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Its down to looking at their attacks and seeing what the limitations of them are, then saying "How can I use those limitations against them?". Its not all about needing more shields when it comes to problems!
My first STF on test was combat logging my way thru it and taking my time rather than trying to steam through it. I have so many combat log screenshots its sick. I never care for time taken I care for information taken.
When RV first came out on test my longest solo with 3 AVs Scirroco, Black Scorpion and Ghost Widow was a mere 10 mins, there was 3 unstoppable crashes then dullpain involved and I was using the shield of the pillboxes for a buff and popping lucks between Unstoppable crashes relying on some luck. It was good for the first 3 days but then strangely it got harder.
Now its less about luck and more about cooperation and a slight use of a map. To get as ideal a situation as possible, Id probably have to tell people to bog off and hide for a bit, wait till I am ready and then begin attacking, there will be certain powers that will be a "Please dont touch that one!" and powers that are "keep that one coming!", not good around those who are "Dont tell me how to play my toon!" and nothing is ever good around people that just keep mashing keys thinking that there isnt a possible foreseeable problem when there is one. People either work with you or against you.
Its actually a very tight move, in the Inner Circle Id need to remove Scirroco first or be able to hold him off while another AV is done but Id definately want a team of players that can hold their horses. On Lord Recluse I fancy a Stormie for a bit of a comfort blanket, well for Scirroco as well. A mate hasa nice storm/elec and I am gonna help level him, the stormie playing aint gonna be dead simple neither. I am not pro stormies I just like to find and use overlooked qualities about powers and try to use them.
Stonetanks can do it but dont need to do it, one of their powers "Rooted" actually hinders them, Granite hinders them. A fair trade.
I think its better for people to also work it out than be told. Knowing the game before you play it leaves no stones left unturned and then the magic is missing. I have used websites to look at games and have been able to read that much about a game I felt I didnt need to buy it. I dont want that for CoH.
If what I am doing is a bit of an oversight on the Devs part then "Bugger!". I will say there is gonna have to be some finetuning on my part. Its not as straight forward as people might think but I left GW and Mr "easy to get around the placate" Mako undefeated
If hit by soul storm, you'd need to be unstoppable when solo...-->if hit. -
*Left hand on heart and right hand on a stack of bibles*
I spent almost 20 mins this morning Tanking Ghost Widow and Mako, alone, with no support.
People say you need to be Granite or Invuln for the STF.
I am now 99.9% sure its definately balls, so we better round that to 100%.
Its not whats on offer thats stopping anyone.
Tankers have got it good!
Its only because I now play an Ice and a Fire that I have been putting myself more in their shoes and thinking a little extra "out of the box" to most people I have met. The solutions arent that difficult. Being a nutter, forever losing the plot helps
I dont see alot of people thinking around a problem enough, instead they are settling for a "cant be done" conclusion, I have never given in to those 3 words. I wanted an Icetanker mate to listen up, have faith, and all he gives me is his Ice cant do it and levels his stone insteadThis is wrong! Makes me mad a little! Icetankers are lovely! Never give up on a lovely icetank or firetank! They are proper tankies!
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Id get body armour last and only have it one slotted unless your going to add special IOs because the resistance is so low.
Combat jump Id jump higher with, you dont have enough defence to get any major defence out of it and targetting drone Id change the rechg for an endred. I dont slot health, as I never had to rely on regen really and you have aid self anyway, you could have good defiance moments with less regen and aid self when ready, ofc if pvp then maybe keep the regen but take a different epic entirely. Cloaking device is just an endred for me, again not enough defence to buff anyway just like combat jump.
All in all alot of slots from CJ,Body Armour and Health pretty much get freed up for my offense and controls. I rely on active defense, if its slept, held, disorientated or defeated then I am not getting hit and if it is enough to drop me then the regen in health and the total defense and resistance that you have wouldnt of saved me anyway (keep aid self though). Caltrops is a good time buy toy, i do slot that, its not just me I could be buying time for, it could be someone else.
When it comes to Range in cone attacks, i could look at a group in one direction and it can be a wide looking group or I could look at the group in another direction and find it a thinner group to easily fit them in my cone range. I just move to a place where I squeeze in the most targets. Where you have range I might either have an end slot or a recharge instead and use the attacks more often to an end bar hitting the same amount of targets as I would with range slots.
Life without kb and hold protection wouldnt go on, I simply couldnt go thru the game being knocked about. -
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In other words i was hoping to find out whether or not Martial arts is better or worse than regen or if they're both as good as each other what the pro's and con;s are when they're used with martial arts.
Any help would be appreciated.
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Well Id take Martial Arts over regen anyday. Using Martial Arts with Martial Arts, its one thing at a time, where as when using Martial Arts with Regen this isnt always the case.
Regen is basically a easy off of the bat type set, that easily can help any new person, to see the game with minimum downtime. You probably wont be playing the most challenging of characters to play in a team ie what maybe easy for you, isnt as easy for others, so have a thought of other players survivability. -
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good post i wish i had read it before getting my tank to 50 tbh it was only after i hit 50 with my tank i actually learnt how to use him to his full capacity, my only method was the jump over taunt away from team....i have now learned the (why does no one tell you) taunt aura herd) i didnt even know i had one
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Seriously? -
In turning of a group its good to pass through the group, some jump over, a Stonetanker would be better double tp, tp in taunt tick, taunt outside of aura, tp a little further to turn them (which is gonna be good if an earth thorn caster says in that moment "Its quicksand time" (Something Icetankers dont worry about) but often the largest AoE gauntlets get used and the front of the group that becomes furthest away from you get taunted en route and the rear of the group are aura'd.
There is a reason for being opposite side of a enemy group to the team and thats when you want to point cone attacks one way and to see more clearly whats going on. A Tanker in the middle of a group can have cone attacks pointed in all directions. Question is the type of group your fighting, would there be a need to point direction of fire away? Are there cone attacks? and are they collectively that heavy for anyone?
But despite that looking back at the team is a lot better when you know nothing nearby in the way of groups can be aggro'd, I do pan about myself. I could be knowing there is no cone attacks somewhere in the middle, usually I am never in the exact middle, its often where most can be taunted with the aura and then taunting those outside of it. Even turning cone attacks sideways can be fine anyway.
Just because you have jumped into the middle of a group doesnt make everything taunted. A Taunt aura tick has to happen and when that happens itll only be on those in the radius, so despite being in the middle you can still have a blaster instantly planted. When a blaster runs in with you he has as much chance of aggro as you do and even if he is lucky and you have taunted most of the group with your aura it may only take a couple to plant him. Damage to an enemy group can be done before a taunt tick, more easily so with Firetankers and StoneTankers imo due to taunt ticks applied with damage component and the tick is not as frequent as others and also with Firetankers the aura can miss.
Now some Tankers kind of like to coil around and effect all with aura and tighten up a bit, to get the enemy thats using ranged attacks switched to melee (change in damagetypes can happen for the better sometimes) or to have as many in aura, pbaoe range and collected for other peoples AoEs to better multihit, all reasons are especially good for Invulns anyway as they get a major def boost and usually the damagetype is more favourably lethal although heavier. Some do what I do most of the time for speed and get in the bulk of the enemy group and taunt those outside of the aura. Usually as I run in I taunt those I am not going to run near enough to to aura taunt. On my Stonetank Id of pretargetted what I will have left of the group to taunt after I have tp'd into part of the group and then I can tp in and taunt whats outside of my aura straight away.
At the end of the day though I like to use powers like Footstomp, Fire Sword Circle, Icepatch and Tremor or Fault as a "Ready signal". Its an additional gauntlet, not too reliable but better to be surer for team to attack after that than before.
All in all the blasters timing was early, because you cant play outside of game mechanics. I am guessing that maybe you are a Stonetanker.
I see some Tankers taunting whats just in front of them that they could be both hitting with gauntlet and aura anyway when they should be taunting furthest away or whats hitting someone else which is the main reason I posted. With so many new players coming into the game I think its good if they can see how different a Tanker should be to a Scrapper anyway.
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I dont really get hung up about anything a villain does. A villain is a bad person lacking morales. So when I play alongside any, I really dont give a hoot how they play and I have no good expectations. I did see a seemably really cowardly Brute the other day at the back of the team telling other people what to do and letting them get the all the aggro...that kind of got to me, as that is not Brute-like.
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If there is no point me playing a Tanker because I am not playing her with the sense of RP I like to then I have a stupid amount of toons to choose from. Tankerless teams arent exactly doomed. If i give a herdpoint knowing another group can be pulled from above if I didnt and people dont listen then I still take to my herdpoint. I said I was going there amd so I do, if I like the people a bit I might lie and go to a further herdpoint to prevent what it was I was trying to.
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I better translate that part:
If there is no point me playing a Tanker because I am not playing her with the sense of RP that I like to, then I have a stupid amount of other toons to choose from. Tankerless teams arent exactly doomed. If i give a herdpoint, knowing another group can be pulled from above if I didnt, and people didnt listen then I still take to my herdpoint. I said I was going there and so that is what I do. If I like the people a bit, I might lie and go to a further herdpoint to still prevent what it was I was trying to, just so I give more range from enemy perception to the team. -
I liken it to doing 10 swipes to 10 foes at once while possibly grouping foes into a nice tight bunch to Eviscerate 3 or 4 at once. On a /DA though I would have it if there was no other better choice....Id probably get it.
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I am not sure anyone knows what actually came first out of both the American and European Polls combined leaving things as a bit of a surprise. Id personally want the Psionic Blades, if its like Claws but a single blade Ill scream XD. What I wouldnt expect to see with it is a build up or a follow up.
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I would of looked but for a CLR 80004005 error going on, on any herobuilder or planner I use. I am left with my excel which worked after its execution in safe mode and whats missing from my excel on CoD, however I see the game content easy enough with SOs and would largely look at anyones build and say "That would do!".
A Tanker on US servers made his build for really good flight, well as long as he is happy and he has mates that team with him are happy then great! -
Chicken its long public knowledge that moving mobs 3 feet makes you a herder to me or the fact that you have taunted some makes you a herder to me. I go with the Dictionary on the word.
If there is no point me playing a Tanker because I am not playing her with the sense of RP I like to then I have a stupid amount of toons to choose from. Tankerless teams arent exactly doomed. If i give a herdpoint knowing another group can be pulled from above if I didnt and people dont listen then I still take to my herdpoint. I said I was going there amd so I do, if I like the people a bit I might lie and go to a further herdpoint to prevent what it was I was trying to.
At the end of the day its like this: When I make a Defender I wish to play like a Defender and not a Blaster (except hitting for 50% less). If I debuff groups, and +3s come and flatten me in an instant then I know its not safe to debuff and whats left is blasting, bugger that I have a Blaster for that but I'd prefer to debuff and be alive to add another debuff and play like a Blaster.
Was on Positron TF today with a nice Icetanker, I was an energy energy blaster on Zukunft. No moans, No groans and No omg lots of debt, no ghosting, it was all fight throughs and my healthbar barely moved (I was gutted). The Tanker with good team support cleaned up the lot, it was demolished, great team, no one had to advise anyone about a thing. Walls for my knockbacks were offered and I used them so as to be without lowering other peoples dps, which slows things down and means more damage time is upon the Tanker. Keything there was the Tanker never lost aggro and was given ample opportunity to gain it without gaining too much.
Better than;
People get team wiped because the only defender got smacked up or couldnt help everyone at once, and more groups than necessary were pulled that in case of anything else had no endurance for, well anyway after 3 team wipes in the 1st mission everyone called it a day.
When talking about Tanking its important to not simply consider what is done at 50 or what is done in most missions with certain people of certain ATs and powersets. Not every concept character would equally perform/pull weight in a Superteam.
However, aboutm what most people want. I can only take a viewpoint from what I see most people not wanting. Largely I the first group and ask "Alright for everyone?"..."Yes"..*carries on*. -
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I remember.....
My other big tanking influence was Buff Boy, who sadly is taking a short break from CoX.
He was the man who got me interested in fire tanks to start with. Watching him bound across the map with his fire/ss tanker was... well quite scary actually. His attack chain was simple but effective and good luck tryin to keep up.
Other tank influences apart from shann and Buff..... (this is starting to sound like im accepting an award) oo hang on ive digressed from the OP completely now...
Yea what she said... =D
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Two different types of Tankers that work differently. My Fire/Fire gives me freedom that I dont have as Shannon. I will insist that in comparing 2 tankers you have to look at the builds. I even find when comparing an Inv/ss with an Inv/Fire each has a difference in abilities. The amount of reasons for even taking taunt amongst different types of Tankers will differ.
However Thundorn as gracious as you are I doubt you saw much of me. I prefer to play other toons. Shannon was my 2005 Tanker, I get her out begrudgingly without new challenging game content to play and dont have to play her at all so rather have my terms for nostalgias sake even though I am no longer benefitting from the type of people I learnt around. 1169 hours is enough so far. Id sooner jump on my other Tankers really.
I see Tankers jump in the middle of groups and then Tanking stops, sure they have some aggro but a defender may have more than they can handle. Tanking shouldnt stop, no one should have more than they can handle a tanker can try to ease the situation.
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I suppose that was something of an inspiration to me. It didn't come down to aggro greediness, or even being built for survivability, just "situation awareness": they simply always took the alpha and then kept an eye on the movement of the mobs, making sure that tough enemies didn't get to enter melee range with the squishy toons.
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This Maelwys is basically what my post is about with other possibly useful stuff.
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This is true. The primary job of tanker is to keep the team safe, not herd for maximum xp/minute efficiency. Those who place latter above the former get a cold look from me (and most other people).
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I am part RP and dont see XP, alot of players would think me poo for not earning XP fast enough, I dont even know how the reward system works and no way in hell can i keep up with the XP overtime on my Firetank with any of my other Tanks and with that I learn to love RotP. I see the game made up of cones, aoes you know the usual stuff if you have ever played a RP fighting board game with them templates.
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He does Lethal, Smash and Energy, the Energy is in either a ST or a AoE, being channel gun or suppression. He even does Toxic damage in an attack, I can tell you that his Bane spiders crowd control did Toxic DoT.
First 2 weeks RV came out on Test! There I was Tanking away upto 3 AVs at a time for upto 10 minutes at a time "solo". I also did a number of tests around people, different defenders. Taking combat logs. Suffice to say when STF came out was I worried?
No.
Will I worry with my itty bitty icetank?
No.
The only thing to worry about is how the team work together.
Some posts were made by me on the forums about it way back then.
I keep records of how much they hit my Invuln for for ie:
Chum attack toxic 271 (approx) by Mako (this is damage - my resists at the time)
Spirit Shark for 230.79
Ghost widow dark blast smacked me for 380
Soul storm 231*5
Something I like to take details off, I did all attacks. If you work out an AVs limits you can use them against them.
Taunt rules btw -
I pretty much steamroll most, just nowadays people who watched how I tanked cos of broken invincibility are doing "similar" to it when its not needed. XD
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When I Tank, the fighting of the enemy comes secondary to getting myself hit by all around me. I have been end drained or just used an Awaken I have still taunted as it is there (granted I am not too worried about scrappers).
Not only does a sense of bodyguarding kick in but also a sense of jealousy should anyone elses health bar move often taunting asap thats inclusive of scrappers out of reflex. Yes i can pass a out of view door way, suffer lag, have the sun in my eyes and mistakes can be made but the heart to get hit is there.
Granted things can happen so fast you can be caught in the action time of an attack. But thats not too bad because I either have to see for a taunt recharge anyway, look and target a foe or foes or perhaps without much vision click a name to taunt in the hope theyd be targetting the ones to taunt or if without taunt available follow and go over and hit an offending enemy thats attacking someone else.
I prefer clicking a name and taunting, in the ideal hope they are targetting what hits them the moment they are hit. It beats travel and the possible miss of an attack along with the possible shifting of clustered foes out of a nice tight debuff zone.
People can be hit by cone attacks aimed at me and so I like to point them away from team by being opposite side of the group to team which is also usually means the slightly further I am from other people the less chance there is of an AoE hitting me hitting someone else.
In entering a group like many Tankers I taunt the thinner area of the group and enter the thicker part of the group using my aura and then turn the backs of all the foes to the team or taunt the very front of the group make my way to the back and turn foes away from the team but either way I like to finish up facing the team to also see whats going on.
My first 2 attacks are my heaviest and best gauntlet attacks. Them being a Knockout blow which is my hold on my greatest threat and then a Footstomp to not only have a damage mitigating opener but have a 4 fold way of letting enemies know I am there and to be sure that they are likely to be taunted.
Taunt->aura->knockout blow (great aoe gauntlet 1)->footstomp(great aoe gauntlet 2)
After "all of this" I am actually "ready". (Blame invincible being broke for when I used to spend a tad longer herding)
Then its pretty safe for others to start attacking. After all that it usually does mean complete safety (if nothing is broke) but I am still looking for a runner as I attack. Still as opposed to giving the smackdown on anything I prioritise looking to taunt any lost aggro/extra spawns over the fight, I could be attack, panview, check, attack, pan view, attack on the most forested of maps with leaves or plainly zoomed out.
A map is up, to know where everyone is or going, team bars are up so that I can see them and if their bars move I need to be looking to do something about that situation. I dont want a defender hit ever, I dont want the controller hit, I dont want the blaster hit but blappers and scrappers being melee sometimes get hit by sharing the area of effects with me which I cant always help. If people attack before full taunt control then a recovery is in order, a bit of a mess can happens, a spread early AoE immob is a pain for an Invuln. I disbelieve that recoveries ever need to have to be made in a good team except for ambushes or "wanted" fun factor.
Sometimes after directing damage off of teams completely someone decides to get in the area of effects (damage,debuffs and controls) I can try to redirect, but sometimes there is little or no where else to go but I do look for that.
On top of it all, to try to be sure people dont get hit, not only do I have to think about what I am fighting, I am also thinking about what could be above on any balcony, behind the next corner, or beyond the thin wall where there is a room that you can gain aggro from and how far the enemy can see because there is no point trying to prevent people from getting hit if you leave them no range from other groups. So I avoid as best ambush points. Sometimes you dont get a chance cos someone in their l33tness has picked the fight in an ambush area for you, that 50 blaster went thru the portal first to those 8 EBs on the STF. Well anyway the rest of the team are often there to act promptly with controls, buffs, debuffs and attacks to minimise fight duration and increase survivability as soon as possible and should be safe to rely on the Tanker to pick the fight point seeing as the Tanker often instigates the fights anyway (not always good btw).
Why am I saying this? Well I see Tankers playing in a manner no different from a scrapper. I cant tell the two ATs apart in playstyle, in fact I may even often be safer with someones scrapper as a squishy than someone elses tanker. Taunt sits in the tray of some Tankers dormant and used unnecessarily on those taunt controlled in melee anyway. At a time when Id go to use it to save someone important, a jab is used on a minion and then a punch followed by their attack chain. The fixation on the boss, lieut, minion etc I really dont understand, how is whether or not something is dropped more important than saving whoever that has been taking hits for the past 10 seconds and is about to get dropped?
A good Tanker, when offered ample opportunity and freedom to tank on their best terms by the team often goes through mission after mission with no one getting defeated or when there isnt ample support is most likely to drop first. Entire Arcs and TFs by an experienced good tank would be done, defeats would come from impossible saves or unlucky tad lateness. A defeat is often avoidable. For the sake of fun many allow some strays but still most players dont like debt, its the just getting away alive that gives the buzz.
I have seen the Granite Tanker with no taunt, mudpots turned off, with aid self, you name it, everything for his own survivability attacking minions leaving other people to struggle with the bulk of the group, the mezzers, best damage dealers etc everything squishies cant handle in a reactor room. Then once being the last man standing in the reactor room he is like "Ha look at how tough I am all these cant put a dent in me", the team could of done with a Tanker taking that before they were defeated, its no good a Tanker gaining attention as a result of everyone else defeated. Well anyway the Reactor got him and everyone rejoiced.
The last man standing may appeal to the scrapper mind but as a Tanker, I think either the whole team would have to be quickly surprised against overwhelming odds or a Tanker has failed.
A controller can go to control +2-4 lvl groups and miss, get aggro and be defeated, a defender can go to debuff +2-4lvl groups get aggro and be defeated and a blaster can go to blast -1-4 lvl groups and be defeated. The Tanker mostly wont. The Tanker usually has an autohit wont miss power(s) that can be easily much more relied upon to gain control and make it safer for controllers, defenders and blasters to do their thing which in turn helps the Tank out a big deal because even he can take it all itll be a long fight without the team. Tanks can get foes within a area of a Rads debuffs clammed together before a controller controls the group, preventing anchor runners and with all that a blaster will take the group out fast cutting fight duration immensely.
Why do I see Tankers in seriously spread groups? I dont know? Spread groups means less at a time get debuffed and AoEd. the reason for my post comes up first "What is more important about hitting some foes while a squishy that has been making you look good or helping you survive is getting beat? Is it not better to help those that help you?
Not all goes well when I tank, I could say stand back please, knowing that the type of pull I make won't have all foes herded but will have them come to me faster. It could be a taunt pull of 5 bringing 15 in total some maybe using my presence within their perception range. It makes for faster herding with me out of line of sight faster and as long as no one is close to me so as also be found in perception range by the untaunted its fine, and once I have centred up and stomped at least everything is ready but like I say not all always goes well, someone may attack too early.
I dont have fight pool, i dont have med pool, this makes me slightly more reliant on the players around me as it logically would do. Sometimes I make up for not having as much damage mitigation from armours from Tanking methods, offense and sometimes its about casting a team formation about the enemy.
Usually in the way that it is in big teams of whatever 99,9% of the time I need some team support in its many forms. Its normally good enough support that the extra powerpool picks are a complete waste. Recognising the team alot is good though to me in focusing the mind to whats important to me as a Tanker, this means that if I dont taunt control and redirect effects then I too would suffer defeat alongside anyone I failed to save. It would not take a Reactor core explosion to defeat me and being 50% RPer that I know I am, anyones defeat upsets me. (Unless I am on test server where rp is pointlessor playing a villain where anarchy, madness and the benefits of debt is cool).
Now then can I get anyone to talk about when they Tank please? -
I would of looked at this last night and posted but for a error CLR error 80004005 everytime I go to use Mids heroplanner. The compatibility is fine, there is another problem.
Looking at it last night I figured than +regen was minor as you have heal aura and RA, mes resists werent helpful as you detoggle anyway, especially any +immob resist as you have CJ.
You have too little defense to begin with to really go for that, unless you team with other defenders then in general +def is more helpful.
4 things Id do most off as possible without self gimping is
+rechg first and foremost
+heal secondly
+movement
+anything to do with endurance is an okay thing.
But thats my opinion without me being able to look at things more thoroughly. -
When I see LR with my Icetanker I have no plans in taking Melee damage and should be dearly loving a stormie on the team!
Looking to pull an "out of the box" trick. That would require no knuckle dragging cavemen team mates.
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But by triple slotting both for defence you get just about 10% defence. And yes, that makes a difference.
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3-slotting Weave and CJ gives 8.8% defence, which is pretty worthless unless for an /elec brute unless you've got a load of set bonuses to stack it with.
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I'll leave this for Energizer to answer...
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The amount of Def from weave a Tanker can get and the amount of Def from weave other ATs can get do differ. The more Defence you have in your build the more of an effect powers like Combat Jump make.
In the last build, the 3rd IO slot of those types do offer less significant a bonus than the first two but the small bonus difference between what 3 SOs and 3IOs I see as a personal preference. -
You wont have as good a go with each and every type of Hero/AV, Id suggest atleast looking at the attacks and type of resistance and level of regen of each type and working out your chances...or do what most people normally do and run in mash keys
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Id like to suggest a tweak. I couldnt help but notice Combat Jump 4 slotted. It uses up 0.07 endpoints per second which is next to nothing. The End slot there thats trying to save less than half that would do better in Tough or Weave to save more end per sec on the build overall.
Also the Def of Combat jump is low, the def of weave is also low, small def changes from enhancing with def slots work well when the rest of the build has high defence but the Def of /Electric is non existant just like its non existant with Firetankers. I am not gonna say dont waste slots on CJ, I will say Id probably would not 3 slot it for defence. From CJ Id most certainly pass a total of 2 slots over to weave and tough in that build for better overall lower endurance....but then I think what am I on about? You have powersink and stamina! Well then the end slot in CJ is definately making no difference!
I have no suggestions about the rest of the build, only a troubled mind when it came to 4 slots in CJ, to me everything else looks good. -
I'd actually recommend this guide to anyone starting a Kat/Inv. Which is a shame cos I came here to Troll
Very Nice Guide. -
Well Sb'd tankers can make better recoveries during ambushes, like the ones on STF that are likely to be spread or keep the pace up when there are alot of -rechg, slows and -end about.
I have with SB clicked a target and pressed F to run right up to the target and still overshot the target, maybe it doesnt work that well with hurdle but the moment one needs to leap a bit hurdle is applied. -
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Thanks to Cognito, who yelled many times "Shields are down" i felt i was making a big difference in team.
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Hey I didn't shout!
Panicked, maybe!
Well hope I didn't offend. Its just that people underestimate how awesome FF shields are. And if you noticed on that TF, my Ice tanks HP hardly blipped thanks to your sheilds - and started to plummet when the shields dropped. Hence the reminders!
I'd far rather not be hit at all than get pounded and need healing!
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Tankers realising buffs arent on people or people could actually do with them etc etc are the better Tankers. Players that acknowledge the type of defender in the team and adapt to the best play to suit the defender are better imo. A "Take it All" Tanker that can have Fort drop and not know, is either, still learning or distracted, if Fort isnt required, they should know. Some Tankers are built with more than enough defence, but sometimes at a loss in damage output or taunt control and so Fort on someone else can prove better. On non "Take it All" Tankers, I bye and large dont see the purpose of Fort on them, experience from my empaths side of the fence has shown they are usually not the ones who need it.
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One thing that I have tried to do recently, since I've played with anchors alot more is avoid arresting the anchor, or confused people before the non anchors/non confused people. I never really paid it much heed before!
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I tend to "take the mickey out of anchor droppers". Its a bit like naming and shaming "Guys <insert name here> is trying to get us all killed" or "Whose side are you on <insert name here>?
", then people generally start to try to avoid it.
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No BA
No Taunt
No HF
No Acro
No Plasma Shield
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Yes I have been there and done that!
I was lvl 1