Cold_Cell

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  1. [ QUOTE ]
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    Tankers manage aggro better than any other Archetype. They also have the highest combination of hit points and defenses in the game.

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    Well, honestly, Statesman, that's incorrect.

    I can surpass any tank's available defense with a few Luck inspirations. Cheap, readily available, even free most of the time.

    And rapid-fire healing is equivilant to nearly unlimited hit points, which is possible for any Defender with a self-heal, or anyone who takes and slots Aid Self with 3 recharges, actually.

    The tank's only saving grace at this point, since they don't do more damage than defenders, is their higher base hit points, which allows them to take harder hits.

    Aggro management? Controllers can lock down most or all of a spawn. No aggro, so that's good management. Debuffs, slows, holds, pets, any number of means exist to "manage" aggro, for most of the ATs. People can even take the Presence pool and slot heavily if they want, and tank well enough as long as they can stay alive.

    Oh, and since tanks can't keep aggro off the heavier damage dealers, they aren't able to manage aggro sufficiently.

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    Their role is to take the brunt of a spawn's aggro just long enough in order for the rest of the team to be able to eliminate the mobs.

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    So what point is there in playing a tank if you only have one purpose? I'll stick with my defenders and Kheldians, who can do many things, most of them just as well as a tank.

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    Should a skilled Tanker be able to corral EVERY mob? With a lot of skill, it should be possible - but it's certainly not required to be a good Tank. As long as the Tanker can hold onto aggro so that his teammates are facing less than they'd normally face (i.e. 3 minions), then the team has an advantage. Namely, each teammate can quickly eliminate his opposition...and then come to the Tanker's aid at the end.

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    That theory fails to account for the ATs without sufficient damage output to "quickly eliminate" enemies, which is a very stark reality in this game. These ATs are inherantly slower at defeating enemies, and as such, cannot meet the requirement you set for the team (quick elimination of 2-3 minions). You also don't account for aggro lost to the ATs with higher damage output, which increases their risk and requires them to concentrate less on helping their defender/controller teammates and more on staying alive. Then the defender/controller has to switch focus from those 2-3 minions that you're expecting them to handle and try to keep the blasters (and possibly scrappers) alive. The advantage quickly turns to the enemies favor, it seems.

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    End result? Well, no one was that familiar with their builds.

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    Was that an excuse for allowing the controller and Kheldian to be defeated, or were you pointing out that this is what you expect on a typical team of new players or players trying out alts with powers new to them?

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    The Controller was defeated by getting too close to another spawn.

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    It happens, not a big deal. However, a few months ago, when it did happen, you really got a chance to see some great heroes in action (click my sig). Now, you just lie there and wait to see if everyone else goes down or survives the next few minutes and has a rez available, sadly.

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    The Peacebringer carelessly tossed off attacks and ended up aggroing too much.

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    Now, let's be sure you're clear on this.

    The Kheldian filled his/her function in the group, that being dealing damage, and was defeated when you lost aggro and therefore were not filling your function in the group, and this is perfectly acceptable? Working as intended? Perhaps you feel that Kheldians should perform a different function in the group, and if so, would you care to enlighten the readers as to what that would be?

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    After those two defeats, we settled down and functioned fine.

    Admittedly, my own health dropped down to a 1/3 several times. I'd get a little concerned, but usually I had Dull Pain ready.

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    If the combat went on long enough for you to have to use DP "several times", you need to take a long, hard look at something in the game, because even with 3 recharge reduction SOs, it takes a good while for it to come up on my Invuln/SS tank, and that implies that you and your team were either performing very poorly overall, or the game has been slowed down to a veritible crawl when teaming, in which case, you can expect even less teaming overall when people get tired of simple missions taking far longer than they have to dedicate to them and task forces/trials requiring multiple days to complete.

    Oh, and Statesman, if you ever do find yourself roaming around Pinnacle, please DO NOT offer to team with me. I'd rather avoid the debt.

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    I disagree with one point here...stating that you can imitate defense levels with insp's isnt very valid. A tank can pop insp's too. To increase damage output as well as increase defenses.
  2. People were asking for an ice tanks point of view. I leveled up to 36 in !5, im currently 39 in I6...

    In the spirit of the OP, i'll post what my role has been so far. I play the role of the pace setter, and the puller. I am the guy that takes the first barrage from the spawn we want to fight. I usally hurl a boulder, duck around a corner, and have the group set up behind me. When they baddies come, they hit my CE, and slow down, and all jump on me. From there, I will do my best to keep them focused on me as long as I can while the team tears the everliving hell out of them. It works 99% of the time. My tactics and what I do to "tank" hasn't really changed, although it is harder to keep all of em beating on me. As far as my role changeing, the only thing i can really say is I use hibernate a bit more. But with taunt, and CE with 3 taunt enhancers, i am usally healed up before the mobs attacking me swithch targets. Additionaly, I do not expect to keep the agro of every mob. I just keep most of them on me, its good enough. I rarley do the "hop into the big group of baddies move" I plan it out, and try to use a corner or cover to aleviate the ranged pounding you can take if you just stand there. I draw them in, in a nice clump with my CE, and start popin off attacks (Fault and Tremor really help here).

    I have done this in large groups with a single storm defender, or a single conteoller, my health has never been an issue, the only time I have ever died is becasue of a mistake I made. And I would insinctually yell "run" because I lost agro. Here's the main diffrence I see...when i tell my groupmates to run, its out of habit, 85-90% of the time they dont need to run any more. back in the old days, when the tank went down, everyone better bail the heck out ASAP. But it's not that way any more. You are a part of the team, but you aren't "the team"

    The short version is, im still doin what I was doing before.

    if you ask me, a tanker should get some kind of reward, or bonus vs dying. If you ask me, that is one of their main roles, to take the risk that others ain't willing to take. To put your neck on the line, and we aere still the best equiped to do so, its just not as easy any more.
  3. to some degree? So that means ceritan defense powers will be more effective when stacked with others?

    And when will this be implemented? Or is it already active?
  4. to some degree? SO that means ceritan defense powers will be moreeffecti ve when stacked with others?

    And when will this be uimplemented? Or is it already active?
  5. [ QUOTE ]
    Yeah, my ice/em was my favorite toon on COH, ever.

    Now he's pretty much ruined...which sucks, cause I keep looking for ways to play him, but he just can't keep up. I'm not high enough for pvp, and I just don't see any way for him to slog through the next 20 levels at this level of effectiveness.


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    I don't want to derail this thread, but I guess I jsut don't agree with you on this point, Ice tanks asre still good tanks, if played skillfully. no they cant blunder through a mish the way a stone tank can, but ice tanks are still great imho
  6. [ QUOTE ]
    Oh - one other change coming soon to the Training Room...

    This was an idea taken right from this forum. Since Ice Armor has no Resistance, it's a zero sum sort of power set. In other words, you're hit or your not. Well, someone (I've forgotten who) suggested adding a Damage Debuff to one of the powers - and we did! Chilling Embrace gains the ability to debuff mob damage (though it's Recharge debuff is slightly slower now).

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    Woot! What precent will the debuff be, since it cant be enhanced...50%? ( a man can dream) If this number is somthing significant, i might actually blow the dust off my ice tanker. My first character! My first love! Give him a reason to exist! Sorry, got caught in the moment.