Grundel70

Apprentice
  • Posts

    4
  • Joined

  1. Grundel70

    Toga toga toga!

    I like that pic Nymie
  2. [ QUOTE ]
    [ QUOTE ]
    I would much rather hear Cryptics explanation of our intended role and how they see us accomplishing it. Since we have obviously been wrong by their direction, I would really like for States and company to tell us what we are supposed to contribute to a team, and how that contribution stands out beyond all other AT's.

    [/ QUOTE ]

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

    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.

    I just played a Tanker with the following group (actually, at the request of a PM)...

    Inv/Fire tanker (32, SKed to 49)
    Level 50 Elec/Elec Blaster (it was his mission, set on Rugged)
    Level 32 Peacebringer (SKed to 48 or so).
    Level 48 MA/Inv scrapper
    Level 50 Fire/Kin controller
    Level 35 Earth/empathy controller (SKed up to 48)
    Level 49 Energy/energy blaster

    We faced the Carnival of Shadows. Typically, I'd start combat by Taunting any Strongmen in the spawn. I knew that I could handle their damage best. I'd usually catch some other minions and lts. I'd end up with a good 1/3 of the spawn focused on me, while the rest of my group disposed of the others. Whenever I saw a teammate enter the red, I'd either Taunt the mobs off them or hit the mobs to get their aggro.

    End result? Well, no one was that familiar with their builds. The Controller was defeated by getting too close to another spawn. The Peacebringer carelessly tossed off attacks and ended up aggroing too much. 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.

    [/ QUOTE ]

    I dont play a high level tanker, but this thread is very interesting to me...as most of my friends do. And they are all 'doom and gloom' about the future of the tank AT...and I think one is about to quit SO I am here trying to find SOME way to convince him and some of my other firends to stick around. Then I saw your post Statesman...

    I have seen you say several times that 'tanking is just fine in our internal testing' and other posts like the one above on how you were able to still tank. Thats great BUT....

    What is y our build? How are you slotted? My friends (a 50 fire/ice tank, a 36 invuln ss tank, and a 35ish fire/fire tank) are saying that they are getting owned...even agains even con spawns. They say ther are completely inneffective now that ED has hit. So what kind of slotting do you (or anyother successful post ED tank) have? Can you share it? Maybe with some tweaking they can be effective again?
  3. [ QUOTE ]
    The base stuff sounds cool, but it is a real shame they did not implement something similar albeit smaller on the individual level.

    There is a reason why player housing is such a popular feature in MMOs, and it ain't so you can share one base with 50+ other folks.

    All the PvP aspects of the base are great, but people really like having their OWN personal slice of the world.

    [/ QUOTE ]

    This is very true. Many of our favorite heros in the comic era had their own digs...Batman had his bat cave, Superman his fortress of solitude, etc...

    But otherwise, this post is VERY nice and informative. I will post a link on my webpage and forums to it. Thanks!
  4. 1. More than 75 members. THe first SG we had filled up real quick.
    2. SG email. i want to be able to, as a leader, to send out an email to all members to make detailed announcements that won't fit on the MOTD.
    3. The ability to change the emblem and colors after the creation of the group.
    4. SG uniform.
    5. MOre ranks.
    6. The ability to demote and/or boot inactive leaders.
    7. A SG control panel where you can define several variables. Things like rank names, how long someone who is inactive gets auto booted, who can promote, demote, or recruit, maybe an auto promotion system that says once a character reaches xx lvl they get auto promoted...things like that.
    8. An SG vault that can house inspiriations, influence, and enhancements. acess can be dependant upon rank...a rank 1 could only withdraw 1k a week or until it is paid back, etc..
    9. A page in the super group menu that is dedicated to rules. So you can post what the sg rules are and not have to tell every new person, keep them posted on a website, or email everyone.