honest.
But that was also part of the crowd that nerfed Burn overly much as well. Weird choices all around. I'd still take Combat Jumping if the immob protection was put into the toggles, but it's still strange. -
Quote:I do not have many science origins but my SD/BA tank is natural and his click power is perma, I do not see why science origin is better then the rest?Every single Shield tank or Scrapper I have ever made has been Science Origin and now with emailing enhancements, every Brute will be Science origin. In fact, every single melee toon that has a click status protect power will be of Science Origin and will have perma status protect the next level after it becomes available. How? Why? Yin SO's-- science origin gets recharge SO's. All you need is just one toon that has that badge and you can email yourself all the Yin So's you need. So, unless your toon's concept isnt flexilbe enough to have a Science origin, this issue about perma click status protect is only about your personal choice.
(Forgive me if this came off as an attack or harsh, I should have been in bed already.) -
Why are you taking the concealment pool? Tanks need to be seen to be of effect, and stealth is a big end hog, not to mention invisibility u can not do anything with it. Btw can u data chunk it? can not see it.
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Quote:I have seen them run form tanks with a taunt aura and when ppl use taunt. Yes taunt dose help some but not all the time. Also Fire tanks has to hit a power to get the protection like imm.My namesake and first 50 is a DM/SR scrapper who was my main for over 2 years had been sitting unplayed for 10 months. I love the character, but I cannot play him anymore because even though I can solo AVs and and do all kinds of crazy scrapper tricks, I cannot stand runners. I love scrappers, but I will not play one anymore with out a real taunt aura.
I would LOVE all scrappers to have a taunt aura. They have enough survivability to deal with the aggro, and adding it allows you to not to worry about runners, and kill things faster. -
And I appreciated it. Im going to give it a try. but i might have to make a change since I can not get SS without hasten first on this toon. Not there yet with the my vet. ( I wish I did not taken those few years off.)
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OK here is my 2 cents worth on this, I am sorry I never made this kind of tank so I can not help you much but a lot of people here has great advise.
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Quote:I can help you with that I am a movie buffAnything I can do to help, right? Besides, I'm too lazy to come up with clever movie tie-ins the way DB always managed.
. For instance since this is a mort SF and have the warriors, you could of gone with WARRIORS COME OUT TO PLAY
love that movie.
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Quote:Who said anything about having there tank SO during any of the trials?Couple of things ..
To be fair a well done IO set /SR scrapper is better than any "Just SO" Tanker for survivability - so saying the SO /SR Tanker wont equal that scrapper is not really the point. It becomes routine to dance past SO tankers that die on a IO SR scrapper.
Expecting only SO SR tankers to run the new trials unsupported is asking a bit much -- What only SO Taker can do that now? Stone Maybe? While it moves at 3 mph?
Aid self is often redundant on SR with enough Regen. If you are in the situation where it would really help (high chance you get hit) It will get interupted anyhow.
You dont really *need* /end red for your SR toggles. You need them for Tough and Weave.
I wish they would make PB a toggle. Or else let me have two Autofire powers.