Hai Jinx

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  1. Quote:
    Originally Posted by Tenzhi View Post
    If damage is the only major difference betwee the two when both are buffed to their max, isn't it, in fact, the only metric that matters in that comparison?

    That is an interesting point:

    Why is it a max survial buffed Brute gets ~99% of the suriviability of the Tank?
    And a max buffed Scrapper gets ~85% the surviability of the Tank?

    And yet the Tank max damage buffed does a whole lot less Damage than either?

    Shouldnt that Tank get something else in return. Bigger Aggro Cap? Better Taunting? Something?


    ---------------
    Although to be fair - it takes a whole lot less buffing to get that Tank to Max Survivability.
  2. Back when Scrappers and tankers didnt share powersets - there was some of what Johnny Butane is saying .. sort of.

    In that Tanker Melee sets had slower recharge than Scrappers, which gave their attack powers higher damage.

    Slow, high damage attacks -- just like the original game manual said. Knockout blow being probably the poster child, and of course Footstomp. Although Stone Melee more representative throughout the set.

    But that was before recharge let you string together uninterupted attack chains, before animation time mattered, before IOs, etc.

    When animation time became the real driver for top end DPS .. everything went off the rails. Castle even showed he really doesn't "get that" based on how he put together Claws for Brutes. Since he followed the old Slower Recharge / more damage idea which now makes it possible to get more from a claws brute than a claws scrapper. (Since the animation times didnt change)

    Its too bad that instead of doing less damage per attack.. Tankers instead just animated slower, by whatever amount they needed to to be the "right" amount of DPS compared to scrappers. (animations front loaded for damage of course)
  3. Quote:
    Originally Posted by untoldhero View Post
    There are 2 possible issues here.
    1. Are you both taunting? And if your are are either slotted for acc or taunt
    2. The accuracy of your taunt aura. Your blazing aura might be missing more frequently with you being exempted. Remeber you lose any slots you have put on blazing aura post lvl 18 and up.

    Although I agree with the gist of what you are saying I do not think the slotting during examplar works like that.

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements

    Instead it degrades all the enhancements by an amount based on the level shift. So for the Aura, if 6 slotted would still be 6 slotted but all the values would be reduced.

    The end result is still likely how you mentioned though - the accuracy is probably poor.

    Also the brute fury affects the aura I believe making the brute Fire taunt aura more damaging most of the time.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    If the Brute taunts everything away and dies...nothing happens.

    Because there is another aggro capable toon standing there to soak it up.
    On the easy mode that most of the game is set up as .. I agree. The Tank will just pick up for the brute that dies. Or the support will be more than sufficient and no one will notice. At the steam roll level not even the blasters wait for aggro to get established.

    But In a harder encounter losing aggro could be a problem.

    Speculative Example: The Brute is a ways ahead of the Tank, taunting away. Two blasters are following his lead and blasting what the Brute is smashing, brute dies, blasters die. Tank moves to intercept .. What the tank was already taunting peels off and kills the support, etc.

    That kind of thing does happen. I am sure everyone has been in team wipes before.


    Quote:
    Originally Posted by Deus_Otiosus View Post
    Another thing is, the Brute doesn't automatically die.

    I know people like to believe this on the tanker forums, but Brutes are not squishes that require the helpful babysitting of a tanker.
    Sure.. Again up thread I mentioned that scrappers were not squishies either.

    However all things being equal the Tanker is a lot sturdier than the brute. On SOs especially. You dont even need to spend more than 20 minutes on Mids to see how much higher you can get things like Defense, Resistance, and Hit Points.

    Really the root of the disparity is pretty straightforward. The game started with no inherents. They were added later. They never designed the game for the blue and red side ATs to work and play well with each other.

    So Blue side you had a Aggro generating inherent for the Tank, Three DPS inherents for scrappers, blasters, and controllers, and an inherent to make the defenders supporting role easier. These followed the already established roles. No conflicts.

    Red side you had, A dps inherent related to aggro control for Brutes, A dps inherent for corrupters, a control increasing inherent for Doms, A "dps" inherent for stalkers. And eventually a Survivability related inherent for MMs. No conflicts.

    So now the Brute and the Tankers shared turf is a bit muddy, that's all. You maintain that the way to go is to have Brutes do a good portion of the Tanking, even with Tanks on the team. Because basically of how fury works, and because they "can"

    Instead I think Tankers should do the tanking (ideally but not exclusively) -- and that Brute's fury should be fixed to allow them to generate fury just as well in situations where the Tanker has all the aggro. After all the scrapper doesn't need aggro to do crits.
  5. Quote:
    Originally Posted by Deus_Otiosus View Post

    If you're saying this I can only assume you don't fully understand how high damage + mag threat works.

    <And other stuff>
    Its not that I don't understand anything - We are not speaking at the same level in this conversation.

    I am speaking at the "This guy who lives in Michigan" level

    And you are speaking at the "This guy who lives in Detroit, Michigan, Take I75 to exit 41, turn right, go 3.2 miles, turn left, fourth house on the right" level.

    Whether or not its possible for Brute X to do Y is not where I am at.

    I am at - Well if Brutes were regularly intended to do Y, maybe they should have done things a bit different.

    The fact remains you have an AT who's inherent is an Aggro Generator and an AT who's inherent requires they have Aggro.

    When they were designed there was no conflict from those things because Brutes and Tanks lived in different worlds. But now there is a contradiction in inherents.

    If the Tanker taunts everything away, it hampers the brute's ability to do damage. If the brute taunts everything away and dies due to having less survivability - it could hamper the team.
  6. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    If a Tanker can't pull aggro away from my Brutes or Scrappers, then he/she shouldn't be tanking
    Which of course is the main complaint we have seen against WP/ tankers since the set was released.

    That they don't hold enough aggro with their taunt aura.
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    A Scrappers AAO Taunt is not stronger than a Tankers AAO Taunt.
    I was comparing a Scrapper's AAO taunt to a Tanker's RTTC Taunt.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    What is your concern, that this poses a risk to the scrapper?

    Good.

    This game needs those risks, and not auto-win tankbots.
    Nope, I don't care about risks- as the game stands now you don't need any melee threat generating ATs to handle 99% of the content. Which is why I was surprised many upthread didn't think a SR/ Tanker would be durable enough.

    But if they were to up the risk level, scrappers and brutes having better taunt auras than Tankers might be a problem.



    Quote:
    Originally Posted by Deus_Otiosus View Post
    SR & Regen do not have taunt auras, and get no benefit from having one in terms of what those power sets do mechanically.
    On the contrary they gain every benefit you listed for brutes that had nothing to do with fury generation. Does it not make sense that scrappers have the taunt tools to "tank" for small teams, instead of just half the scrappers? Right now Brutes don't get a taunt aura in /EA .. that is being changed, and it sounds like it is being changed for Brutes AND Scrappers.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    And for every person that is saying they don't want a taunt aura, I see an equal number saying that they do.

    So when you choose a secondary power set for your scrapper, choose wisely.
    So basically are you also in favor of some Tanker auras having 10x the taunt duration as others. <When choosing your power set for Your Tanker, choose wisely.>

    Since Taunt isn't really a part of a defensive set's main purpose - I do not see why there are such disparities. Are we to think that part of /Regen's survival is dependent on it not generating as much threat? If so what does that say for the coming Brute /Regen?

    Quote:
    Originally Posted by Deus_Otiosus View Post
    And this entire conversation was already hashed out on the Going Rogue Beta boards, with even Castle weighing in that NO, brutes would not be losing their threat generation capabilities.
    I wasn't part of GR Beta. And regardless just because someone important said X .. doesn't mean Y automatically makes the most sense.



    Quote:
    Originally Posted by Deus_Otiosus View Post
    Some want it for Fury, and some want it for Tanking and some want it for both.
    Nothing in my suggestion stops those things. My suggestion was only to make a Tanker's taunt aura stronger than a Brute's which would be stronger than a Scrapper's.

    Which would only cause problems for brutes looking to taunt things off of Tanks with their taunt aura.. which if a problem .. why is that?



    Quote:
    Originally Posted by Deus_Otiosus View Post
    Then your suggestion was not only irrelevant, it was also specifically aimed at being detrimental to Brutes in terms of how they currently function.
    I disagree. Especially since the function is a bit mushy to begin with. Does the Brute want to Tank when Tankers are on the Team? Or does the Brute need aggro for generating Fury?

    Because my irrelevant suggestion is only potentially detrimental to Brutes when we add Tankers into the mix, and only if they want to take aggro from Tankers.

    Which may be necessary, but why?

    If Brutes are designed to steal aggro from Tankers on teams -- then maybe they should get *better* taunt abilities than Tankers do. And some kind of improved survivability.

    But that leaves us wondering why the Tanker's Inherent is a AOE Taunt power. And why the Brute's inherent requires them to have aggro.
  8. The WP aura isn't weak because of Taunt Mag though - its weak because the taunt duration is 1/10th all the other auras

    Does it really make sense that a Shield Scrapper's taunt aura is better than a Willpower Tanks?

    We have been given some examples in this thread to suggest there are quite a few scrappers who don't want that either. So much so they suggest that /SR and Regen should have no taunt aura at all .. and its better that way.

    -----
    The Taunt abilities of Brutes was set up prior to them playing side by side with Tanks, Obviously. So it is whatever level it is within that frame of reference.

    Evidently some *want* it to be as good as a tanks. But the reasoning is a bit jumbled. They want the taunt so they can generate fury? They want it so they can hold the most aggro? They want it so they can "tank" when there are no tanks on the team? They want it so they can "tank" when there are tanks on a team? They want it because the Devs nerfed max fury?

    I would suggest if a tanker monopolizing aggro is a problem.. then maybe why that is should be looked at.

    Since tanks have a Taunt AOE in each attack as an inherent after all. Even with things as they are now, with equal powersets, the Tank will steal more aggro than the brute in the same situation.
  9. Quote:
    Originally Posted by Deus_Otiosus View Post
    At this point you could delete the entire Brute AT as it would cease to serve any valuable function on a team.

    At some point tankers need to get into their heads that the role of holding aggro is not some sacred, protected position ordained by god given to tankers.

    You have every ridiculous advantage given to this AT that you could possibly get to fill this role - learn how to tank and stop nerf calling on brutes after they've already been nerfed at the same time that Tankers got two improvements.
    Wow. What "nerf" other than the one you suspect I called in the post you quoted have I ever called on brutes?

    I wasn't calling for a "nerf" anyway. I was suggesting that the Taunt auras of Tankers, Brutes and Scrappers could be normalized for their AT, rather than by powerset. Which I believe was the original intent by giving Tankers higher Mag 4 vs 3 than brutes and scrappers. It just doesn't work because of the set disparities.

    As it is I can easily make a scrapper with a better taunt aura than a WP Tanker. Leading to the complaints of scrapper players .. to the point that they like picking sets like /SR and /Regen because they have no taunt aura.

    That situation is obviously not ideal. As someone suggested above its probably because they got the decimal point wrong on /WP in the first place and then refused to fix it. From what I understand its even possible a /WP Brute or scrapper has a better effective taunt aura than a WP Tanker - since the to hit debuff is larger on RTTC. And since the taunt duration is so low that makes a large difference.

    Taunt auras are obviously something they mean to be part of defense sets for non-stalkers. Otherwise every new and proliferated set wouldn't have one. Also notice Shield didn't get a super weak Taunt Aura like WP, nor did the Brute /SR. Nor would they be adding one to /EA

    To summarize I suggest that Scrappers should have the weakest Taunt Auras, Brutes the middle ground, and Tanks the strongest.

    How that idea plays with other nerfs/buffs has nothing to do with it. If brutes are over-nerfed or Tanks over-buffed to the point that Brutes *need* to be competitive on taunt auras to Tanks .. then perhaps something else is wrong.

    I do not think the idea is necessary to play any AT. It was an idea, that is all.
  10. It would be ineresting if they did something a bit more broad reaching with taunt auras in general

    Basically --
    • Improve Willpower's taunt for Tankers
    • Make sure all tankers auras are roughly (+/-50% at least) equivilent in taunting.
    Downgrade all Scrapper auras so they work like Willpower's aura does now.. in that it will taunt as long as no one else does something to draw aggro. This will allow any Tank to pull aggro off any scrapper. As it is a WP tank cant aura taunt off of a inv scrapper for example.

    Pick some midway point and change all the brute auras to that level.
    • That would give you Scrappers that taunt solo, but dont steal too much aggro when not wanted..
    • Tankers who all have usuable auras - Inv could still be better than WP but not 10x better.
    • Brutes who have auras that work decently when there are no tanks availible, but cant do as nearly good a job as a tank's aura.
  11. Do Praetoria then?

    I was able to get a Claws/WP brute through the Praetoria missions solo with no deaths early after release.

    MA/SR Scrapper .. not so much.

    Claws/WP brute really is very good right from level 1.
  12. Hai Jinx

    Energy Aura

    Seems like the defense numbers could be high enough you could skip the stealth cloak if you really wanted.
  13. Doesn't Shield/ have basically a PB clone for Mez protection?

    So doesn't Shield/ have no perma-mez protection before SOs ?

    I'd take the SR/ higher defense over the shield in that pre-SO comparison. Since you can dodge a lot of status effects.

    Although I still think PB and all its clones should be a toggle .
    ------------

    Also where's Stone/ in all this? .. Their Mez protection outside of granite is even slower than granite.

    They can't run around like that unsupported on SO's let alone before SO's, they would die ... of boredom.



    ---------
    I am with Bill Z on the Taunt Aura though. I guess that's why we get a run speed increase ... so that we can chase down the runners we get because we have no taunt aura.
  14. Couple of things ..

    To be fair a well done IO set /SR scrapper is better than any "Just SO" Tanker for survivability - so saying the SO /SR Tanker wont equal that scrapper is not really the point. It becomes routine to dance past SO tankers that die on a IO SR scrapper.

    Expecting only SO SR tankers to run the new trials unsupported is asking a bit much -- What only SO Taker can do that now? Stone Maybe? While it moves at 3 mph?

    Aid self is often redundant on SR with enough Regen. If you are in the situation where it would really help (high chance you get hit) It will get interupted anyhow.

    You dont really *need* /end red for your SR toggles. You need them for Tough and Weave.

    I wish they would make PB a toggle. Or else let me have two Autofire powers.
  15. Quote:
    Originally Posted by Johnny_Butane View Post
    Right, but a lot of Tanker attacks sets don't get their big end sucking attacks until 20+. Even then, it's mostly their AoEs chewing end, which is part of why I asked before how many he was going up against.



    .

    Oh I dont know - I have found every AT combo I tried that didnt have some recovery power started to regularily run out of END by level 9 or so.

    So much so that level 12 and DOs for END reduction were a necessity just to stay sane. Even though they didnt solve the problem.
  16. Quote:
    Originally Posted by Johnny_Butane View Post

    Why wouldn't you have had Stamina before?


    .
    Just a guess .. but .. Because you had to wait till level 20

    So .. you couldnt have it till then. And you had to squeeze 2 OTHER powers you didnt need in before 20.
  17. The changes sound great, really.

    Now they just need to look at Energy Melee again to go with it.
  18. This Tanker is going to tend be 45% softcapped at a very low level - probably level 22. So for the Older content it is going to seem pretty strong very early.

    It will also be very easy to have the ~59%(whatever) you need Defense for Softcap in the new Trials. Just use the IO strategy you used to get a scrapper to 45%

    Also the Tanker with Elude running will have silly high Def Numbers. Much like the scrapper version though it will only really help against the Rularu Eyeballs and DE Quartz zones.

    ----
    I wouldn't worry about the ITF .. The SR Tanker will skate through it. Just the extra regen you get for all those HP will make it pretty easy at least up to the last Battle*


    ---
    *(is that autohit Nictus still running as Originally set up? For some reason that whole encounter seems so much easier these days.)
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    They really can't buff the damage too much. Sure, Defenders don't get much out of it, but Controllers on the other hand get some decent AoE out of it when Containment damage is applied. If you buff the damage of the power, it could quickly end up being overpowered when Controllers get their hands on it.

    You can't change a power across the board without looking at ALL archetypes it is available for. And besides, it's a helluva lot better than it used to be. Remember when it was a power you cast on your ally that knocked everything away from him? I can't think of a better way to kill an Invuln tank.

    Couldnt they instead make it so a particular damage buffed power doesnt get effected by Containment?

    They do it with Scrapper's Crit and certain powers.
  20. You know a lot of those "Stinker" Powers could probably just be improved on instead.

    For example, if a lot of these Intangability attacks did decent damage also, they would be a lot more popular. And so on.

    Look at Cobra Strike .. it wasnt all that useful as just a 75% T3 stun .. but add full attack damage to it - and it is now awesome.
  21. As a side effect of our sped up animations, MA burns a lot more END than it did before for a given time frame.

    I found that frankenslotting the attacks for end red even at level 25 on my latest MA helped alot.
  22. a thought on /fire survivability

    Since it is by its healing nature a high recharge type plan --
    Wouldn't Soul Mastery -> shadow meld be a good fit?

    That and the dark blast has a -"to hit" component and decent damage.
  23. hmm it does looks like Mids is reporting it wrong

    The Totals though add up correctly with fully slotted integration about 250%

    Fully slotted Tough+ Resilience gives 26% S/L resistance
    Fully slotted Health+Fast Healing+Integration+base gives 576% Regen

    Not too shabby, if you were looking to improve your survivability.

    --
    As it is slotted now it looks like
    499% regen
    21% S/L resist

    Also the build gives up a pretty easy 12% regen set bonus by using a Invention heal+Numina's Regen/recovery instead of Numina's heal and a Numina's Regen/Recovery.

    Maybe that is not a big deal but it just seams for someone looking more more survivability it is a place to look -

    Possibly reduce some slotting in attacks since the build has
    4 sword "single" attacks (counting slice)
    +Parry (which is also a single attack)
    +6 slotted Char
    +6 slotted fire blast

    If it were my character, I'd keep all the sword attacks , ditch the fire stuff, do what Uber said with MOG and use other the extra slots to round things out like regen, tough, build up, etc.
  24. You do not look to be ED capped for your regeneration in health, fast healing, and Integration.
  25. how much worse is

    Storm Kick->
    Cobra Strike->
    Storm Kick->
    Crane Kick

    ?