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Posts
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Joined
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Mostly, I go for concept to hinder capability. To gain capability at anything doesn't require that much thought for me whereas trying to get blood from the stone that is concept does. Usually I have to find something of a niche from that concept.
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I came back to this statement wondering and took the liberty of finding out what server you were on. So your on Freedom, I visited that server once to find that there was more kins about than anything else. This tells me that there perhaps isn't much variance in playstyles. People stick to certain creature comforts like glue and perhaps can't live without.
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Even without buffs there will be some brutes seemingly able to outshine some peoples tankers at times.
The worrying thing for experienced Tankers is aggro control around a mindless brute. Some Brutes will from their damage levels etc for a period of time keep hold of aggro. Where a tanker will redirect damage away from team and/or offer the team safe range a Brute may not. -
A number of people prefer to stay out of Granite, infact Granite could be a panic button needed only a slightly amount more times than Unstoppable. I prefer to be out of Granite, the whole game can be done out of Granite, but sometimes people see Stone, have the least optional xp/time setting and decide not to use their powers on the whole of the team, making you the unsupported one and so more likely to need it.
Atleast with Granite you can be in a crap PuG and not have to suffer the consequences of complete idiocy. -
Quote:I've never heard of a tauntless tanker that getting through an MoSTF yet.Yet, a tanker wasn't needed for the all-defender and all-controller MoSTF. =P I'd much prefer to be in an MoSTF attempt where everyone can survive on it's own, then being in one where the 7 other people will die instantly if the aggro slip from the tanker for 3 secondes.
I am not saying it's impossible but the tauntless Tankers that I've heard of get through an STF "well" happened to have 3 defenders and 4 controllers in the team and going by your comment you may be agreeable with me in wondering "What the hell was the Tanker for?". I fully agree.
When it comes to Tankers with taunt, they are; with the right player behind them; capable of doing an MoSTF without a single Controller or Defender in the team. Much more capable than tauntless tankers.
I say that because I damn well know that even Scrappers are capable of tanking MoSTFs without a single Defender or Controller in the team.
Prior to people becoming the right player behind a tanker capable of any of this, as Tankers with taunt, they have an advantage of possibly being able to get things done with atleast one of any type of defender or type of controller supporting them.
Taunt adds flexibility and for me as an avid build creator I would be losing out on the equivalent of peanuts without it.
I will say that whatever job a tauntless tank maybe required for a confrontless scrapper may suffice too, that's the beauty of the game infact I might be inclined to prefer the scrapper (who could know tanking well) as they contribute more from doing more damage at the sametime. -
Quote:That depends on how you build your tanks, from looking at base numbers years ago, iirc using best attack chains they were pretty damn close on what they can do to a single target to an endurance bar. Nothings changed since I last looked I don't think. SS has the edge on Axe in terms of the constant level of tohit really but I think with Axe it can do more damage to more targets to an endurance bar than SS.Side Note : Im certain a SD/SS Tank can out damage my SD/Axe Tank, but itll be fun watching them both go!
I remember vaguely but in the end I was pretty certain that all secondaries were pretty equal just never in terms of the same thing. -
I always have it but I think its optional, Brutes can vary and still be nefarious. I agree with taunt being a good skill for PvP teaming.
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Quote:Ah, that makes sense. I didn't figure you'd think that way, so I thought the comment was odd.
Crumbs, d'ya live on the boards or what?
It was 3 years ago when I was arguing how no Hero AT beats a Scrapper in terms of "Raw!" DPS. Scrappers have the 1.25 mod while Tankers are at 0.7. I can't believe I wrote that the wrong way around.
*Puts Barbed wire around thighs and wanders into a dark dank empty room with a short cat of nine tails* -
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1 Way of achieving a pistol/poison erm corrupter. Still more effective to have pets, cute tho.
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If it's easier to work out, how does a SD/FM Tank compare to an FM/SD Scrapper?
I'd lay bets that SD/FM out guns FM/SD. With SD/SS that would have long sustainable peaks and a short trough in damage where as SD/FM should have short peaks and long comparative troughs but, those peaks should be good. Down to the player to optimize though.
Worried that I'd turn nerdy I've avoided numbers since 2007 XD -
Nothing wrong with the MM attacking imo. Your playing an ebul character and so is that MM, ebul doesn't have to give a monkee's about no one. I'd love to team with someone like that, all the baddie ATs should be self sufficient and less reliant on team work..unless a plan is made and stated pre battle one can't complain.
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Yeah that's true. Like with the proc, some people can do damage with it now *sigh*. Oh the other thing where AVs became only taunt controlled in a virtual sense by gauntlet and most auras may of done something. Teamwipes facing Mary MacComber probably caused a few complaints too. Brutes probably can rely on gauntlet versus AVs alot better for more than one reason.
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I have to admit, these are a pain in the bleep for basic Invulns. Well not so much if you can assess the situation, plan your moves and make them but when you've got a team up your butt that play in a way that compromises survivability it's not good.
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I merely tank mage, often with a Tanker in the team it's just before they can intercept the aggro. This is particularly with Tankers who don't rush off early and sometimes notably better for them.
I notice that with some people if they're on a tanker they don't like anyone else herding and then if they're on a defender they like to tank mage and don't like anyone else herding. Should they be on a Controller then they AoE immob room so that npcs can't be tightened yet would complain about it if they were the tanker and some controller was doing that.. Either way it looks like those type of people are forever with their heads up their own butts.
Experiment with other people a little. -
If CoH 2 were to happen and there be few to next to no Devs, solely for this game, I would expect to play this game for free as a loyalty bonus and for CoH2 to start off as CoH1 did.
I don't expect a CoH2 ever. I just expect as much upgrading and expansion for this game as one can for the subscription. From excess subscriptions I'd expect a new and different game to become a project. -
I saw Khelds as this, it's not the intention but I saw them potentially as this:
Someone having got to 50 and learned the game, could make a character to level up again with filling in the teamwork holes of new players with their semi jack of all trades character.
Which was never necessarily the case and even less so now.
All that matters now is people have fun. -
Or pushing for more concepts. I'd be so in with Archery/Dual Blades or Pistols/MA. What about Elec/Kat? I'd like to see possible leads into where you say trade some lethal damage in Kat for Elec damage and with cool graphics to boot!
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Some peoples Scrappers have only single target attacks. Not taking AoEs drops their damage output versus multiple targets within a timeframe. They'll do less DPE than other Scrappers with both ST and AoE. Firetanks and Icetanks may through AoE plus better end rec, outdamage certain types of Scrappers with no AoEs and less end rec over the course of a mission..
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Quote:I never needed -Range, I also found taunt adequate as it was, it was to me really, really the most selfless power Tankers could get. No selfishness there, if anything, more to do with consideration for tanking for as many different team make ups as possible.Eh, wait and see what the new end game content is going to be like. And besides, slotting Taunt up that much for range and playing like that isn't my idea of fun. Keeps slots from other powers that I want it on, and it's not like you can use this tactic on too many people, anyway.
I think the -ranged in Taunt is an excellent idea, and it helps out a lot for my Tanks. I guess with this I am just surprised that AVs don't resist -range more.
Back in 2005 -2007 the forums were full of struggling to do certain stuff Tankers who said they didn't need taunt. The -Range killed taunt hate, that I like to think and the scoffing at those who vow to keep it, however, also -range is something that should be a great asset in PvP.
Two reasons that being able to do that kite should of been kept quiet, gaming spirit and let all those who proclaim to know everything already (but not that) carry on in their own worlds.
If anything the kite could of been a last minute idea to fallback on, particularly if your team make up is not with x,y and z, it shouldn't matter.
I've never had to do it in a STF as a Tanker but the all Scrapper STF we came close to MoSTFing, was done in parts, that way.
They could take the -range out, all tankers are still capable of getting things done with a team of RPers with builds concentrated on being lesbian catgirls.
In the first 2 weeks of the inner circle existing, different tanker types could hold up to the inner circle with what people would class as minimal support ie Trick Archery and that was pre -range.
Some people see tanking as in your face threatening and distracting, thats another good reason, it's respectable. -
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Quote:ED-cap slot your Taunt with range enhancements, and taunt him from maximum range while flying (use jetpack if required). He does not have enough range to shoot you while under the debuff from Taunt.
Well done that's how you remove the challenge from the game. That's one thing I been keeping stum about and telling others to.
Before introducing the -range component to taunt I did say on the European forums that this can happen with some AVs, knowing which ones, not mentioning which ones. Not mentioning all as you would never get enough -range on all. Edit: I was amazed the Devs introduced it, I guess maybe they didn't read the european forums much.
Prior to the -range in taunt I managed to tank LR unaided for over an hour in 2007.
Be aware that the further away you are the less threat you have.
We can all play STO for something challenging now -
The thing with Master of is, it's a team effort. Can be done with any type of tanker.
An SO'd Invuln is capable of doing it. Any SO'd type of Tanker is capable of doing it. The blanks of how and why needs to be filled in. The OP is just where most anyone has been. Maybe not those who filled the team of 4 controllers and 3 defenders making me wonder what the tanker was for but, don't feel bad about how it went, because most people have to cut their teeth somewhere.
An SO'd Invuln/SS is capable of taunting LR throughout the whole process with the most unbelievably minimum amount of support. Not worth restarting as a Stonetank, more worth looking at the problem and working 'your' ways around it.
Quote:I can easily imagine that your build is "at most" 5 slots moves away from being capable of the what I would call the best solution, definitely not worth restarting as a Stonetanker.I can afford to burn a respec and throw a billion or so infl at this problem if it would help. But, I'm not sure what the best solution is. (I'm not willing to restart as a stone tanker.)
Any advice would be appreciated!
One solution, which isn't the best imo, is to know your def levels with one target in melee, up it to 75% def with insps until the blue tower is down. Keep LR in melee so that he doesn't see his ranged, energy attacks as a good option and from his using of melee attacks doesn't keep to spawning banes. So just smash, lethal, minor toxic DoT melee attacks you. Throughout the whole time, no point you hitting him just maintain taunt control. Once the Blue is down, you then just keep to insping to 45% defense while people work on the red tower.
I wouldn't do that method.
Every type of Tanker can be made to tank this without all the excesses in terms of support many teams have had with what I would call the best method, but I'm not going to give you that. If I did that then the challenge to it will disappear and that would be incredibly unkind. Welcome to the side of the game that is there to present a problem. -
As a rule I wouldnt have a single target attack without atleast 4 slots of damage, its main attribute, unless it was kick or boxing, preqs to get Tough and Weave. Thunderstrike would have to do more damage for me as that is it's main attribute. Where there is either regen, res or def, I'd slot for them, thats unless the bonuses per slot were low and then still aim to soft cap it all.
Imagine yourself with the +end and +hp accolades..and then with one with the shield activated, I'd probably aim to simply hit the hp cap with that as desired minimum. I could run with that. In the end what ever my powers do most of, they'll get to do more of that first and foremost with my slotting. Then with that in mind I'd aim for def soft cap and +rechg whilst slotting to do the main things.
All attacks that I'd use, do good to near maximum damage per end, which is a "why hit them twice when you can hit them once?" type of thinking. From that I'll work out my attack chain, then the average end cost per second of the attack chain. End recovery will then preferably be that cost plus the total end cost of all the toggles and not much more, leaving conserve for end drain emergencies from -end rec powers.
It'll be just mostly accentuating everything about the basic build. Thats all I ever do for myself and it does me. Good choice with fly.