-
Posts
3998 -
Joined
-
Roderick, I've had tanks try to taunt/pull mobs off of my tanks. They get in the habit and just do it when they see a big mob around someone else. Heck, they've kept doing it when I remind them they don't need to pull aggro off of another tank. They said "Oh, habit, sorry," and that was it. I found it annoying (especially if I'm on my Fire/Fire tank or Elec/Elec Brute that want people around them), but that's how it is.
I never do it myself, as I start to recognize my teammates and who can handle what. I only taunt at range if I need to. -
Quote:Well, I do agree that a Tank has to be survivable and be able to tank for their team, but that "sufficient" defense line isn't so high that you can't devote a good amount of your build to offense. Tanks are heavy defense with decent offense: you shouldn't ignore either one.Absolutely. I did list team survival as one of my two goals and my first post specifically mentioned "plus Taunt and some kind of AoE damage or debuff to help me hold aggro". I never said I'm actually AVOIDING taking attacks, just that it's not my top priority.
And this is where it becomes a judgment call on "sufficient" defense.
People seem to be more okay with Tanks that don't do much with offense, but I really start to see them like healbots: they're ignoring part of what they can do. Survivabilty and aggro control are important, but so is offense (and really, offense is a part of those two).
Again, Tanks are designed as such. They have an offensive secondary, and much of what they can do is tied in with attacking (Bruising, aggro control, debuffing, etc.). And our damage has been buffed before when it has been seen as too low.
Be resilient, yes, but be able to punch effectively as well. It doesn't matter if other ATs have better offense: you don't need ignore what you can do because of that.
Some of that was directed at comments other than Ironblade's as well, FYI. -
That or he jumped to Cryptic voluntarily, or did so in order that they wouldn't have to fire some more people, etc. Theories abound, as they just can't talk about it. Kind of sad, got a kick out of his humor, and he was a mover behind some of my favorite things in game. I think he did a great job animating as well.
-
Yeah, we have a while left in this run, Bone, feel free to join in with whatever. You can play around with the new stuff on any time that is not Wednesday.
I don't have any more Praetorians to help out there. I have a couple I'd like to start, but I'm waiting on I19 when Fitness becomes free from level 2. -
Quote:That's way too generalist to make sense, as that really depends on the powersets you have (depending on the set and your goals with it, you might want more or less of either the primary or secondary). You really shouldn't have to skimp on your offense to have good defense as a tank: you might have to cut back on some offense in your APP, but not your secondary (or you can grab from both, whatever floats your boat).Sure, but give the most weight to the primary. Most of my tanks have all 9 powers from the primary and about 5 from the secondary.
My Fire/Fire tanks quite well, and he grabbed as much as he could from everything (while still being able to slot well). My WP/DB has every attack from his secondary and is ridiculously resilient. Same thing for my Invuln/Mace. Considering you can get nice recharge, +HP, or +defense bonuses from IO attack sets, there really is no need to underslot attacks, either.
I'm not saying Tankers should ignore their primary, I'm saying you have a secondary as well: you're not somehow being less of a tank because you focused on your offense some. Even before I19, we had enough power picks and slots to do so. After, it's going to be even easier. -
Quote:If you took your tank villainside, not really the case. And even heroside, they're showing up in tip missions, are in some Oro TFs, and the Statesman and Dr. K TFs. Not to say -perception is super common, but it is nice to have when you need it.The beauty of Tactics, when you do need it, is that it confers +Perception to the whole team.
In Arachnos misisons, that alone makes it worth having.
But thats one small faction who don't really appear much in level 50 hero content - I don't think anyone else packs much -Perception in PVE, do they? -
Glad you all found a way to make it work. I wasn't keen on having to make that adjustment to my many, many builds. Thanks for all the hard work and thought.
-
Yeah, the end cost for what the leadership pools do has always thrown me off. I usually have so many toggles on my Tanks already, as well. I'd rather not add in another.
-
? Any tank should be able to attack just fine (as in take most of their attacks and slot them well, not to mention use them) as well as tanking for their team. When you're on a team, managing aggro is priority one, but attacking is and can be a part of that. Tanks have a secondary and a primary: use both.
-
Quote:Yup. Maybourne on SG-1 went from being one of my most detested characters to one of those that I loved seeing whenever he came back (his rapport with O'Neill was awesome). Heck, same goes for some of the big bads like Ba'al.Both SGU and Caprica were supposed to be character driven. The truth is, the only reason anyone watches either show was for the concept. Ironically, SG1 and BSG were more character driven then either of these follow up shows. Even the flawed characters in BSG were likeable, Gaius Baltar anyone? Heck, even Baul was more likeable then most of these folks.
...at least Sanctuary is living up to my expectations.
I only watched that opening mini-series for BSG and a few of the follow up episodes (we don't get cable and we haven't got around to watching them on Netflix), but while I thought it could lead towards being too moody, pretty much all of the characters were quite interesting... and most of them were flawed (but in a balanced way). It's a hard thing to do, I know, but shows seem to do better with being character driven when they say they aren't going to be. -
Ham, you don't have Victory Forum set to auto-silence on joining anymore? If so, I didn't know you changed that. I can adjust the OP if that is the case.
-
Yup, that's quite how I would put it. I almost put a line in there about if you can't stand to lose any DPS at all, redraw will bug you: but that's about it (and at the extreme end of performance needs). Heh.
-
Quote:Some of the best SG-1 episodes centered on how those characters weren't perfect and could make mistakes (heck, O'Neill didn't think he deserved to become Ascended), so I agree completely. Yes, those characters were usually on the heroic side, but they did have some balance.I never suggested Colonel Everett was a bad guy, he's just portrayed as incompetent. I had really hoped they'd finally give Everett something he could excel at with the Lucian Alliance Incursion, but instead they had him botch that up. The show makes no illusions about his incompetence. They go out of their way to have other Colonels out performing him.
Just because characters are not "completely good or heroic" doesn't mean they need to be pathetic.
You can have jerk characters or people that aren't perfect, but if you can't make them someone for the audience to connect to, that's bad. -
Quote:That's what I was referring to. Swap Ammo is more about varying your types of damage and mitigation: not the ability to turn off KB because it would make teammates more happy. You want more mitigation from KB and -defense? Go with standard ammo. You want more damage? Go with Fire. Toxic and Ice have some things they can help with (-damage and -recharge), but I'm not sure they're strong enough on their own for a Blaster. But that is what Swap Ammo is for, and how it is designed.I don't feel that I've portrayed it as the sole purpose of Swap Ammo. It's a feature of that set that models a mechanic I wish Energy Blast had. It's relevant to this discussion because several people have said the ability to turn off knockback would wreck teaming. It didn't in Dual Pistols.
Energy Blast isn't going to get something like Swap Ammo, as it doesn't need to vary its damage at all to do well, and it does one type of mitigation well. Removing KB from it loses one of the characteristics of the set, so having a toggle to do so would require other changes to the set to make it not be a nerf. You'd have to get into all other sorts of balance things that would have to justify the time spent by the devs on it, and Energy Blast really doesn't have the lower performance to make that time worthwhile.
Quote:Well, I don't base my decisions on power set by itself. But I don't feel it's reasonable for me to insult people who do by saying some of the things that have been said in this thread (not in your post). Maybe if they came to the boards to tell us all how much we all suck I'd have a comment for them. But if people want to speed run, farm, run all-one-AT teams and whatever other things I think it's their decision and not mine.
And heck, that goes the same for speed runs and farms. A lot of combos could work there as well. One of the fastest Manticore TFs I've ever been on had a few Blasters with KB in their powers, including my Energy/Energy. -
Quote:"Horrible" and "terrible" are rather strong words to describe the situation. Even combos where redraw is going to happen, you can work to chain your attacks so you aren't needing to redraw very often (I have a DP/EM Blaster, Arch/Dev, Nin/Nin Stalker, Kat/SR Scrapper, etc.).This unfortunately. Not as noticeable on teams, but for solo play redraw is horrible......hell, even on teams, some combinations are terrible.
Yes, redraw will affect your DPS, and it's certainly annoying for my Scrapper and Stalker to need to fire off their mez protection midfight. They're not really suffering in performance, however... it's not to the extent I would call it "horrible." -
I still don't get the posts people have on the subject. They announced how you could get the game, I read the options, and was quite surprised to see that we would get some in game costume stuff and a free month if I didn't pre-purchase. I was entirely ready to pre-purchase, as I thought this would be the way to go for extras.
But nope, I was fine waiting a little longer to play two sets if I got a free month along with costume and aura options. I didn't have to cut through lawyer speak or anything confusing to figure this out, either: the options were laid out side by side and I made my decision easily. We discussed it on the Victory section of the forums right after the announcement: no confusion there, either. -
Quote:What is your playstyle for you Blaster? You can hover out of range and keep your defense up (going for ranged defense helps, but purple inspirations can help as well), or you can go for the fast jumping route with CJ and Hurdle. I've defeated all the EBs in game with the different combinations, including my AR/EM. I did use EM a bit with the EBs, but not much. Their melee attacks hurt.Tried that. Didn't work for me so I respec'd out of Ignite a looooong time ago.
Regular bosses aren't much of a problem, though - just the EBs. :/
So AR can get it done... even with annoying ones like Silver Mantis or Marauder. Darn tier 9 godmode powers. Darn defense debuffs. -
Quote:Why would Energy Blast get a swap ammo style power? You keep talking like the sole purpose of Dual Pistols having Swap Ammo is to remove the KB when they want, but... that's not the case. Each of the ammo types offers a different benefit that the Dual Pistols user can leverage. You can argue whether each one has a big enough benefit or not (personally, Standard and Fire are the only ones of use for my Blaster), but being able to turn off KB when they want just to make teammates happy isn't really the reason Swap Ammo works as it does.Breaking my own rule. I'm sorry you find me incoherent. I don't feel I've been unclear, but in case added clarity would mollify the conflict:
1) I think knockback looks amazing, is fun to do, and can be useful.
2) However I do think its unclear whether knockback functions as a bonus or a penalty when it is tied to multiple blast powers, because it does not give the player enough control.
3) The Dual Pistols power set is a place where I think knockback works well, because it puts that control in the hands of the player and ensures it is always a bonus.
4) I think that as a knockback specialist set Energy Blast would benefit from a similar mechanic, which did not exist when the set was originally created.
5) I think that if Energy Blast does not get said toggle, that I'll just go on not playing it. Also, while I personally don't avoid inviting Energy Blast characters, I don't think folks who don't want to are bad players or "selfish."
Now, what's clear is everyone in this discussion is pretty passionate about this topic. I know I came at you at first full tilt, and that was a mistake. There are many people on both sides of the debate. I don't know which groups constitutes the majority, but that doesn't really matter, because we're not all on a single team trying to figure that out. Many people like knockback. Many people do not. I don't think that's controversial, as these recurrent threads demonstrate.
Maybe that's not what you are driving at, but it seems like it from your posts on the subject.
Wanted to also reply to this in particular: "Also, while I personally don't avoid inviting Energy Blast characters, I don't think folks who don't want to are bad players or "selfish.""
Not inviting someone to your team based on anything like AT or powerset is a problem to me. It can make sense for some encounters (like "Master of" TF attempts) to ask for certain combinations, but anything else in the game doesn't call for such a distinction. All such behavior shows is an unwillingness to adapt, have fun, or to look down on someone else's fun.
Now, I'm not saying you can't avoid certain players if they have shown they won't play along well or don't use powers well (I do have a few 1-starred people that I avoid after bad encounters with them on teams), but making a decision based solely on a character's powerset or AT is not a good thing. -
Quote:Probably would make sense. Not that it would help my guys still going for their Vanguard badges, since people always take on the motherships on nights I don't play. Heh. Would give it some incentive at least, without being another dreaded badge that DC *ahem* all of us would have to go for.~50 vanguard merits
Pretty useless on 99% of my characters as they have more than they will ever need, but is *some* incentive for those inclined to bother with this and want/need a decent chunk of Vmerits for the time required.
Go ahead and farm all the Vmerits ya want. It's not going to effect anyone or the market no matter how many people are involved. -
For a long while there, I thought it was pretty much accepted that Timothy Zahn based that first trilogy of Star Wars book after Return on George's drafts for those other last three movies. Must have been reading fan comments and not those of Lucas on that, heh.
I can understand wanting to limit things to just the six movies to make it a Skywalker story of darkness and redemption, though. I really like those Zahn books (compared to most of the Star Wars books), but as far as metastory goes, it doesn't really tell anything new: the Republic and Luke continue on the path there were on during RoTJ. -
Yeesh, that's lame. I hate moving period, and you weren't even planning on this. -
Quote:When they put Star Wars back in the theater in... what, 1997? and had the extra scene with Biggs talking to Rogue Leader (don't think they ever gave him a name, did they?), I never understood why that wasn't in the original cut. It made us feel a bit more for those two guys when they got blasted, and connected Biggs in with Luke's earlier situation. That scene really doesn't upset the pacing and adds a lot to the movie, I would say.Lucas says he chose to cut this scene and another that had luke with friends watching a space battle through the binoculars due to the pacing of the begining of the movie. He felt the scene in the kitchen with uncle owen talking to luke about not leaving for one more season and luke saying how biggs had already left accomplished the same set up as far as progressing the story went.
The scene Marcian linked to... well, I like it and wish they had added it in part, but I can kind of see why they cut it. At that point in the movie it does feel like a detour and distracts from the flow of the story. It also cuts back from the archetypal feel of the movies, too. I generally like the detail shown in that scene (as it does add realism to what is going on), but it really isn't needed for what the original trilogies are about.
I can definitely see why the space battle part is cut out... kind of feels disjointed and doesn't add much to the story at all. The scene with just Biggs and Luke is a little odd (I know they're talking about the rebellion and all, but it feels like they're standing too close and moving a little awkwardly), but it's not too bad. -
No ToT, please. Easy enough to do that out of Isos, and frankly harder to find a team doing non-Halloween things currently.
-
Ironically, the apartment building we're in (which is quite well maintained) was inspected by the city this year. The one we were in for awhile before that, which had the laziest and most frustrating landlords ever, was not inspected ever in the two years we were there. Would have loved to make some comments to the inspector about how they did things, too.
-
Quote:Ah, makes sense. Think I read those without knowing enough about how the proc works.Clarification.
It's per target in a click power.
In a toggle power it will attempt to go off every 10 seconds. When it attempts to go off, each target stuck has a 10% chance triggering the bonus. This is how all PROCs work in toggles.
This PROC was extremely popular when initially introduced because a bug allowed the PROC to go off 100% of the time. Then the bug was corrected, many players dumped their PROCs. Statements about the PROC "sucking over all" was more about sour grapes then anything else.