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Posts
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I'm not a huge fan of the Medicine pool for tankers, although that's a matter of personal taste. But I think that running Tough and Weave on a WP tanker without Stamina already in place would mean sacrificing much of the point of choosing Willpower rather than some other primary. It would take a fairly costly IO build to be able to omit the Fitness pool, and that wasn't my assumption going in.
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Quote:That would be ... a bit of an exaggeration.Is Heraclea really trying to say "Scrappers aren't good for STFs because they are useless against Ghost Widow?" Please explain to me, then, why I completed an MoSTF with not one but two Scrappers, and Regens at that (no defense to speak of). There is no content in this game that player competency cannot overcome.
I would definitely say that Scrappers are characters whose chief purpose is dealing damage. But, they cannot contribute at full potential to one of the more difficult archvillains faced on the task force. The encounter is specifically designed to create problems for melee characters. Most conventional scrapper builds are set up to do damage in melee range.
I think it follows logically from this that just about any other damage dealing character would be preferable to have on a team than a scrapper for that fight. Claiming that the scrapper could use a bunch of inspirations or use a temp power ranged attack instead of his or her primary .... well, I think that makes my point for me, although it's apparently now established fact that I don't know what I am talking about.
I also think that many other ATs are more versatile than scrappers or tankers. In some ways we are like the guy whose only tool in the toolbox is a hammer, so everything looks like a nail. Speaking broadly, we don't face complex issues as to which powers from our powerset work best on the next spawn, an issue even my electric/mental blaster has to consider from time to time. An enemy? Hit it with a melee attack. A mob paying attention to a character that's less tough than I am? Charge it. This is what makes me happy.
I'm not entirely unaware of the problems that the Romans pose to a controller, or the problem that a loose War Wolf poses for a blaster. Then again, that's what Taunt is for. The challenge I like is to shepherd more delicate characters through the content and bring them out of the cave and into the sunlight safe and sound. The challenge I don't like is anything that does not allow me to take that role. -
Quote:If I am playing a tanker there's at least something I can do without being in melee range. On a scrapper, there is nothing. At least, no one here has been able to come up with any plausible suggestions, even if pointing this out is not taken well.Really? It doesn't sound like you want a challenge at all, to be blunt, or do anything different. The devs have put in groups that force you to stop and say "Wait, what I do 90% of the time isn't a good idea here, how should I approach it," and those are the very encounters you're complaining about.
Bear in mind that not every player is even going to have access to a Nemesis staff. Again, what exactly is a scrapper to do in a situation where being in melee range is counterproductive? It seems blindingly obvious to me, even if it's not to anyone else, that in a situation like that any other teammate rather than a scrapper would be preferable. -
Quote:The tanker secondaries with inferior taunts are Dark Melee, Electric, and Dual Blades. Taunt in these sets has a shorter duration and smaller magnitude than taunt in others; it's a bug. I have seen nothing that indicates that it's been fixed.Your Dark/Dark and right now that's, for AV tanking, not ideal. I haven't checked for updates lately but iirc /Dark and /DB lack a decent taunt compared to other sets so yeah not as easy.
Still, if you do nothing but taunt Recluse, and at least while the first two towers are up there's little you can do other than taunt him, you should still get enough coverage to keep him taunted if no one else is attacking him, even with one of the affected sets. -
Quote:I entirely agree. On the other hand, a WP/DB that tries to tank is going to want Tough and Weave before facing the level 45+ content. Something had to be postponed; I chose to postpone the attack that wasn't a part of any combo.One Thousand Cuts at 49? Seems a little odd to leave a good cone attack till that late.
The alternative would be to swap it with Strength of Will. But I find that SoW is important for survival before Tough and Weave are in place. -
WP/DB has always struck me as something of a tough road to run, but for good reasons. There are few obviously skippable powers. All of them are good, all are straightforward, and all do pretty much what they say they'd do.
Accuracy, accuracy, and more accuracy are key to Dual Blades, because of the combo system which the game will cheerfully walk you through. My high level DB tanker is Fire/DB.
I favor tough and weave myself, but you may need to put them off for a while. With them, you will seldom need Strength of Will, but it is helpful to have in case of emergencies, and it does not eat slots either.
I have mildly controversial ideas about power selection order for Willpower. I generally postpone some of the defensive toggles and go for stamina at 20 the way I would any other character. Those toggles don't do a great deal for you until you get the ability to slot them with SO enhancements. Even with WP's endurance advantages, you still will be running a lot of toggles.
This build also postpones a travel power until later than some may prefer; but if you have ninja run, it won't really be missed IMO.
It gives you every combo except Sweep.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Tanker
Primary Power Set: Willpower
Secondary Power Set: Dual Blades
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: High Pain Tolerance -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), ResDam-I:50(15), ResDam-I:50(34), ResDam-I:50(34)
Level 1: Nimble Slash -- Acc-I:50(A), Acc-I:50(3), Dmg-I:50(3), Dmg-I:50(15), Dmg-I:50(42), EndRdx-I:50(42)
Level 2: Fast Healing -- Heal-I:50(A), Heal-I:50(17), Heal-I:50(34)
Level 4: Ablating Strike -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(11), Dmg-I:50(40), EndRdx-I:50(42)
Level 6: Indomitable Will -- EndRdx-I:50(A), DefBuff-I:50(46), DefBuff-I:50(46)
Level 8: Rise to the Challenge -- EndRdx-I:50(A), Heal-I:50(9), Heal-I:50(9), Heal-I:50(11), Taunt-I:50(17), Taunt-I:50(33)
Level 10: Taunt -- RechRdx-I:50(A)
Level 12: Quick Recovery -- EndMod-I:50(A), EndMod-I:50(13), EndMod-I:50(13)
Level 14: Swift -- Run-I:50(A)
Level 16: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(43)
Level 18: Health -- Heal-I:50(A), Heal-I:50(19), Heal-I:50(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Mind Over Body -- EndRdx-I:50(A), ResDam-I:50(23), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Blinding Feint -- Acc-I:50(A), Acc-I:50(25), Dmg-I:50(25), Dmg-I:50(39), ToHit-I:50(40), ToHit-I:50(40)
Level 26: Typhoon's Edge -- Acc-I:50(A), Acc-I:50(27), Dmg-I:50(27), Dmg-I:50(31), Dmg-I:50(33), RechRdx-I:50(33)
Level 28: Vengeful Slice -- Acc-I:50(A), Acc-I:50(29), Dmg-I:50(29), Dmg-I:50(37), Dmg-I:50(39), RechRdx-I:50(39)
Level 30: Heightened Senses -- EndRdx-I:50(A), DefBuff-I:50(31), DefBuff-I:50(31), DefBuff-I:50(43)
Level 32: Super Jump -- Jump-I:50(A)
Level 35: Sweeping Strike -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37), RechRdx-I:50(37)
Level 38: Strength of Will -- ResDam-I:50(A)
Level 41: Boxing -- Acc-I:50(A)
Level 44: Tough -- EndRdx-I:50(A), EndRdx-I:50(45), ResDam-I:50(45), ResDam-I:50(45), ResDam-I:50(46)
Level 47: Weave -- EndRdx-I:50(A), EndRdx-I:50(48), DefBuff-I:50(48), DefBuff-I:50(48)
Level 49: One Thousand Cuts -- Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50), Dmg-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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Quote:Judging from the things my dad does to his sometimes, this would appear to be a quite justified fear. Then again, I told him he didn't want Vista.Anyway, you're likely *among* the oldest, as once you start getting much past 60 folks seem to be deathly afraid of computers, or at least of screwing them up.
50 years old here. -
Quote:What I'm actually saying is that I am somewhat unsettled by the apparent trend to add more of this "challenging" material. My perception, which I gather is not universally shared, is that some of the material seems to be squeezing out the role of melee DPS on teams.All this content you keep describing as unplayable by melee types i've at worst found slightly more challenging on meleers compared to the rest of the game's challenges that my meleers barely notice.
I don't want to face a situation where scrappers are only for soloing, more than one tanker is too many, and if you want to run team content you need to get on a defender, controller, or blaster. And I understand, at least in part, the issues that defenders, controllers, and blasters have with a lot of the content. Even my higher level defenders, controllers, or blasters have to be very, very careful about enemy group selection if they're going to try to solo. They rely heavily on stealth, and hope their endurance holds out to be able to defeat whatever it is they have to. "Defeat all" is their bane.
They don't earn tickets in the AE, and don't earn merits outside of task forces (which, I admit, is the most efficient way). I just don't enjoy playing them that much, not in comparison. At least the blasters can now do something now when they get mezzed, so they're probably not my least favorite AT. I must admit that I struggled mightily to come up with a controller I could stand playing.
If further "challenge" is added, I want it to be creative, and less obvious than "huge sack of hitpoints and regen, so bring a rad or go make a pot of coffee", "let's cut defense/regen/resistance to shreds", "let's force everyone to stay out of melee range", or "let's give it a PBAoE self heal". -
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That was my understanding of what the tradeoff is supposed to be, myself. The problem arises when mobs are designed to discourage attacking them in melee, or deny melee ATs the self-protection they are supposed to have. More of this than already exists would be undesirable.
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Quote:Ah. I need to have a tanker that blasts, a scrapper that controls, and a blaster that tanks. Gotcha. I may need more than 36 character slots per server at this rate, though.Deviating from that single true way simply to succeed at something is a betrayal of what is right and proper.
What shocks and astounds me is that although there seems to be at least some agreement with the premises that- debuffs and buffs are extremely powerful,
- ranged damage has significant advantages over melee damage, and
- the more "challenging" enemies that have been put in the game so far strongly favor debuff or control, to the point that these things are required to succeed at them ---
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Quote:You don't gotta. Just keep your eye on the original AV Aeon, and focus all attention entirely on him. Don't do anything that's going to scatter the EBs or make them move away from whoever's tanking Aeon. But target the one who spawned originally, and don't move from that target. When AV Aeon goes down, you win.We didn't finish because no one on the team seemed to have any idea how to beat all of the Dr. Aeon EBs that showe up at once in one of the missions.
The thing I remember most vividly about the WoW loot treadmill was that a set of predictable minor nerfs would eventually be handed out a few weeks after a raid dungeon was introduced. The gear made you stronger; the nerfs put you back where you were before. It was a Red Queen's race with the devs. -
Quote:True. And when those things drop, I will see if I already have the salvage, and if so make them off and slot them. But I don't really bother buying stuff for the defenders or controllers I have. The merits they make are spent on other characters. I don't fuss at making IO set builds for them. Mostly they are slotted with generic IOs made in the process of badging. This is what I meant.And "bottom of the feed trough when set IOs are passed around"? What does that even mean? Some of the best cheap IO sets are for immobs, sleeps, or other control/buff/debuff powers.
This is their subsidy; they don't solo in AE either, so they have no tickets.
Blasters are an in between thing. I don't dislike playing them, but I don't solo them either. I do tend to think of team support when building a blaster; most have stealth of some sort and teleport friend. -
Quote:I'm starting to think that buffs and debuffs ought to get their own equivalent of the GDN. The problem is that almost all the content seems to assume them, and everything takes five times too long in their absence, and some enemies are incredibly frustrating if not impossible. Dozens of encounters would require revision.In a team setting buffs and debuffs are horribly unbalanced compared to anything else.
But this is the flip side of the same issue I was trying to raise here. I obviously did a poor job communicating.
While I have dutifully made those characters for the sake of the team, the power sets and builds don't really interest me. I played them, but they seem annoying or idle before you run into the next named boss, and it feels like they were powerlevelled regardless of how much they actually contribute in fact. They also sit at the bottom of the feed trough when set IOs are passed around.
I prefer to be a participant rather than a spectator. My purely subjective impression is that the game is developing a bias against characters with an active play style. Recluse, Ghost Widow, Romulus, Reichsman, Lord Winter .... I see a pattern here. I'm probably going to be told I'm hallucinating here again. -
Well done. I've been waiting for the Cimeroran Phoebas map for quite some time; I have a story that really belongs nowhere else in mind.
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Those were some sad times and bad memories.
I started playing another MMO around that time, and it was my primary game for a year and a half. I didn't start logging on almost daily here until after i11 -- really, more than anything else, it was Cimerora that brought me back.
Well, that, and the raid politics of the other MMOs endgame. -
I intend to move at least one of my level 50 Villain brutes all the way to Hero, and my other two level 50 villains will probably go at least as far as Rogue.
My non-level 50 villains may end up being rerolled. I definitely mean to remake my ninja/poison mastermind as demon/thermal. My plant/thorns dominator is probably going to turn into some kind of defender, and may go villainous.
Many of my Heroes will go at least as far as Vigilante. I have a tanker or two I may take all the way to pure Villains.
A lot may be contingent on the Praetoria storylines. The very concept of Praetorians is attractive to some of my characters, heroes and villains; the word itself is enough to remind them of home. On the other hand, if Cole is an evil tyrant, they'd turn on him without a hesitation. Most of my villains are quite eager to extract themselves from the forced relationship with Arachnos, and the more free form world of heroes is quite attractive to them. -
Quote:Lady Jane also brings to mind the Rolling Stones song of the same title. And Lady Grey also reminds me of the Grey Ladies, which are one of the commonest varieties of ghosts that inhabit a large number of haunted milieux in the British Isles, including Glamis Castle. One of the resident ghosts at Hogwarts in the Harry Potter books is a Grey Lady; there are many others. White Ladies are also common, and appear in the USA as well; probably the most widespread White Lady ghost here is La Llorona.I wondered, actually, if they intentionally used both Lady Jane and Lady Grey for some reason, or if it happened to be coincidence.
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Quote:My experience with gimmick fights in other games is that melee DPS classes tend to be disfavored by the gimmicks. As I noted, at least among people I play with regularly, scrappers are disfavored on the STF; buff, debuff, and ranged damage have priority. This may not be the case elsewhere. Fine.Are you serious? What started off as a rant about 'gimmicky' TF's is now reduced to complaining about one enemy group in one story arc that is designed to be a challenge for melee AT's?
This makes me concerned about the prospect of more such gimmicky content here, and hoping that nothing important is gated behind the gimmicks. I'm still wondering why these observations brought forth such a torrent of unpleasantness.
The Vanguard were just brought in as a further example. I suspect that the Vanguard content was simply not meant to be played by melee ATs.
I think I am coming around to support the Restructurists. That would be convenient. -
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Quote:If you're asking me whether mez is overused in this game or not, you will get no argument from me. This is probably the chief reason why I prefer tankers and scrappers. I have far fewer blasters, controllers, or defenders, and since I find them frustrating to solo and less enjoyable to play in general, I don't try to solo them and don't build them to try.There's a thing in this game that's quite prevalent called Mez. Guess how many ATs get to ignore it completely by the time they can slot DOs versus how many have to fight against it for the entire run from 1 to 50? You don't think that's a bit excessive?
I admit I was a bit surprised by the BotZ thread, that apparently people were trying to build squishies with range defense capped. I can see how that's a good idea, especially since mez is indeed annoying. I can only assume that they were using these as solo builds, and can see how their builds would be spoilt by that change. I do think that immunity should be available to all characters for other kinds besides knockback. -
Quote:If some characters aren't as helpful as others, then .... those characters don't help as much? Are you with me so far?The bolded word is the sticking point.
You're saying "everyone's equal."
We're saying "everyone can help."
These are not the same.
And if certain characters don't help as much, then some other characters would help more? Are you following me this far?
When you decide to put together a team, which would you rather have on it: characters that help more, or characters that don't help as much? -
Quote:Maybe, as soon as I get over being amazed at the ability of people to simultaneouslyIs it too much to hope that some of this might be sinking in?
- maintain that all characters are potentially equally helpful on all content and will always find a place on teams looking to run it, while
- out of the other side of their mouths they acknowledge that at least one mission arc is designed to be deliberately hostile to some character classes.
This concerns me, and I think it ought to concern you as well. And if that is an issue with character that is somehow important, unlocking accolades or further story lines, you will be left out. Just as I'm left out of Dark Watcher due to my distaste for the Gaussian arc, and get told to bring a blaster or debuffer if I want to get in on a STF on a scrapper. -
Quote:Rather, logic tends to be inflexible.So is this. Tankers are more than just alpha-eaters. You are being either willfully ignorant or purposefully obtuse.
Insult me if you feel the need to, but at least bother to include an explanation of how a tanker is supposed to contribute to a team's success here. Tell me how and why it's even desirable to have a tanker on a team running this. Explain how it's not the case that any other character would be helping more. -
Quote:What this means to me is that there really isn't a purpose for having a tanker on the team if you want to run this content. The tanker is only there as a favor. The team would be better off if the tanker were replaced by another character who brings something that actually helps.To be honest, that's a bad attitude. There are times when Tankers (which I assume you're talking about) should let another character take point (especially a Controller or a Traps character). It's not leeching, it's tactics. Most of the game can be zerged but it's not always the best option.
Q. E. D.