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Quote:Out of Energy Aura, Ice Armor, Invulnerability, Stone Armor, and Willpower (the only typed defensive sets I can think of at the moment), only Stone Armor and Willpower have any psionic defense. Willpower doesn't have enough to matter, and most stone players (admittedly not the good ones) rarely come out of granite.I wasn't aware that Energy Aura was the whole of typed defense. Whether Energy Aura has pisionic defense or not has no bearing on whether typed defense is better or worse than positional defense.
Typed defense sets have a hole to psionic attacks. Position based defense sets have no such hole.
Quote:And the only time you're really going to be facing those is when you're facing custom mobs in AE or other players in PvP.
Quote:The number of attacks in PvE that you'll encounter with only positional tags are pretty much equivalent to the number of attacks you'll find with only typed tags.
Quote:Any argument attempting to determine whether typed or positional defense is "better" needs to remember that both sets have their weakness and, honestly, both of the exceptions are relatively rare.
I do agree that the exceptions are relatively rare, but there are still more exceptions to bypass typed sets. -
Quote:I'm sorry, I wasn't aware of the psionic defense found in the Energy Aura set.Actually, what you're thinking of are the psionic attacks that bypass position. The attacks you're thinking of have the psionic type by no position, hence the moniker of "non-positional psi attacks".
There's not much in the normal PvE content that has them, true enough, but kinetics attacks lack a type. Basically any debuff that doesn't do damage. Any of the poison debuffs lack a type of defense. Benumb from cold domination may be tagged cold, but I know it has ranged. -
Quote:Don't forget the psionic attacks that bypass typed defense. There are also attacks (particularly debuffs) that carry no type of attack, but they still have a position.The fact that people continually bandy this about really bothers me. There is no way you could find any evidence to support typed defense being worse somehow than positional defense without delving into the balance black hole that is IOs.
IOs or not, m/r/a defense will always perform better than s/l/e/n/f/c. Most things have a type, but everything (short of a very few psionic control powers) has a position. -
I'd like to mention that I do have an /EA stalker, and I enjoy him immensely. It was very easy to softcap to S/L/E, which is more than enough for me, but that will never compare to the survivability of a fully softcapped /SR.
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Psionic attacks (most of them, anyway) carry positional tags.
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Positional defense is far superior to typed defense. That's about it.
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Hey Alien, where's that TriFormShade guide you promised us? I want to know if I'm doing things right!
Seriously, you did a great job with the guide. I think you'd do the community well to share your thoughts on the dancing side of things.
Should I threaten to write my own guide? Don't make me do it. -
Quote:My SOP is to stay in the mob until the group is "well in hand." That depends largely on the team and task to define much farther. Most of the teams I'm on, we're running +0 TFs, so that means I pretty much take the alpha, throw out my two AoE's, taunt the fringe, then move on.Usually I'll make sure that there's only 1 or 2 easily killable foes left and jump on the next one
The way I see it, the tank is only needed as long as the group has a slight danger of actually getting hurt. It sounds like you turn up the difficulty quite a bit, Hyperstrike, so on your settings, waiting for "well in hand" may very well be until there's only 1 or 2 foes left.
I have the map up at all times, regardless of what character I run, but I find it most useful to my tank. I also play my tank with the zoom out a bit more than usual to help with situational awareness. These two things allow me to see at a glance whether the team is ready to move on or not. -
I do freakshow with my Dark Armor tank's second build with fireball. It's a level 49 mission I have set to -1/x8.
The -2 mobs die incredibly fast, it's easy and relaxing as hell, plus I get purple drops. -
Quote:You're thinking a thicker skull, which yours couldn't get any more so.I prefer Thinner skin.Its kinda a insult to be told to gt thicker skin.Then again, your one of the many people who believes being a smirk snarky poster is kool.(yes, i gave you a "K" for cool, because that's how cool you are...not)
I don't think iv ever liked anything you've said to me.
He suggested a thicker skin, so you don't get so whiny and defensive when someone disagrees with you. -
Quote:Heh. I also have "If you thought you could handle it, but couldn't, you're expected to get back up or hosp out."My only rule when I'm tanking is "Don't grab any aggro that you don't want." In other words, if a blaster fires off an AoE before I have aggro I will assume that they are prepared to absorb the return fire.
Outside of that one, my rules are only there to keep me in check (or to be a Fight Club reference). Any build, any budget, no exclusions.
I'd love to say more, but I've already broken my first rule enough. -
When the character stops being fun.
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Nothing to do with balance, really. It's a pseudo pet, so it cannot crit.
But the upside is that it doesn't break hide.
Yes, you can LR then AS. -
Quote:This is very true, but I'm not really talking about PuGs doing radio missions, or even your vanilla TFs. In the case that there is actual teamwork going on, then my statement of "tank should be the first to die" holds true.Sadly, this only works if the other players work with the Tanker. Fairly regularly I run into PUGs whose players have one of these flaws:
[explanation of stupid people]
Actual teamwork, however, is not a requisite to having fun, or completing mission objectives. I don't organize radio teams, but I do run quite a bit of PuG TFs, and most often with my tank. I run those TFs under a very strict set of rules, to include things like "You must be having fun" and "If you think you can handle it, you're free to go for it." I pretty much encourage scrapperlock. Hell, one of my rules is that a first timer on one of my TFs has to take an alpha, regardless of AT/build. We'll back you up, but you still gotta open up at least once.
Master runs are a different story. Those require teamwork and some strategy and I run them under a different set of rules, but the "Have fun" rule remains. -
Quote:A whole ton of this. Aggro control is a tank's purpose. Most of the time, that requires you to survive.Survivability is not the main function of a Tanker, the main function of a tanker is aggro control.
A tank that doesn't have any aggro won't ever faceplant, but he's missing the point.
Quote:I believe that if the Tanker is the last man standing, he has failed.
This is just another reason I love Dark Armor, by the way. When fecal matter hits the fan in amounts I can't deal with, I just turn into a controller with a mag 30 stun. -
I love Fire_Minded topics.
Step 1) Ask for advice.
Step 2) Don't get the advice you wanted to hear.
Step 3) Rage/troll. -
Quote:I'll be honest, I always try to have at least three defenders and at least a controller or two on Mo* teams, although I prefer to have the debuffing kind. The best Mo* teams I've been on have only had me in melee range (it's always the scrappers that die), but I don't exclude people unless its something like a third tank. Give me any two blasters, any three 'fenders, and any two controllers, and I couldn't be happier. The blasters can happily be replaced by kheldians or more trollers/fenders.You probably had 3 defenders on the team to keep you alive.
Because we all know that dark armor sucks.
On the most recent MoITF I had a cold domination corruptor, which was enough to keep my defense from ever cascade failing. Outside of that, it was all debuffs and a pair of scrappers.
Quote:I had to duck in to say how much I agree with you, Dechs, and how much I loved the video.
Quote:Dechs, you're a tease. Seven pages and no build? I'm curious how you managed some of the slotting...
Also, it's only four pages for me. -
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Three down. Only Lady Grey to go. -
Quote:I'm not really disagreeing with you. I'm trying to say that between force bolt and provoke you could be pretty constantly active since they both recharge fairly quickly. Force field secondary, life drain from necromancy, and demon -res whip attacks are pretty much the only reasons I could justify taking the personal attacks.Notice that one of those you won't have until 40+, three are the same power, and another one won't be available until after 35. I think I see a lot of downtime pre-35, and spamming [Provoke] over and over again (while certainly not stupid) doesn't feel like one is doing much. Maybe that's just me.
Mastermind personal attacks do piddly damage as is, and the damage per endurance is simply atrocious. I'd suggest slotting the devastation hold procs, or slotting for the attack's debuffs. Make the attacks do something, you know? -
Quote:I don't have a build for dark/dark, but I'll send you a PM with my dark/fire's build. You should be able to take it from there.Hay, Dechs and anybody else who may have it:
Are there any builds out there for a dark/dark tank? It seems to me that (on paper at least) a Dark/Dark should be among the toughest builds possible in the current mechanics, but I can't seem to get the hang of it. Any guides? -
Right back at you.
Quote:It may have something to do with the fact that energy is one the least resisted damage types.
Stun is the guaranteed attack, and the majority of the others stun more often than they don't. Stun->TF->Bone Smasher->ET should have anything stunned much more often than it doesn't. No other attack set can boast that kind of reliable control. -
Quote:Here's an easy way to balance everything perfectly: Change all the sets so that they do the exact same thing just with different animations.Performance balance has nothing to do with the bare minimum necessary for a set to be considered balanced. Its all based on comparing it to comparable sets. If it were based on the bare minimum, we would never see a buff, just an endless rotation of nerfs until all sets were at that bare minimum.
So the question is, how much teaming and how much soloing is considered into the balance equation. They both have to be there some.
How would you factor a toons performance in a +4/ 8 man team exactly? Serious question. Because so much of a toons survivability at that point is reliant on team structure. And in a way, same with the performance of each attack, except for the number of targets it is able to hit (ST v. AoE.)
No more shield charge, lightning rod, soul drain, fulcrum shift... none of that. Dark Miasma, Radiation Emission, Trick Arrow, and Empathy will have all their powers replaced so that they all have the same effects for enemies. Same treatment given to every other set of powers. They will all do the same exact thing, and now we're perfectly balanced.
Of course that's a ridiculous idea, but it's the only way to make things perfect.
Balance isn't a simple equation, but at its simplest principle is "If it's the best at one thing, it should suck at something else."
I'm fine with the little differences between sets.