Acemace

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  1. Ill/Storm is the most chaotic fun I've had on a troller, though given it's messy nature it isn't for everyone.

    One of the best team management combos is Ice/Kin, and Frosty' aggressive nature does add some minor levity.
  2. Oooo I wanna try.

    "I'm new in town. Could you give me directions to your apartment?"
  3. Quote:
    Originally Posted by Ironik View Post
    ...why was this thread locked?

    I'd send a PM but for some reason the board doesn't like that feature right now.

    Other than the fact it was a necro post (which is better than yet another thread on the exact same topic), I don't get why it should be singled out to be locked. There's some interesting information in there, as well as helpful advice. The question comes up a lot, so the "burying this thread" comment comes across as flippant for no real reason. If anything, I'd think it would be stickied rather than locked.

    Mod 12 is a bit eager.
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Surviving is not tanking. Holding aggro is. A tanker who is the last man standing has failed.

    When your tank dies, how do you hold aggro?

    Yeah agreed, a teammate who causes team wipes because of lack of experience or limited knowledge of his AT and his groups limits, isn't optimal fun.

    But I don't accept your premise that RotP is some sort of panacea to successful Tanking and team management.

    "Surviving is not tanking", is a silly proposition.


    I think some of you would enjoy coming to one of the monthly Tanker Tuesday events on Champion each 1st Tues of every month (going on 70 months). Good times.
  5. Quote:
    Originally Posted by Grey Pilgrim View Post


    It's a matter of perspective. With Rise of the Phoenix, a Fiery Aura Tanker has to be defeated twice to be truly defeated.

    I'm not picking on you Grey, but that argument has always lost me.
    If my fire tank had a full tray of large res, like I used to for Hami Raids, by that argument you could say Hami had to defeat my tank 16 times to really defeat it.

    Like I've already said it's more a matter of taking and slotting a power you normally would hope you don't have to use. In a tight build that pick and slot(s) could go towards something that's frequently used, in a lot of cases to better effect.



    Personally I make Bonfire work on my fire/rad troller even though no one in those forums likes it, so if it works for you on whatever level that's what matters.



    Quote:
    Originally Posted by New Dawn View Post
    Some peoples egoes are non existent within their toons.
    Dr. Phil? =P

    "You can have a really survivable build with RotP and then still choose not to survive XD."

    "Surviving" is the Tankers one big trick.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    I've gotta call this out. How is "You have to kill me twice!" a statement of weak nature?

    Ok. First off it's, Raise of the Sphincter.

    Now the dead horse, from beta 2004 till now I've so uncommonly teamed with a FA Tanker using RotP even in the heyday of Burners that it's actually a minor surprise to see a -self resurrect devotee- Tank in game, and the few times it's happened I had an odd feeling the individual had a proclivity to underground blood oath societies (likely a Twilight enthusiast).


    As OP mentioned ("Against all advice, I took Rise of the Phoenix") very infrequently does anyone in this area of the forums with knowledge of the AT suggest taking RotP as anything more then an afterthought if there's room (usually there isn't) and if it floats your boat.


    On the other hand there are players from time to time who will point out how a power like RotP is a useful part of their build and playstyle on their Tank.
    That's fine, I just don't want to ever team with them, because I don't enjoy the company of Tankers who need to be defeated to manage aggro ;] (+4 / aggro cap mobs, not -1 Radio missions).

    Any other AT including Brutes are welcome to whatever flavor of self-rez the Devs set upon it, but for Tanks, and specifically for a weaker armor like FA, a built in rezzer is often a self fulfilling prophecy if you choose to let it be.
    So when it's all boiled down, my biggest issue from the beginning of the CoH Tank, is that this is a lazy design decision for this AT, a class who's one shining attribute is resistance to defeat.


    That's my pov, but like I told OP if 'you' have fun with this power and it fits your playstyle, that's what should matter to you.
  7. I'll add a 'good for you', since you're having fun with it, which, is the point after all.

    As I've stated from the beginning of time I personally loath the weak nature of a self-rez on a Tanker, but last time I checked I haven't gotten that changed yet.
  8. Quote:
    Originally Posted by Xaphan View Post
    As a long-term Vet who enjoys his solo-bases... I will very much enjoy this reward.

    My wife's solo base on an alt server will enjoy the little boost come Aug 10th.
    Though, she'll have to play my toons until she catches up.
  9. Quote:
    Originally Posted by Steele_Magnolia View Post
    Purely decorative items should cost less. It is irrational that 1 mil influence = 20 plants.

    This may be a candidate for War Witches "if the system isn't fun then maybe the system needs to change" endeavors.
  10. Flight and Telepathy. Superman/Batman/Hulk/Ironman.
  11. Quote:
    Originally Posted by Sailboat View Post
    Decent analysis
    lol
    Quote:
    although I still personally wish the Cleave cap of 10 made more sense somehow.

    I would add a peculiarity that I think I have observed that may or may not be accurate -- whenever I swing Pendulum in a large crowd, it feels like I get 5 knockdowns almost every time, which seems inconsistent with the 50% chance to knockdown -- if it were calculating 50% on each of te 5 guys I hit. But maybe it's calculating 50% knockdown chance on all the foes in the cone, then just capping that at 5 actually knocked down/damaged.

    Try it out. I feel like I do way more than 2.5 guys knocked down with each pendulum swing; it's nearly always five at one blow...IF the crowd is substantially larger than 5.

    If true, that makes the 50% knockdown chance a lot less limiting.
    Really if you want to push Battle Axe for some type of buff you're selling yourself short by trying to make it an exact statistical copy of War Mace, a set it's already virtually the equivalent of.

    What your argument should be directed at is Stone Melee which has a higher ST and AoE score compared to both Axe and Mace while it gets a complete pass on the weapon redraw animation that lowers dps on both of those sets.


    Heavy Mallet does 101. damage with a 75% chance for knockdown while it's equivalent in Axe has roughly the same end cost but does 87. damage with a 50% knockdown chance, and it suffers from the weapon redraw on top of that, like WM, BS etc.



    I'm not opposed to Axe getting some type of buff though I don't think it underperforms at all, but making War Mace out to be the boogyman to that end is just beyond silly because Mace has had a stigma for such a long time as a terrible power set that even after it's buff it's seldom seen on new Tanks and rarely comes up for build advice in these forums.

    If someone were going to push for anything, it should be to have Axe and Mace statistically closer to Stone in damage, and all weapon sets should have the redraw hitch removed with its dps penalty, just like Stone Melee already has (well never had, an issue Castle and BaBs have tackled in the past with only a 'maybe someday').
  12. Quote:
    Originally Posted by Dromio View Post
    I agree. I would also throw in that presenting Axe as having KD is a little misleading, as not one of the powers in Axe has 100% chance for KD. There's mitigation there certainly, but it's unpredictable.

    As you mention it's in the 8 and 9 powers that Mace really separates itself from Axe. Cone sizes are a huge difference at 8 (a 10 degree cone is a cone in name only) and the max targets is massive at tier 9. Mace already has an advantage from those stats. Add on though that Mace (not Axe which is supposedly the KD set) gets 100% KD on the tier 8 and 9 and Mace's pretty clearly better than Axe.

    I actually think the max targets on Cleave and Pendulum got swapped. Why make a 10 degree cone with a max targets of 10? I doubt it's even possible to hit 5, much less 10 with that narrow of a cone. In the meantime the 180 degree cone gets a max targets of 5. I gotta think those things got transposed.



    When Castle set out to upgrade War Mace starting in Dec 07 he stated that he wanted the set to be more of a smashing AoE set, to that end in Feb 08 Crowd Controls radius was increased from 5’ to 8’, while Shatters radius was decreased from 10’ to 8’ but it's arc of attack went from 20 degrees to 45 degrees.
    This is also when Crowd Control and Shatter were changed from knock back to knock down.


    The last big update to the set came in Dec 08 (one minor change came in Jan 09 range and radius of CC WM and Shatt were corrected to 8') when Clobbers damage scale was changed to 2.29 and it's base endurance cost to 15.18 and Shatters Max Targets Hit were reduced from 10 to 5, while
    Crowd Controls m/t went from 5 to 10.



    So mace has been quite a project in recent years, basically up until late 07 Battle Axe, and every other Tanker secondary for that matter, were far superior to War Mace in nearly all measurable areas, which only makes using it as the standard BA should now be 'lifted' to, chuckle worthy.

    Keep in mind, that in addition to modifying BA attack times and rooted portion of animations with the general sweep of melee sets back in 07, Axe is one of the few strong Tanker sets that hasn't had a reduction since 04 and rarely has come up as needing a buff of whatever flavor through the years.



    "There's mitigation there certainly, but it's unpredictable."

    Experience with both Axe and Mace at 50 suggests to most players that a mix of somewhat effective mitigation is inferior to a single focus on a secondary knockdown effect with literally every attack that has the potential to keep an entire mob off it's feet for a portion of time, something that isn't remotely possible with most War Mace attacks at mag 2 stun.

    In other words a solid chain of an effective control is not "unpredictable" when compared to a mix of mediocre stuns and knock down, the former simply presents superior damage mitigation.


    The type of mitigation one set has over the other is not a minor detail when comparing two virtually identical secondaries, especially when perceived deficiencies with BA are slightly exaggerated, consider the sets as a whole.




    Bash has the same Damage, Endurance Cost, and Recharge Time as Beheader. It has the same chance to Stun as Barrage [EM].

    Pulverize has the same Damage, Endurance Cost, and Recharge Time as Chop. Pulverize has a 20% Stun mag 2 chance. Energy Punch [EM] has a 30% Stun mag 2 chance. This power has the same dps as Axe but has a less effective Stun than EM.

    Jawbreaker has the same Damage, Endurance Cost, and Recharge Time as Gash. Jawbreaker has a 75% Knockup chance while Gash has a 50% Knockdown chance. This power has the same dps as it's equivalent in Axe but has a better chance of Knockup.

    Clobber does more Damage, with higher Endurance Cost and slightly slower Recharge Time then Swoop. Clobber has a mag 3 Stun, while Swoop has a 70% Knockup chance.

    Whirling Mace has the same Endurance Cost and Recharge Time as Whirling axe. Whirling Axe has a 50% chance to knock down, while Whirling Mace has higher damage but only a 30% chance to disorient (the same % as Energy Melee's Whirling Hands).

    Shatter does less damage, but costs less endurance (11. to 14.) and has a faster recharge than Cleave (12s to 15s). Both powers have an 80% chance of Knockdown, while shatter has a much larger cone (45 to 20).

    Crowd Control does less damage, but costs less endurance and has a faster recharge (12s to 15s) than Pendulum. Crowd Control has a 60% chance of knockdown while Pendulum has a 50%. Crowd Control has a higher Range, Radius, and hits twice as many Max Targets (10 to 5) as Pendulum.


    You end up with just what Castle set out to do from 07 through 09, to make two carbon copied sets slightly distinct by enhancing AoE for the once bottom dweller Mace and Axe maintains strong ST damage with reliable mitigation.

    -bed time, make what you want and have fun OP. =]
  13. Quote:
    Originally Posted by Seldom View Post
    Stun vs. KU/KD...

    Stuns
    you can layer stuns, to give increased time mitigated. This means, though, that the initial stun isn't as strong if used vs. hard targets. While stunned foes wander, they stay stunned longer. This is handy for attack prevention. <looks at problem targets like sappers/teleporters, etc.>
    Stunning a target also turns off their annoying toggles. CoT -tohit toggles, sorcerer hurricanes, etc. are some examples.

    As stunning is calculated as a longer/stronger effect, the endurance is always higher.

    KU/KD
    These are immediate, even on bosses. You can juggle if timed well. Foes don't leave your reach as much. If you KU/KD a foe beforehand, they can't activate powers. Unfortunately, this is a timing thing. they can release a power they started to activate if you're too late. If you get the jump on a foe, you have a good chance of keeping them from doing something bad if your first strike knocks them around. Some enemies are knock resistant...and some, like clocks and underlings, are hyper-sensitive to it. (Getting knocked back.)
    It isn't only the higher percentages of mitigating secondary effects that favor BA, but as you say it's the drunken wandering animation that reduces a stuns effectiveness in WM.
    Because typically, as with the fear in Burn, it turns an npc's melee attacks, which favor your Tank, into ranged attacks which is seldom an advantage for this AT or the team.


    Quote:
    Originally Posted by ShockSniper View Post

    I would say take a "swing" at trying both up a few levels to see which fits you better, and just have fun!
    Anyone here would suggest not giving up on the set until you at least have a full slotted Clobber, and ideally Crowd Control, the two gems in the secondary.
  14. The two sets have virtual carbon copied ST damage, but Mace is slightly more effective in AoE then it's counterpart, as you can see in Starsman's handy charts.

    However Cleave does considerably more damage then Shatter, and Clobber has higher End cost then Swoop which has a 70% chance for k/u, Whirling Axe has a 50% chance to k/d while Whirling Mace only has a 30% chance to disorient.


    So aside from the ST/AoE damage math, to compare the two sets you have to consider that every Axe attack does knock up or down which is considerably more effective as damage mitigation and simply gives BA much better control then the equivalent disorients in Mace.
    Even WA has a 20% higher chance of performing a superior type of mitigation compared to it's counterpart.



    So when all factors are considered the differences between the sets are negligible, as both sets currently have fairly good attack speeds, some disorienting and knockUp/Down capabilities, an accuracy bonus, moderate to high endurance use, heavy smashing aoe, and strong ST damage.



    Personally I would suggest a fire/mace Tank, I've gotten good milage from the pairing.
  15. Acemace

    What'ya Think

    Quote:
    Originally Posted by Acemace View Post
    Freeform, dynamic Respec suggestion. Respec only what you want, without the hassle of undoing/redoing everything.

    Pop a response in the linked thread with your feedback if you like, with some support maybe this could get in for Going Rogue .



    A 'possibility' exists that this could get green lighted so I've been told, but it could use some support or feedback/ideas, hop on over here if you're at all interested.

    Yes, necro, but sometimes these ideas have to be pushed for a year or more before the devs will give them a glance.
  16. Quote:
    Originally Posted by Airhammer View Post
    Im going with the hammer.... Now Im just deciding if I go Brute or Tank..

    Ah so you take our learned advice and run over to those wannabe Tanks huh.

    Now we know, no more nuggets of wisdom for jue.
  17. Acemace

    Freeform Respecs

    I just noticed the rep replies this thread has generated;


    Quote:

    Your reputation on this post is Very Positive.
    Comments on this Post
    Wonderful idea -Tonality

    AWESOME suggestion

    ****** green dots for this idea

    Keep pushing the dynamic respec idea
    "Keep pushing", we will. An updated process would be huge news.
  18. Quote:
    Originally Posted by Star_Fire View Post
    I posted a reply on our SG forums.

    I am a "club" DJ, not a weddings/events guy, but I know what makes people want to get off their butts and participate.

    I just need to know some basic information: general age range of attendees, duration of event, "mood" of event (no Eiffel 65 or Cannibal Corpse at a funeral is a good rule of thumb), general musical tastes of the attendees, etc.

    Let me know; I'm happy to help.




    -Star
    Professional help has arrived.


    ps, luv to see pics of this partay.
  19. Quote:
    Originally Posted by Leo_G View Post
    Consider the smashing damage analog of Axe, War Mace, which is widely considered better than Battle Axe because of its mix of effects and slightly better AoE. War Mace mixes Knock up, Knockback and stuns into its 8 attacks yet Battle Axe only has Knock up and Knockback.

    If anything, adding an effect that simulates 'bladedness' differentiates it from its sister set, Mace.


    Missing from that argument is that knock up or down which every Axe attack does is considerably more effective and desirable as damage mitigation then the equivalent disorients in Mace.


    As is, Axe already simply has much better control next to Mace, even WA has a 20% higher chance of performing a superior type of mitigation compared to it's counterpart, that isn't a minor detail when you're balancing similar sets.


    Castle's already modified Battle Axe's attack times and rooted portion of animations with the general sweep of melee sets back in 07, and looking at the math it's barely behind War Mace in general performance as you can see in Starsman's charts.


    When all factors are considered the differences between the sets are negligible, as both currently have fairly good attack speeds, some disorienting and knockUp/Down capabilities, an accuracy bonus, moderate to high endurance use, heavy smashing aoe, and strong ST damage.


    So there isn't a glaring disparity here of Mace over Axe that would require BA to be given a unique advantage.



    I'll just add that if you really want to push for a change to BA, whatever the odds are, you'd probably have a better shot starting a thread in the tanker section and trying to build some support. Though this idea is unlikely to happen.
  20. Ha, drama cannons online even for a joke.


    Quote:
    Your reputation on this post is Negative.
    Comments on this Post
    So, why are you still posting on the Champion server forum again?
    "again"? Heh, I haven't gone anywhere cupcake.


  21. Quote:
    Originally Posted by Savior_NA View Post
    Just started back up, wondered if you guys and gals had any words of encouragment for starting up on this server vs. one of the other servers?

    Go to Freedom.


    Champion does have the best Tanker event bar none, once a month the various celebs Tank Drama, the winner takes home the coveted Drama Queen temp title.
  22. Quote:
    Originally Posted by Myrmydon View Post
    Ok, next month I think I'll just come to this instead. Time to give up drinking altogether.

    Nonsense, some of my best Tanking has been while under the influence.