New Dawn

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  1. To get out of burn patch and look for someone else..possible. Blazing Aura doesn't have an autohit taunt. To run out of Burn Patch yet still be in quicksand and attack you, that's interesting. What was his secondary and what were you fighting?
  2. Quote:
    Originally Posted by Godpants View Post
    New Dawn:
    Let me make sure I understand your points. I agree that TA may take more effort or finesse than some other defender sets, but I wouldn't expect everyone else on a team to have to work around it. Please correct me if I misunderstood.
    If on a defender who debuffs via a toggle power you wouldn't expect other team members to drop the anchor last if it means they can have the survivability needed to proceed better. I would expect team mates to work with eachother rather than against eachother.
  3. Quote:
    Originally Posted by Energizing_Ion View Post
    TA had awesome recharge debuffing...until they noticed that was way too much for a Controller if they had TA as a secondary....*nerf*
    I think that when some sets get ported over to over sets that there is stuff that get toned down in what they can do over time but why one AT can't look at more different figures I don't know.

    I can't see why PGA has such a long recharge, in some teams you have it up every second group, which isn't good. I think that's a pace and survivability problem right there, they can keep the duration and end cost the same, no stackability, just lower the recharge.

    As it is with surviving the +lvl AVs, I don't think they scale up that much, and with a TA you can look to work against what AVs don't do. I as a player playing around other TAs do not see the teams survivability entirely the trick archers responsibility, the set requires a different set of dynamics than what people are used to more than a change in the set. If with every defender you can have the same run in and mash keys mentality then thats not good. Ideally for me, 10 different defenders should, not always mean, make maneuvers with 8 different characteristics plausible. With american football you must have several ways of getting the pigskin into the touch down area. I expect the same with this game and this game delivers.

    Flash Arrow lighting Oil slick is interesting, my characters have to have some logic to them, which is why I need to know how it'll work.
  4. Most people I am pretty sure do not get into threat mechanics deeply, partly because they and their team members are well supported by other people in the team.

    When your support from other players is non existent in terms of being commonly identified as support ie you are without both defenders and controllers on your Mo run. Then keeping as much damage off of the less durable team mates as possible becomes advisable along with keeping the likelihood of becoming defeated yourself.

    You might for the best option (team output/time) decide to outrange some effects. By being ranged your threat is lower. A scrapper in melee could have competitive threat levels due to their taunt aura being on and their damage output. Death Shroud + Cloak of Fear + Soul Drain + Good attack chain can at times without a single taunt element involved steal attention from even the most well taunt slotted. If in doing so damage is redirected their way and they happen to be in the vicinity of off others then a aoe can occur that can cripple the team. To avoid moments like that it is in best interests all round for the scrapper to have lower threat. A taunt aura can come off. The scrapper would often dish good if not better damage per end over time anyway.

    As someone who tanks with scrappers without defenders or controllers I have had to learn certain things about AVs, what are their attacks, more importantly what can their attacks do and when they will use them. You can keep the others in the team from being hit, as well as yourself by most attacks, but in some cases other members have to keep their threat level down.

    I'd imagine some people on an all Scrapper STF without the use of temps would have a team where many members would be running back from the hospital in the boat during some AV fights. None of that needs to happen. One person with a high threat level keeping damage directed towards them and entirely off of the team can help the rest of the team survive to do the most damage in the shortest amount of time. That's what we do, and we have so few deaths a scrapper Mo is clearly 100% possible.

    A tanker at their peak theoretically should not in looking at the team care what toons are in play but in how they're played.
  5. When someones new to Khelds I'd imagine a basic IO set build maybe right to get started with. Would that be useful OP? Anyway I'd also imagine other people to do something more appropriate than I.
  6. If I was a team leader who had a bunch of people all wanting to get several of their missions done in the evening then quite possibly, am not going to think about it too much, a Plant/TA would be good.

    Otherwise it maybe or may of been a blessing in PvP Base Raids if they ever happen..
  7. Quote:
    Originally Posted by Dispari View Post
    Okay, I'll assume you're talking about Defender numbers so I'll go with that.

    You cite Flash as being "like Weave" and being able to offer about 6-9% -ToHit, and Poison Gas for -31. To be specific, Flash can slot up to just under -10% (-9.9%) and Poison Gas is -31.25%.

    Now first off, those are debuffs and are going to be resisted by enemy level, rank, and inherent resistances. So as soon as you start fighting +1 enemies or non-minions, that -9.9% is going to fall. Even before the resistances, that's a really low amount. UNSLOTTED Ice Shield gives +15% DEF which isn't going to be "resisted" until you fight +6 enemies, or rare enemies with ToHit (which works against -ToHit too).

    Second of all, Darkest Night does -37.5% DMG and -18.75% ToHit, in one power. Radiation Infection+Enervating Filed is -31.25% ToHit and -25% DMG, as well as offensive debuffs. Both Dark and Radiation can outdo the defensive contributions of TA with the same number of powers or less. This is ignoring the fact that they have other defensive powers like heals, resistance, and other debuffs.

    TA's defensive powers just aren't powerful enough to rely on to keep a team alive, unless they're powerful enough that they don't need it to begin with.
    Check your sources on what powers/debuff's are resistible and what are irresistible.
  8. Quote:
    Originally Posted by Zamuel View Post
    Something I'm wondering is why Trick Arrow was not given the ability to light its own Oil Slick. Even though it doesn't do damage, in theory Flash Arrow should be able to light it.
    Can you come up with a solution as to how it can light it without adding a damage component?
  9. Quote:
    Originally Posted by Heraclea View Post
    No scrapper ought to be able to take aggro from any actual tanker, but these two can and do fairly often, and had to be built with that in mind.
    There are times when yes Scrappers can be such an asset by doing so and there are times when yes you wish they couldn't. In the times you may wish they couldn't a change of play maybe in order and from that change of play, better slotting in taunt might be required. I've had moments before AVs where I have told every Scrapper to turn their auras off before beginning. It can help immensely.

    A brute can more easily take aggro and from that and their inexperience they may actually be doing more harm than good. Defenders would most likely prove to be more preferable in teams with Brutes much more than they would with Tankers or Scrappers imo. Moments should be won by teams working together using powers in eachothers favour and not ones own. It isn't always preferable that powers are used because they're there and that's the way it is.
  10. Someone could also ask for -range on Flash Arrow but I wouldn't hold any breaths.
  11. Look at what you can find, create a build for yourself then ask for opinions. Always better and don't worry about mistakes as we all make them or have made them depending on personal opinions.
  12. Quote:
    Originally Posted by EvilRyu View Post
    See thats the thing here, the TA defender is doing almost nothing to help keep you alive as a tanker. Its pretty much your defenses that are doing it, which means that slot could have just as easily been filled with a blaster. When a blaster can pretty much eclipse everything you do you know the set is broken period.
    Well going from keys 1 - 9 isn't a lot...There is the potential to survive really well with a Tanker that's only got SOs in it. A TAs powers can stack to a Tankers build. Flash Arrow is like weave in a way, if you were at 36-39% defense on your own then FA has possibly effectively softcapped you. Poison Gas 31ish% Dam debuff can stack with Icetanks CE 14%ish Dam debuff. There is a little something for everyone.

    If you as a Tanker can and be allowed to keep aggro directed away from or off of other people then their healthbars won't move. The trouble lies in applying debuffs to different +level mobs in which case buffs can be of more value but if that's an issue that needs addressing it's another issue. I have leaderships to compensate.

    I maged for a Blaster once, +3 or +4 Crey, I found that without me he was toast and without him I was toast although the better fight duration was mine he did the most damage within his. I think everyone should be as equal as possible but we won't fully or exactly know where the equalities lie.
  13. My TA is very welcome around some people but not everyone. I'd be right in saying that some of what is the best that you can offer will only be there if what you are offered is ideal. A help me to help you scenario. I specifically said though that I wouldn't always be comfortable tanking for a team with just a TA. This can mean that 99% of the time I would love it. People behind a toon matter and the game keeps fresh when you vary your team make ups and the people behind the characters. I'll always try to man up to powersets rather than pick holes in them.
  14. New Dawn

    Whoa.....

    Quote:
    Originally Posted by Desitre View Post
    I recently made a toon on freeDUMB
    Quote:
    Originally Posted by Aett_Thorn View Post
    Get. Off. Of. Freedom.
    I went on Freedom once. I went to Peregrine to see what it'll be a case of at late game and I swear I have never seen so many Kins in my life. If you didn't have Kinetics as a primary or secondary I guess you must be considered weird.
  15. Quote:
    Originally Posted by Castle View Post
    Looks like a bug to me. I'll prod someone and get it fixed.

    EDIT: It looks like the sets were using the Scrapper/Brute values instead of the Tanker values. Effected sets are Dark Melee, Dual Blades and Electric Melee.
    Note to Sarrate and everyone else..Omg guys lets not presume Castle already knows and it's something to do with balance. I did exactly that.
  16. Quote:
    Originally Posted by Dispari View Post
    TA is fine for the -RES and other various things it provides, but it's not on it's own, as often as other defenders going to reliably keep the team alive when they are doing things wrong.
    I took your comment and added to it for me to agree with and this is why I recently suggested:

    Halve PGAs rechg to 20 secs to compete with the other defenders debuff toggles that are 8 sec rechg better.

    Make Ice Arrows Cast time 1 sec and rechg 16 sec.
  17. Some people miss powers, just talking powers in general, because sometimes they do not see the utility. Maybe that utility would only be good in 5% of the game for 1% of the people who can make something of it but then some people may be doing that 5% of the game most of the time and priding themselves upon it. Especially those who love to do the things other people told them they couldn't do.

    Most TA builds I wouldn't want for myself as I personally wouldn't be always comfortable tanking for them. The reason being, is that they may of skipped something they did not see the utility in. Perhaps every so often power designers sometimes make sets for dynamics that some of the population don't even think of, or care to get into, from their current standpoint. They looked at what they needed as far as the end of their own noses and took 6 out of 9 powers and go on to complain that they can't defend well enough.

    I am all for a buff, but the right buff, not a buff that's there because people couldn't see that part of its difference is that one may play with someone of the set differently to how they may play with other defenders.

    Subtle changes like halve PGAs rechg to 20 secs (good for fast teams and competes with the other defenders debuff toggles that are 8 sec rechg better) or make Ice Arrows Cast time 1 sec and rechg 16 sec would help the set in my book.
  18. In PvP it might need altering, I wouldn't know.
  19. New Dawn

    Whoa.....

    Quote:
    Originally Posted by Ironblade View Post
    He can't get the taunt aura until level 18. As for Taunt, I NEVER take it before I at least have DO's to enhance my durability. At level 11, a tank *IS* a scranker because their defenses are mostly a joke.
    You snipped much, from what was said I take it that the Tank didn't have unyielding. No Unyielding, bye bye toggles (EDIT: well in the old days XD ) and all that Tank was left with was dullpain and his attacks. Not a good start.
  20. Quote:
    Originally Posted by Fusion_7 View Post
    Unlike my ill/rad Controllers Dark Servant
    Interesting XD
  21. New Dawn

    Whoa.....

    Quote:
    Originally Posted by Fire_Minded View Post
    I was told by 1 player,that i shoulda rolled a Invln/EM,that my tanker is going to be passed up for another because of my sets.
    That 1 player is basically saying that they and/or other people do not value other people as much as they value what other people and their sets can do for them as far from the end of their noses that they can see.

    I laughed at what else ya said. The person behind the character should matter most. It's wrong to judge a set on the basis that poor player failed with it or impatient players gave up on it.

    Tankers or anyother AT aren't a necessity in teams, so why are (lets pick on) stonetanks so needed? It's because people have their own crutches. If its not done using a certain dynamic everyone is screwed.

    An elec/elec tank can be made potentially viable for most random STF PuGs. Really viable. It's upto players to work the game out to get it done. Those who know it all already know everything like the ones you have described shouldn't be wondering how.

    I made an Elec/Elec the tricky part was getting her pink aura right.
  22. I can see it's problematic and unfinished. It looked like a build still in the process of slot changes and undecided on a few powers. I did look at it the other day, change stuff around. Move powers, change some and wondered how important build up to you was when you got +tohit from Invincible and all the +Acc bonuses in the attacks.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    So my question is, would the Defender AT take a significant step forward if the base recharge and endurance cost for all powers in the primary was offset by the same values used to enhance buffs, but still be balanced? While I doubt it's likely to happen, with Going Rogue coming out soon this seems like a prime time to ask.
    I feel that some defender powers are of low recharge than they should ideally be because they are shared by controllers. If the controllers were to have any less recharge they would be seriously WOTT! I think with recharge they should be looking at a different set of figures. Liquefy is one example.
  24. Quote:
    Originally Posted by Techbot Alpha View Post
    Alright, this looks like a winner.
    I was wondering how undecided you were about the direction you would take with an Invuln however I thought you were more interested in Psi protection than most people. You could of carried on with your current build having invested in getting it to where it's at so far.
  25. Throw some ideas on your concept, does it fly etc and I'll throw something down. Even better would be to just have a go at a making a Fire/Mace up then having people look at it.