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Also, be clear that you're talking about Invuln scrappers here. Regen never could tank on the level of a tanker - it could handle infinite damage below a certain threshold, but invuln and stone tankers could handle much more than that due to capped resists, more hit points, and even moderate health regen (higher for stone than invuln). Dark Armor could cap smash/lethal, but couldn't tank at all without defender support or extensive inspiration use (I did tank Shadowhunter pre-stacking through the use of lucks and disciplines, with DE + Tough). Super Reflexes couldn't attack while using Elude until issue 2, and pre-issue 1, defensive values were half what they were until issue 5.
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If you are talking invulnerable scrappers back then, its accurate we are talking about spines scrappers. Spine/Invulnerable scrappers in a herding sense were better than any Invulnerable tanker out there. They could handle a high enough level to gain a better exp per min ratio. This of course is situational, but with different mob types everything is situational. To this day, my regen can tank malaise better than my fire tank, but not as well as a stone tank. Back then when the resists for scrappers were higher, the difference in HP was offset by the better dmg scrappers did. Now, a year or so later, the roles are more defined in their capabilities.
If you throw inspirations in the mix, anything is possible. In I3, I herded +3 Shadowhunter faster with my spines regen (using lucks only) than my fire tank. In I4, my tank was slightly faster, and in I5, my regen cant do it at all and my non burn fire/fire can.
This proves you are right about a scrapper playing the role of a Tanker to a degree, but i think back in I2, scrappers were very very close in comparison to where there was little difference, and Invulnerable being the only one who did surpass the Tanker AT...Your original statement was never ever ever, when in fact Invulnerable scrappers were. -
Ive made some changes to my two fire/ tanks. Here's what i have to say about burn for both builds.
For my Fire/Fire Tank, it was pretty cool to not take burn and slot up my secondary and take ET from power mastery. Im having fun with her. But what im noticing right off the bat, is i run out of endurance within one attack cycle. Im running BA with 2 end redux, tough with one end redux, Healing flames with 4 recharge, 1 heal, and one golgi (to reduce end when using it), and Combat Jumping with a cyto (defense, end redux). I have stamina six slotted, conserve power 6 slotted recharge, consume with 6 recharge, and i use end redux is acrobatics, 3 cytos in Focused Accuracy (to hit and end redux). yet a still cant last in a good fight. Its actually harder for me to fight 1 boss than 4 at one time, only for the simple fact that consume needs mutiple targets, and doesnt give me enough until CP is ready again. I find it hard to believe that im going to have to now put end reducers in my attacks because 3 powers and 18 slots dedicated for end recovery is not enough. Not to mention the end redux's ive already mentioned. I dont mind not being able to be a one trick pony, but for godsakes, give me the ability to use my other powers with dying due to lack of endurance.
As for my fire/Ice, i share the sentiment that the fear in burn renders my toon useless. Look at what i have in my secondary. One AoE power called frost breath that is a cone. Two lackluster single target attacks, and a couple of foe holds, that work only on minions, and are freed as soon as they are attacked. I needed burn to be a decent dmg dealer, Otherwise im a meatshield who cant do anything but make minions slide on an ice patch, as i stand there taking punishment. End problems are pretty bad here too, but i dont notice them as much because i have terrible dmg potential. Ill take the changes, but without the fear apect, because burn is needed on this toon. -
Defiance: Tested, and it is a unique tool for blasters to better fill their role as a damage dealer. However, range does not equal defense in this game as it has been stated numerous times by Red Names, and overloaded offense only goes so far. Defiance alone doesnt really solve the issues that blasters are having from the early 30s to 50. Thats almost half the content in this game, where blasters struggle. The truth is, I never really had a problem with my damage dealing before this change (and I do agree with cap being raised). The problem has been the lack of protection, and the ability to hang in a battle long enough to even get the opportunity to cycle all of your attacks. Mez affects on blasters is just insane, especially as your character matures. This is what I would do with Defiance instead of what it does on test.
Defiance would give a boost in resistance or defense instead. I believe resistance would be more suitable, because of the ability to one-shot blasters. This would allow them to hang in battles a bit more before being defeated. I think it should scale in an appropriate manner, so that we get adequate protection as we fall in health.
At the 5% level I think it would be appropriate to have full status protection from mez affects as well. Im not certain exactly what mag levels each enemy hold is, but id say at 50% we receive that small mez resistance from the leaping pool, and have it scale in higher in mag level resistance as our health goes further down. Possible at 40% we receive a specific resistance, such as sleep, and at 30% we have resistance to confuse, etc. So when we reach that 5% level we achieve full status protection. This will make it so we arent overpowered, and we still have to be careful as to what we are fighting.
I think that something along these lines would make the blaster AT much more fun and interesting to play. I dont know, I was just trying to come up with something that really fills our gap, and isnt suicide. Sorry States, I think defiance as it is know is going to get us more debt than we already have to mitigate.