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Quote:So any new enhancements, changes to the game, people already know that nothing is going to convince them off making another respec on a character they continue to play. I suppose stubbornness or fear of respecifying or alternative builds that they might never have to respec.Sure there is. I know people who have run the same builds on their mains for a long time and have no plans on changing them at any point.
I only see the option of continuous improvement myself. -
Quote:You don't seem to get it!So basically, you hold Tankers to the standard of taking taunt to let others build/play as whatever. This is the same lunacy as the 'we need a healer' mentality, but you just don't. Get. It.
Quote:A tanker with taunt isn't a free ticket for everyone to play willy-nilly. It's not some godsend power that fixes everything. It's nice, but it just doesn't. I'm not even going to touch the other part about not wanting Brutes to tank. But for context, I wasn't talking about a Brute tanking in a Tanker's stead, but the Brute being the primary melee on a team.
Quote:What someone takes in place of taunt is their business. They could take Acrobatics (because hey, not every player has access to IOs and not every player avoids Dark Armor and Fiery Aura), or Spring Attack or the various teleport powers for their convenience. You soil your opinion with your generalizations.
And if I were to ever make a Titan Weapons Tanker, I wouldn't want to drop *ANY* of the attacks...but I'd sure drop taunt.
I'll make my point even more clearer.
NO ONE WITHOUT TAUNT WILL FIND THEMSELVES THE MOST CAPABLE TANKER IN THIS GAME.
And I'd be sure enough able out tank your Titan Weapon Tanker without breaking a sweat. -
Quote:I went and did a quick powerset comparison comparing Scrapper Scorch, to Oil Slick. Now the average DPS of Scorch at base was 17.39. Oil Slick was just 1.38. 8 * 1.38 = 11.04 which is well under 17.39 but I am not exactly seeing what you are seeing.Oil Slick hits 16 so we take that as a potential and go 16*1.38 = 22.08 Factor in another cast time to light perhaps and you are bang on but then there is the area to do so and the ability to debuff all in trying to keep up with the Joneses.As for the scrapper comment, the lowest tier scrapper attacks put out roughly 8 times more dps than OSA does, that's without criticals included.
The mission where you go into you memory of the future and defeat all them Echoes. My Trick Archer was much, much quicker at it than my best Scrapper. Each time I'd pull all the echoes into the tightest group possible then AoE the snot out of them. The time from when I start to AoE to the time I finished is fight duration. My TA did this amazingly fast, like wow, no way?! Was that it?
I think what might of not been so good for my Scrapper is in how tightly packed I needed to get them all. Scrappers are meant to lead in raw DPS, that is part and parcel of what they bring to the table however getting enough mobs into the space of a dump cart is key to achieving it for some primaries. -
Chance for Hold in LBE I wouldn't do but otherwise without loading it up I've read the slots here and it looks okay.
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Quote:If I go back and read the patch notes, which takes a while, I'd be counting up all the reduced animation time changes as an actual change/pass.I wouldn't really say TA has had 4 or 5 passes. It's shown up in plenty of patch notes, but other than animation time changes, these have only been bug fixes. If you really go back and read the patch notes, TA hasn't receive an actual buff since Issue 7 (when Glue Arrow and Disruption Arrow had their recharge timers reduced to 60s).
Buffs or nerfs are both often good in one sense and bad in another sense. A pass doesn't have to mean a popular buff. -
Could of carried on I do Dark/Dark Brutes.
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Quote:There are always exceptions to the rule. Like with my fire tank, who is primarily for fire AE missions. But I will agree, for most tanks, it is useful.
I got a Firetank which is one out of 3 or 4 firetanks XD what was never meant to come out of an AE fire farm, no knockback protection whatsoever or any regard to defense because she caps Fire and heals quick, the other week I went and pve'd her through that AV list you need for accolades, +3 Nightstar, stuff like that, having no KB protection was one thing but cos I had taunt I still did it better than I would of normally imagined infact. No KB prot is a cardinal sin to some people whilst its okay to not have taunt but in this case the reverse was more true. -
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I think balance isn't objectively easy to quantify by most people. People compare one power to another or the debuff per animation rate to another without looking at powersets as a whole and with regard to the concept behind it. Then there are qualities that exist in one powerset that do not exist in another that is hard to quantify.
I think Devs have done about 4 or 5 passes at TA since its inclusion live and at each pass somethings just never change and people still unknowingly perhaps, spend time suggesting ideas that have come and gone before to make it look balanced to them. With each pass I am more and more resigned to the idea that the Devs have a higher opinion of the set. The advantages of anchor free debuffing, the high dps potential of oil slick maybe two of some more things seen by the Devs as making up for the lack of other quantities. If the way people play wish to play one or with one has nothing to do with the design intent then that has nothing to do whether or not the set is balanced whilst some people can and/or do play by design. -
Quote:The whole point in me having taunt is so everyone else can build what the hell they like and at the same time I have the best option for certain outcomes. It's a complete round and round win/win. I am late to reply cos I been playing other gamesRight, because only you can rely on you. Unless they're friends you know and trust, you can't rely on them having specific capabilities outside of basic function. And if they are friends, and they chose a different path than what you'd suggest, then you're just going to have to try something else, aren't you?
Quote:No, I'm talking about in the general sense. Rephrased, if I'm on a team and the only melee is a Brute, I don't expect that Brute to tank if that isn't what he wants. Depending on the level or the AT, I'll think of other means to get the same goal.
Quote:Just like my Blaster not needing a meatshield to survive, my Tanker doesn't need taunt to be a meatshield. That is the beauty of CoX, you don't need a specific team make up to work, nor does a character need a specific make up to succeed.
What does annoy me, is when people are overly confident without taunt like, someone might say "For those of us who know what we are doing we don't need it". I've seen that in the past, then the same someone has new content and is like "OMG it can't be done" in another thread. If people want to not experiment with a power in order to save the world by any means, that's down to them, but don't act like it's better in general. The general opinion says otherwise.
Quote:INo, a Tanker does not need taunt. Nor do they need to be spec'ed to tank any and all manner of foes. No one holds Blasters or Masterminds or Scrappers to these ridiculous standards of needing to be able to drop all minions in 2 clicks, able to solo AVs or solo +2/x8 spawns in their sleep so not seeing why anyone is holding Tankers to the stupid standard of *requiring* taunt...especially when your inherent does the same thing. -
I am not seeing a train of thought at all. It's like some of the things you said/did last month, or before weren't said, I guess, I can't predict ya anyways.
You're actually going with relying more on control, active mitigation, a bit more? (less defense says yes).
What you've got now would be something, closer to the human side of my Warshade, except with better rechg/damage/acc being more expensive and with Dwarf and Nova still in my build I am to hell with defense entirely. -
The Vital Strike is somewhat a healthy bonus. I would have to check this ingame.
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Quote:I am going to do that without incarnates, an SO'd build and no pets, using a Scrapper, my point is, a second build, a cheap build with taunt can have additional flexibility to "simply get pretty much all Tanking jobs done".Hrm.
If we're factoring Incarnate powers into the equation...
Ice Tank soft capped with Rebirth...
Blasters with a mix of Rebirth, Ageless and Barrier...
Yea, I can see taking on Recluse's Inner Circle and Recluse himself with little problem.
Especially if you have Lore pets as well -
Quote:You're relying on you, being the blaster in the situation. Hard targets can react with anything at any time. Tank relies more on luck with less options.You don't dictate what a team does by its make up. Pure and simple.
Just because you have a Brute doesn't mean he can jump in as a substitute tank. Just because you have 2 defenders doesn't mean either will have any type of healing for you to use as a crutch.
If there's 7 Blasters on a team and I'm one of them, I'm going to adjust my play to compensate, most likely timing my damage with the others to take down hard targets before they can react or lean heavier on the control/debuff to make it safer.
Nowhere in that formula is 'Taunt'.
So stop trying the whole 'those blasters are gonna die!' BS to justify it.
That's not you relying on you to be the Tanker in that situation.
The team make up in my opinion dictates what a Tanker can do, not the other way around.
Can you take a tauntless Tanker up to the Inner circle for 7 blasters and survive with a tauntless SO'd Icetank?
I can think of how easily 8 blasters can deal with the inner circle without the Icetank.
You use the words "just because you" generally in a reply to me, you means me. Yes, anything pre incarnate, I would take over tanking with any Brute and yes I would do without healers, I don't use healers as a crutch nor fear tanking anything for any specific defender. Tauntless Tankers have limits, they're easily exposed ingame.
Tankers with taunt, well built whatever limits they might have in comparison isn't worth note at all.
Ultimately a Dev, statement from years ago going something along the lines of being better off with than without stands out and only needs to be the point worth making. -
Quote:I am completely lost on the relevence here.Like jumping into the middle of 24 Vampryi dishing out hate, pain, and discontentment as I did last night during our Moonfire TF waiting for the group to catch up? Thought I would face plant until our lead defender filed in behind me and healed me. In the end, the rest of the team showed up to take them out with me. Much fun was had by all.
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Quote:As I posted on the Blaster Manifesto, Blasters are all about damage. But this does not mean that Taunt is a basic requirement of Tanks IMHO. Handy? Sure. Necessary? I don't think so.
Two things to me, the fact that your blaster does some control means you are being more about what Blasters are actually about, and thats damage/support. They never were, all about damage from day one. On the website in the early days they are said to be range and support, in rl blasters provide can provide cover which we use as suppression which causes less damage. So from word go, blasters emulate such things, you can turn them into the AT they're not when that particular AT would be useful to others for making their aoes more efficient, be they debuffs or damage.
Secondly taunt isn't necessary until you are doing that one thing with a lack of somebody else who is necessary to make taunt unnecessary. I don't personally approve of that. You go into something you better bring the tools needed to get it done, because if you want something done then you are better off able to do it yourself.
There are 3 builds people can have, or atleast 2 builds. With an SO build I could go into RV, tank Ghost Widow, Scirroco and Mako together in melee past the 12mins unaided, now that's long enough for an all damage team to sort out, then I could go do Lord Recluse if you wanted and Black Scorpion. This says "second build doesn't have to be expensive". -
Quote:I think otherwise, taunt is a requirement to be most flexible.But what I'm saying is, the best Tanker in the world isn't who hold the most aggro, but who's flexible to do a lot more and make it look simple. Taunt isn't a requirement to be that, but it can help.
Do anything with any team is my motto, no exceptions, so when I give you an Icetank and 7 Blasters I expect you to tank the inner circle and live. -
I went through all of my builds and only with Willpower combined with Dual Blades did Hasten come up as more of a fashion statement if anything. Ofcourse raised DPS is always good but if you get enough for Blinding Feint Attack Vitals then ya can be kind of "that'll do" really and focus on other aspects of the build.
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Quote:If you could define the best Tanker in the world what would it be capable of?I did so because I *know* I'm not the best Tanker in the world and that power is a decent crutch
Most powers are optional. They all add some form of flexibility. Not just to what a character can do but sometimes what teams can do.
A single scrapper with Confront can go into an STF and rule out the need for a Tanker, then rule out the need for a Defender, Corrupter, Mastermind, Controller, Kheldian, Dominator....other scrappers, you get the picture, all at the same time. Near enough see it Mo'd with the right players.
Then go and tank on a Hami raid and then go show Anti Matter around his trial.
Confront added a lot of flexibility and survivability. Not by itself, but used with other powers you can certainly say that team make ups are without need this and need that.
A scrapper like that can do alot for practically "any team make up" really despite most people not seeing a scrapper as something that has any regard for a team.
Tankers are atleast meant to Tank, I don't know why some people choose to solo them constantly but again powers are optional and just because some Tanker took taunt doesn't mean they're going to excel with it at every level since 10.
I think rather than shy away from things and talk BBQ lets just hit it head on.
A tauntless Tanker, will have chosen his/her limitations. People will either be happier with them or they will not. I for one do not care what people have or who people choose to team with and the best Tanker in the world is not going to care what he/she teams with. -
I would try to get the right mix of defense to be happy in normal pve and incarnates, whilst settling for perma dullpain and an end rec rate satisfactorily competing against the end use rate. With that in mind I think the build could be better. I don't chase the extra 2 hitpoints per sec in regen, I just rather kill something with 1 hit than let it take 2 hits.
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Heavy support either covers up potential flaws or ensures tank and spank works which is great when thats all that people know how to do. There is always an element of luck involved in anything. You have to go about minimizing it, the tactful will have an idea of how to do that with any team and the less tactful well they're usually, typically the ones "needing" certain types of support to cover up the holes. Unless its a speed run basically crying out for certain types is a cry to cover up the cracks in tactfulness.
LSK that Rad who changed to the Blaster didn't happen to be the Blaster who died on GW did it? -
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This application is also great for other games right..
So don't do the 2.5 for AoE, that is a bum figure anyway.
Add an option to add number of targets hit, that multiplies the damage.