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Quote:That's not what I am saying. I can read your line 4 different ways and its still a myth.So your saying Trick Arrow can keep a full team alive single handedly? I have either seen it or done it with all other powersets.
Defenders can't keep a team alive single handedly. There is no singlehandliness in a team. -
From my standpoint another Tanker isn't needed and when ya do have that second tank there is something of a failure normally. I've been in PuGs where people knew the Tanker they had and so I got an alt only to find that the Tank they knew wasn't much good but people will be people who don't mind failing something repeatedly because there was fun involved. Me I wouldn't dedicate my life to repeating nothing if I can help it. Lets face it if ya spent a thousand hours on a Tanker only to write everything ya know on 2 sides of A4 something is wasted.
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Quote:I'm only a global tell away. Hello friendslist! I don't just play on Defiant so don't single out this servers forum. Plus no good if X Factors on as I am supporting Little MixYou missed the last 2 HAMIs on defiant
. I would also like to thank all the other people who showed up to todays HAMI and made it a successful one again. Not so painful this this time around. Next weeks HAMI is going to be a themed one. Swimwear HAMI and a costume contest after. I will post more about the prizes. It will be 2 1st place winners male and female toon.
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Quote:You'd make my ideal victim muahaha.As for the lack of debuff resistance, you can utilize +acc powers and inspirations to keep up your tohit and Hasten (and IOs) to aid your recharge. An Ageless Radial Epiphany destiny incarnate power helps quite a bit here too.
Ok so let me see, overcoming heavy tohit debuffs is just a simple case of using +acc powers or inspirations.
Inspirations are great if you got them.
+Acc powers sometimes rely on tohit. So you need to hit first.
Also some +Acc powers can come late. So you can do content thats heavy in tohit debuffs and then level up and get that power to do something about it.
If your DA which is what we are discussing here 4/9 DA powers rely on tohit then depending on your Attack powerset upto 9/9 powers rely on tohit. Tohit debuffs can cause a substantial blow if you have too much of it. Avoiding too much of it is not always possible.
After Soul Draining giving my Dark Tank a +30%ish boost in tohit which I did well to get I have watched my tohit go down to about 34.8%. With 2 Accs in DR I am missing targets, all this while I am -rechgd 42%.
I don't believe in a set waiting to get an incarnate power to be somewhere alright to play and easily handling tohit debuffs.
You can be a victim. I have a mission people can try if they got a DA with a attack set that relies on tohit to gain tohit.
Missing can hurt because when you Dark Regen there is nothing, everytime you miss you're using endurance that does nothing or not as much as you can hope. Couple with -Regen and things are just waiting to happen. If you've got Build Up then yep that really can help in dire situations but if its a +acc power relying on tohit then perhaps not. -
Quote:People can attract Statesman from the Gens. If you got a Dark Armour Scrapper with all his toggles on who suddenly uses build up or something then there can be an instant attraction. The answer isn't always obvious, your range, taunt duration, recharge and any dps on Statesman TF all come under question when you lose aggro.Oh, that'd explain it. I was doing the Statesman Task Force today, taunting Recluse and I was doing alright until someone came by and used one of the destiny powers. At that point, he ran off and started attacking everyone else. I don't know how many taunts it took to get his attention again. He just wasn't interested in attacking me.
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Taunt isn't always autowin. For as long as I can remember it never was. Different NPCs will react differently towards it. I've seen aggro'd Devouring Earth take some pulling which was least expected. Clockwork and Nems that's to be expected but AI is what it is for a reason Devs should know. I doubtful that there is a major problem with the aggro formula itself.
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I bought them new Titan Weapons like the Purgatory Sword for 0 using the ingame market.
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Quote:Whilst second tankers shouldn't be needed it doesn't mean they can't be useful. Usefulness is down to how people play. Lack of usefulness is why some tankers would prefer a scrapper in that second tankers place. A second tanker could be useful but often isn't by their own in mission decisions.I'd like to highlight the suggestions that make multiple Tankers on a team a benefit that doesn't leave players saying "we don't need a second (or more) Tanker." Since a second Tanker doesn't need to spam Taunt, it loses out using its inherent, thus, the suggestion that there be 'something' that makes up for it, like a team Def buff (a la Shields) or increased damage for the Tankers (a la Kheldian buffs for having certain ATs on their team).
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Quote:Its the Taunt:Rechg ratio that matters to me then the range is what it is to me specifically designed to almost give people what they could really minimize AV range DPS without actually allowing it to go that way too far.You have to be careful with this "only buff" mentality, it's not sustainable.
The reason I'm not worried about the "HARM" effect of lowering Brute/Scrapper taunt durations (note that auras/Gauntlet/Gaunlet-lite and Taunt/Confront use different tables) is that the only thing they really compete with is each other. A 7.5s taunt effect is generating a 7,500x multiplier in addition to threat for just applying that taunt. Further, since the equation uses (Longest)TauntRemaining, someone using Taunt is already overriding the duration of auras/Gauntlet/Gauntlet-lite.
Also, if you want a Tanker to generate an equal amount of threat to a Brute, their taunt durations would need to be X% longer than they are now:
Brute as 60% Fury: 51.44%
Brute at 80% Fury: 70.67%
Brute & Tanker Damage Capped: 81.64%
That range would place Tanker Taunt in the 62 to 74 sec duration base (current is 41s). On the other hand, that would place Brute Taunt in the 27 to 22.6 sec range. For comparison, Scrapper Confront is 21.3 sec, and I know you've tanked on a Scrapper (ThreatMod 3 instead of 4) with that.
I realize the only buff mentality is a worry but this is Taunt I am thinking off. Downgrading other ATs would do them more harm than good, improving Tankers taunt duration well that looks perfectly harmless to me. Although it may make tanking a bit easier most things die, pretty quick enough anyway.
I'm not all for it, if a Dev comes up with an interesting way for Tankers to have an improved "potential" of re aggroing an AV off of Brutes then thats cool beans to me. Not good to tamper with other ATs taunts tho unless its a WS but even theirs is what it is for some reason. -
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Shield adds +Dam whereas SR is +Rechg. These are the two main differences to me.
With +Rechg can come in a roundabout way +dam an/or +utility (controls/tools over time) but this can mean ya can use higher end costing powers more often which in turn can mean an increase in EPS. The +Dam in Shield doesn't add to any utility over time but allows you to do more DPE and effectively save on endurance easily offering something thats in a roundabout way comparable to the +Endrec WP gets from QR and therefore QR aids in doing extra Damage over time.
The sets are balanced although they may not seem like it. For me they're seemingly balanced to do X to an Endpoint and aid in Y amount of possibilities to an endurance bar. People see inbalances I would assume from what they can do in Z amount of time or with how they like to play.
Shield will have its moments of greater sturdiness and of your timing, SRs resistance is pretty much the same and there is less you can do about it. Outside of OWS though Shield is probably not a resistant all rounder, the passives of SR amount to an average 10% res each worked out two different ways over 60% of health so SR looks to be overall sturdier than Shield when Shield is not using its tier 9. -
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Two tankers can be great and then again two can stink. I prefer to know the other tanker. I always, like to be the only Tank, then I got some control but there are people I wouldn't mind tanking with. Just not normally randoms in a PuG.
If its a Master run then playing with the one Tank you know ya can trust is playing it safe as the leader might of done, rather than have that extra who could cause problems. There is no offense to be had, it's a case of not knowing the second tank. If all tanks knew how to tank then there wouldn't be an issue.
I myself opt to get another toon rather than be that second tank, whatever tank is in team first can stay as tank for all I care. If its me in team first and another tanker is got then I think time to get an alt, sometimes I stay, certainly on an Itrial as more than one helps, but usually in staying I end up doing the tanking as there is no bunny hopping, team splitting and if I think "member 7 needs saving, ah the other tank is right near them, he'll save them" as eggs is eggs he'll taunt whats already in his aura and not notice, so other tanks are often (not all) just excess weight in place of a really good scrapper. -
I think that looks good Aett, I hope a Dev appreciates such an effort and it could be the way forward for players of all ATs to lay things out and save Dev time.
I'd like to say "Thanks for the effort on behalf of us all." incase nobody else does. -
I'm of the idea that this thread is about what people "wish" rather than "need". If a Dev decides on staying put then that's that, no point getting into a heated argument over it.
I respect a Controller can be superfluous at times casting powers unnecessarily because a Dominator has just made the situation even more controlled with something harder. I as a controller cast mass confuse at the sametime as a dominator casts glacier but atleast a Controller has back up and uses a secondary which will do what a Dominator can't. Masterminds still do awesome damage and extra buffs or debuffs don't go to too much waste.
Tankers on a single target, the toughest target, an AV, their ability to perform their role can be compromised and yet they're really not doing anything else that Brutes don't do better and a Scrapper would be better at doing damage in the Tankers place as far as things are concerned.
Maybe Tankers taunt should be increased, I mean why not, what harm could that do? Decreasing Widow, Scrapper or Brutes taunt = Harm so I am not advocating that but increasing Tankers I could live with, although autowinlike. It's only really with AVs I could end up thinking I should of brought my scrapper let alone brute. -
Quote:I wouldn't change Brutes/Scrappers/Widows taunt at all. They are superbly balanced. I know from playing them ATs and benefit from them. Changing them is not an option to me. I wish Black Dwarfs was longer, as good as White Dwarfs which is almost superbly balanced.
- Brutes (and to a lesser extent, Scrappers) have taunt durations that are too long.
This is my personal view. I am, obviously, biased.
Simply increasing gauntlet duration would be probably a bad design idea as it makes things easier than the Devs would want. It's an AoE gauntlet and already superior to Brutes.
It would be nice if two gauntlets could apply with each hit, one is single target and the other one is what we have, the AoE. The single target one can stacks with the aoe one. It can be balanced so that it still takes work to take from a Brute but, be easier than it currently is.
Some people may not come across taunting brutes "on their server" but on other servers some people have brutes with taunt as a set mule and use it on an AV with gusto, compromising the rest of the PuG. I don't care how people play but I like to be in the team and able to do what I think Tankers should be doing. I don't have a situation as much as I foresee a situation and to be a Tank unable to redirect damage away from team because of a Brute would make me want to ask, why am I playing a Tank? I am not fulfilling my role.
I play my Brutes as Tanks, if a Tank isn't redirecting damage away from team or a team doesn't make use of safe standpoints. I might as a Brute try to make the situation safer, this is why I would still prefer Tankers to have to work at taking aggro from a Brute.
Communication, the chatbox is there for a reason and the logical route but the amount of times I thought "I would of got thru better speaking english on the French server" is unreal, but they are more strategically minded alot of the time, bless them. - Brutes (and to a lesser extent, Scrappers) have taunt durations that are too long.
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Quote:Not saying that taking back ST aggro should be easy, (tanks are clear in front on aoe overall) just doable without having to dip into mickey mouse pool.The bottom line is I want the AT to have the opportunity to do something it doesn't do very well a little better and other people want the AT to do something is already does better than anyone else by far better still.
Why? Maybe they're control freaks who can't tolerate a Brute or Scrapper pulling any aggro (despite the fact they were designed to do so)?.
Damage:
Assuming most peoples tanking hours are 50+ where endurance never runs out which is an easy thing to assume. What if all tankers were altered in ways so that its not /SS thats particularly good for farming, all secondaries are? It doesn't have to mean an increase in DPE, nor a decrease in recharge just a change in what damage some AoEs do in some sets purely so that farming speed is more even. (It would mean an increase in EPS for some sets but you can play or build to plug that). Generally some of the weaker farming sets would feel like they perform better. -
Quote:If I want to change from Nova to human all I do is click my macro which has me in human flying. So any additional clickies are without risk. It actually doesn't require many slots per attack and you're only talking 3 attacks that put you at such range so thats not bad.You'd be less likely to die than most melee sets would be, and in my book that's hardly worth the lost damage. Besides, restore recharges in like a minute and a half- I would say that the improved damage output is absolutely worth the risk... And then there's the 99% of other situations in the game where slotting Nova up would lead to gimping the effectiveness of other parts of your build in some way. A little bit of range for rare situations is hardly enough of an attraction to consider it a logical build alternative in my opinion.
This is where we are just two people out of many. Only a small fraction of people visit the forums or have a kheld as a main. My Khelds ain't my mains. My builds are very expensive but not purpled, purples would go in mains. Rather than go for doing things one way which is fine if you could afford to purple out I am looking at doing things an alternative way. Because its less costly, offers more survivability, it therefore is logical to me. So whilst people can presume such and such is useless at 50 to them which is in their right and is probably true doesn't make it so for others.
I'll always assume that despite the fact I don't do certain things or have certain powers it doesn't necessarily make what my choices the natural choices that others make. My peacebringer still has grp fly. I have an anticipated use for that too. Someones PB is bound to have Spring Attack. Whatever floats their boat.
I quickly worked in Nova with 2 ranged attacks with 3 slots in each, using your Purple PB build, kept most everything the same cept again Proton Scatter is still not there. Then I worked out the DPS trade off and it is high, unavoidably but so would be being dead. -
I'd want Black Dwarfs Antagonize as good as White Dwarfs and a about 10 more feet in range would be sweet too.
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Quote:Nope, tried, tested and proven. I lack on speculation. Outranging does mean you can't be hit at all as whats outranged is outranged, you keep it that way and easily so and I only say potentially scot free because if you position wrong you could be compromised because the geometry of map and your place within it is somewhat important. You can easily die fighting with human form.I doubt outranging is going to make it so you never get hit, plus you'll still be dropping to human form for essence boost, hasten and inner light. Shift animations take time, so you'll lose damage. As for when human form does get hit, reform is up all the time anyways. Human form with high defense will still be better off because it will be able to do more damage, and it won't get hit by anything as often.
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Assume the smallest farm room full of mobs. It's like being at a house party four times over the recommended firesafety limit of people.
Using AoEs only, /SS would clear up the x amount of mobs before 0 end.
/EM will clear up the same amount of mobs (roughly) before 0 end.
The difference is that /SS has done the amount of mobs alot quicker.
Assuming great end rec on both characters /SS despite crashes never runs out of end /SS will leave the room first ready to farm again.
In order to over come that difference, base figurewise, Whirling Hands could have its level of damage the same as Footstomp, leaving its recharge where it is, quicker than footstomp.
Thats where I am at so far, I been here and there so off and on, and still not scratched the surface cos a whole set should be compared rather than one power to another plus the attacks dish out different quantities of different dam types. -
Quote:I just want to chime in and say that there's nothing a Peacebringers Nova or Dwarf can really do that a human only build can't. How is Nova any better against Recluse? Human form has better ranged single target damage than Nova does, and higher survivability to boot.
Human form ranged attacks have less range than Nova. I would get more survivability from Nova. Whilst in human form blasting, Recluse can reach you with his attacks - his max range 110ft. Whilst in Nova form it doesn't have to be so, my Novas max range with 3 attacks 120ft. That's why 8 Novas on Recluse is less awkward, less complicated and potentially scot free with a coffee in one hand when it comes to anyone getting done in. Smiling Joe would be right if ya ask me about not needing a tank on the last bit.