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Quote:More then one tanker on the team is 9/10 overkill on aggro management.Quote:Only if you're trying to aggro the same stuff. Go aggro some other enemies and bring them back, or stay there and wait for the team to catch up, or split up the team and double the fun.
Quote:Originally Posted by The Last Rule of TankingOn faster teams where you feel comfortable enough, it becomes beneficial to play a game of leap frog with the main-tank. What I mean is to jump ahead of the team and get the next group of enemies compacted on you. When they finish the group they are fighting, the main-tank will run ahead of you and do the same thing while the team quickly burns down the group you have clustered. The team will bounce between tanks, always having a groups of already bunched up foes to defeat efficiently.
Occasionally, you will be on a large team that can operate faster as two small teams. Most often, this will be in cave type maps with multiple paths. Essentially, you take half the team with you and start playing the main-tank for your members while everyone else goes a different way. As soon as you rejoin the other group, though, be sure to revert to your off-tank mentality. -
To the OP - Yeah, the whole situation sucks. I'm sorry for what happened, but if the guy couldn't be trusted, he should not have been promoted high enough to be able to get the red star or the star should have been transferred sooner.
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Quote:There's probably more variables to this that you haven't mentioned. I'm going to assume that you used a value of 75 for Fury. The value I picked was only 70 to be conservative. I also multiply my chain value by .95 to simulate the average miss chance. I tried two chains, and found that the double stack Follow Up chain had lower DPS than a chain of Focus, Slash, Strike. Both of my chains are including Death Shroud.Odd....
Is that brute the same one you have posted on yer blog? If so, you should get NoChain.
I ran it through NoChain and got 152 dps with a three-attack chain, single stacking followup, and ignoring Death Shroud, which should add around 15 dps. (Assuming I'm reading this right.) I also didn't calculate up the -resist proc...becuz I'm lazy and not too smert.
Likewise, I didn't even bother with the -res proc. The math involved in that scares even me. I use the power once every 4.2 seconds, it lasts for 10 seconds with a 20% chance to proc... Eh, thinking about it it's not too scary. I dunno. I'll come back to it.
I am aware of NoChain, but I feel it doesn't accurately account for things like "using Follow Up every chance you can."
I agree, Johnny, that is spot on for a scenario where a level 22 Scrapper with SOs (Widow) sidekicks a level 1 Tank (Hogan) and plays a Council mission set for -1/x4. -
Finally updated this guide with Off-Tanking section.
I hope to eventually add an incarnate tank section. -
Alright, I just did a comparison from my Dark/MA tank to my Claws/Dark brute. I figure that it's a pretty valid comparison since they are both slotted in much the same way.
Unless I'm completely inept at attack chain math, here's what the single target DPS numbers work out to:
Tank -120.19 DPS
Brute - 146.53 DPS
That's only a 20% difference, and I know the tank can survive well more than 20% better. The tank number is factoring in bruising, but the brute is taking into account Hasten, which is only up about three quarters of the time.
I guess I'm just not seeing tanks as weak as Johnny is. -
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I make a ton of alts, but they're mostly all variations of a small few characters.
So I'm not sure, but I think I'm an altaholic. -
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Quote:Apples to steaks, Johnny. Feel free to try again.Damage isn't always(or only) balanced against survivability.
A Scrapper is more survivable than a Defender.
A Scrapper does more damage than a Defender.
Quote:No, a Tanker should not have the lowest damage ability in the game. If that is the case, then the tanker is truly useless when teamed up with scrappers and brutes. What is the incentive for using a tanker in a team loaded with melee specialists who by themselves generate more damage and aggro that a lone tanker can? There really isn't any. The tanker will end up critter chasing. -
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You seem to be under the impression that you have brought up valid points.
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Quote:I can agree 100% with this statement. In order:Overall, I think tanks are at a decent place. Truth be told, I don't like playing them much, but I do. I'd say my #1 request would be to more thoroughly own aggro.
Tanks are in a very decent place right now with regards to balance. They survive much better than any other AT. They deal enough damage to solo competently.
I play my Tank because I enjoy his character, his personality. More often than not, though, I don't enjoy his survivability or aggro capabilities. Surviving is often too easy and each of my Brute, Warshade, or hell, even my Bots/Traps can still hold the aggro just fine.
Likewise, my one request is that Tanks get an edge in holding aggro. Right now, Tanks are exactly equivalent to Brutes in threat generation with the exception of damage. If a Tank and a Brute with identical powersets/slotting are trying to gain the threat of one creature, the brute will always win because of his damage. This is the one thing I would seek to change. Tanks need a higher magnitude or better duration of taunt. I'd also like to see the Tank aggro cap increased by at least 50%. I have all this survivability; let it mean something. My role is to protect the team; let me do it better than everyone else. -
Quote:Yes, but only when compared to things like defenders, controllers, and blasters.So you admit that one of the Tanker's intended roles was being a heavy hitter and 'devastating hand to hand combatant'.
Once brutes and stalkers came along, the tanker was just as devastating as he was before, just with more people that were better than him. -
Quote:Forgive me, I was in the airport replying from my phone, and I'm still unsure of my new phone's interface. Perhaps I should explain my thought process.
On the surface, it seemed like a great idea. I imagined the ability on my tank. I would have a decent damage buff before aggroing the spawns, allowing me to gain threat more easily and have a larger impact on the outcome of the fight. In the long run, however, I would have very little of this damage buff, meaning that overall balance shouldn't be affected too greatly. Following these thoughts, I posted rather quickly.
Then I went through security and had some time to think about it. I edited in my revised feelings, noting how it rewards tankers for not having aggro and how it could be open to abuse. I gave a few quick examples and a brief explanation before I screwed up posting it from my phone and had to start all over.
None of this is to mention that my edit happened a day before you even mentioned the first two posts that agreed with the idea.
There's a lesson in this somewhere. I'm not sure whether it's one about "think before you speak" or just "don't post from a phone." I'm also not sure who it's for. -
A Tank's role is to protect his team. That's it. I'm not getting into the debate of how much that role is worth today or how much better a Tank does it than a Brute. If you ask what the Tank's role is, that's it. A Tank's role is to protect his team.
Johnny, the tank's other role used to be melee damage and the lines you're emphasizing were true when Scrappers were the only other melee combatants. It's not true any more because brutes and stalkers both hit much harder than tanks. Yes, they should update the description. -
Quote:This has always been my position. I eventually did post my build, but not without a heavy dose of caveats.I personally think that players would get more mileage out of me helping them with the slotting on their builds, giving examples that are relevant to their goals and play styles, and things like that than they would me saying "Here's my build." I'm more than willing to help people out if they want it, but I'm not willing to just give my build away for blind cloning.
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AoEs (particularly Footstomp and its large radius) will be notorious for hitting their target cap if you can fit more than the caps worth of enemies in range. The way it works is that it starts checking to hit against the nearest enemy until it's checked every enemy in range or you've hit ten things. With even decent accuracy, the streak breaker ensures you'll be hitting your ten in a crowd.
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Quote:I feel like I've misrepresented myself, so I'm just going to clarify:Hi. My name is RaikenX...and I'm a "poor planner" because I'm still an SO slob.
LOL
Sorry Dechs. I had to...it was there!
I'm actually, little by little, trying to get a good grasp on IO's after my accident with making a pretty friggin good brute.
There's nothing wrong with doing a build entirely on SOs, especially if you're not comfortable with the market or invention system. SOs are what the game was designed and balanced around.
It's the "set out at 47" that I take issue with. The people that do this know the invention system and likely have mids backing them up. Most of the sets these people use cap at levels 40 or below. There's just no reason to wait until 47 unless you just don't have the power until then.
There's still nothing "wrong" with doing things that way. It's just lazy, inefficient, and costly to maintain. Again, it's not wrong, but when you're comparing different methods of slotting up a character, this one's poor at best. -
Tag.
Fulmens, I have no idea where this song that you seek is.
In the event that someone does find it, though, I'm watching this thread.
I get the feeling it will be glorious. -
[Redacted]
This goes completely against what the role of the tank is because it rewards a tank for not doing his job.
Further, it is just way too open to abuse. Spam holds, no aggro, tons of damage. -
Quote:How's that work in practice for you?Figured range attacks, melee, etc would be enough to hold threat.
Because in theory, without a taunt magnitude, the brutes beat you for aggro every day of the week and twice on Thursdays.
Taunt is still great for the -75% range debuff. -
Considering the way aggro needs to be controlled in the MoM specifically, no, I wouldn't drop it if I were you.
Stupid question: If you don't plan to taunt and control AV aggro on iTrials, why are you bringing a tank?