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Posts
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Joined
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No worries. Just wanted to point it out. We're usually pretty good at answering Tanker questions here, but it's not like the PQ section was a bad one, either. I can certainly understand the confusion there.
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Also, cross-posting = bad, mmmkay?
See my actual response in this same post in the Player Questions section. -
Tankers are a little weak until SOs, yes. However, /SS also has the benefit/penalty of Rage. With Rage on, you get a substantial increase in the damage you can put out. However, most of the attacks in the set are balanced around that, and are a little weaker than in some other sets.
Once you get to level 18 for Invincibility, level 22 for SOs, and 28 for Rage, you'll be singing a different tune. -
When Rage crashes, it causes a massive damage debuff (something like a 999% debuff), and so you will do very little damage while it is down, but can still affect enemies with the secondary effects of powers.
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Thanks. I'll have to try that out. Purples are probably a bit beyond my price range, depending on how much I like this guy and how much time I end up playing with him in the higher levels. I knew that Purples would help out the recharge, and will switch to those if possible, I just don't like counting on them.
If I'm getting to around level 40, and my endurance doesn't seem to be a problem, I probably will go with another APP, and get a ranged AoE attack to leverage the Decimation set's recharge, plus maybe a Posi's Blast set to help out.
Thanks for taking a look at it! -
Well, the three powers that don't accept EndMod sets in Mids (Static Field, Paralyzing Blast, and Synaptic Overload) might not accept them for the simple reasons of:
1) Error in Mids
2) Error also in ParagonWiki
or
3) to make you slot for the power's main effect, instead of the EndMod portion of it
I don't know why 3 might be, as that should be player choice. But that's the only reason I can think of. -
Quote:Heroes and Villains in the comics miss all the time, and whether they hit or miss is entirely dependent on what the story-teller needs them to do. Without a story-teller here to adjust things on the fly based on necessity or convenience, a mechanic needs to be worked out to sort of replicate this. The current system works, and shouldn't be overhauled, IMO.Just a discussion I had with a team a while ago. The tank was complaining about missing minions, and how in the comic books, heroes never miss. Missing just doesn't feel 'super', really. I started thinking about it, and it has a lot of merit... why did the game get built in the first place to support missing anything but special enemies? How could it have been done better?
I know they won't change the mechanics now, that was never really an option... but perhaps a dev will read this thread, and CoH2 will make different choices? I want the idea to be easily available to a dev, on the off chance it makes a difference in the future. -
Quote:I do believe that was mine. :-)The best I've heard as a suggestion along these lines, and I cannot remember who posted it, was a "Battle Cry" power.
It would be like a fury bar that only filled as you were attacked. Once full, the power could be activated like domination. The "Battle Cry" would grant the team +recharge, +regeneration, +recovery, or some other buff or some combination of buffs. -
Well, what I mean is this:
A Scrapper's primary function is to deal damage. They have a primary devoted to dealing damage. Their inherent helps them to deal damage by affecting the primary powers.
A Controller's primary function is to control the enemies. They have a primary suited to this end. Their first inherent (before containment) was their ability to land a critical control, increasing the magnitude of the hold/stun/immob, etc. This was an ability added to the primary powers.
A Tanker's primary function is to protect the team by taking the hits for them. They have a primary devoted to self-protection so that they can survive the aggro. Gauntlet helps them grab aggro. This was an ability added to each power in their secondary.
Does Gauntlet help a Tanker function in his primary role (and I'm not saying that any AT has to fulfill his/her primary role, before anyone complains)? Yes. However, it is mainly through using the inherent power through his secondary that this occurs. It's not a big problem, but I still think that it's a bit of a problem. -
So you're saying that we didn't ask for it enough this time around?
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Don't get me wrong, I'm not against an increase to the Tanker aggro cap. I think that increasing it would actually be a decent idea. I just don't think that it solves any of the remaining problems with the Tanker inherent after Bruising was added.
Problems before:
Stacking of Tankers on a team
No use solo
Mainly applies to the secondary
Problems now:
Stacking of Tankers on a team
Mainly applies to the secondary
Raising the aggro cap doesn't really count for the primary or secondary, as both go towards getting and maintaining aggro. Although the target caps from the primary powers I guess wouldn't help to keep more aggro than they keep now, and it would be more how well you can leverage the secondary to keep the focus of more enemies. -
Thanks St0n3y!
Already used it to export a build. One question for you, though: Is Power Siphon for Tanks supposed to be able to take Taunt sets?
Thanks for all of your hard work on this project. I really appreciate all you've done. -
Okay all, with the new version of Mids out there, I wanted to put together a Fire/Kinetic Melee build that, instead of focusing on Def or adding Tough, focused on Recharge to increase survivability (through Healing flames), Endurance recovery (through Consume), damage (through Power Siphon, and general damage output. However, I seem to have failed a bit. I've only managed to, without purples, get a 25% increase in Recharge Time to stack with Hasten.
Any suggestions to how I could increase that, without gimping the build too much?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Kinetic Flame: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Kinetic Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(7), S'fstPrt-ResKB(31)
Level 1: Quick Strike -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg(17), C'ngImp-Dmg/EndRdx(33)
Level 2: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(17)
Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(27)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(48)
Level 8: Hurdle -- Jump-I(A)
Level 10: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(50)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), TtmC'tng-ResDam(13), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/Rchg(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(45)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
Level 22: Power Siphon -- Rec'dRet-Pcptn(A), RechRdx-I(23), RechRdx-I(34), RechRdx-I(50)
Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dam%(46)
Level 26: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 32: Taunt -- RechRdx-I(A)
Level 35: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 38: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Laser Beam Eyes -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Dmg/EndRdx(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx(48), P'Shift-End%(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
Thanks all -
Quote:I do not often do TFs, since I don't often know how long I will be on for. I do play redside. I do not see that much there, though.Then you don't play on my TFs, or you don't play redside. Two tanks or no, my teams tend to run in two or three directions until there's an AV to fight.
Even if your experience is more common than mine, you're still saying saying that there would be little change in playstyle thanks to this change? If they are already doing what you are saying, than there would be no need to change playstyle. It would not matter if there were two Tankers on the team or not, if they're going to break into smaller groups anyways. So there continues to be no benefit to adding a second Tanker to the team. -
Quote:Two Tankers on a team now can hold 34 enemies' attention, yet I don't see this strategy being used much in the game unless there are two spawns very close to each other.Still a fallacy, because you are assuming that players will not adapt to the new limits.
I do not often see the team break into two sections just because there are two Tankers on the team. As such, this may not be such a fallacy. -
Dark Melee (needs me some kicky Dark Melee)
Thunderstrike/Total Focus, and other animations like them: a non-jump-in-the-air animation
Archery: Crossbows (pie-in-the-sky, I know)
For Blast sets: animations that have the blast coming from the chest area
For Psychic sets: alternative animations where the hands are used to focus them, instead of the head (I know this makes little sense, but all of the animations around the head just turn me off of these sets a lot of the time) -
Masterminds have as many different Primaries as you have secondaries, so that might not be the best option to argue. I'm not saying that more secondaries for Blasters wouldn't be good, just arguing that if we're going by that standard for who should get sets next, MMs are probably higher on the list.
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Yup, that's the only way to do it. You need to PM one of the Mods or one of the community reps, and they will change it for you.
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Quote:Ummm...what? Controller AoEs are indeed limited to a maximum number of opponents.
If I were to add one more buff to Tankers, it would be to increase their Aggro Cap from 17 enemies to something like 20 or 22. This is mostly to address the fact that AOE mez effects from controllers are not restricted to a maximum number of opponents, and that their limited radius is not sufficient in balancing out this fact. This is probably more of a problem with AOE's in general, however. -
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However, keep in mind that there is going to be a lull in players right now, since it's in between issues, and with GR on the horizon, a lot of people are on test trying it out before it goes live.
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Just give us some Amazonians.
Tier 1 pets: Spear-wielders (would require new animations, I know)
Tier 2 pets: Archers
Tier 3 pet: Broadsword-wielding Scrapper