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I have the Secondary Power hold now (Freezing Touch?). It is pretty nice.
I appreciate the feedback, and have a few ideas from this post now.
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Hello everyone. I have been gone for more then a year and had little time with IO's when I was last on. My question is simple.
What IO set options would be good for a defense tank?
I currently have SO's slotted rather effectivly and have the following list of powers:
-All Ice Primary
-All Ice Secondary (minus BU & Block of Ice)
-Leaping (CJ and SJ)
-Invisibility (Stealth)
-Fitness (Hurdle, Health and Stam)
-Artic (Ice hold, cannot recall name) -
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Nice buff. I still wouldn't touch this AT with a ten foot pole. I've tried. Seriously I've tried. But I don't understand this fixation with situational buffs like Domination. It's one of the things I despite about CoV.
Dominators need a buff so that they are always a viable AT. And yes, Positron that means being able to solo on Invincible easily. If one AT can do it then they all should be able to.
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I respectfully disagree.
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Ditto.
I have to say that balance is NOT everyone the same or being able to do or achieve the same things. balance is about everyone bringing a useful pieces to the puzzle, or team that make sthe game more fun, as well as increases ease. I think that powers like "Domination Button" would be great for most AT's; and might be a better way to achive things like damage bonus for blasters without them having near less then 5% hp to have any real bonus, maybe a instant click for defenders, that give the end bonus only when 50% of the team is in the red. There are several great possibilities. I played a Mind/Psi Dom for a bit, it was pretty nice, and pretty easy to shread through +1 with little effort. I stopped him around 12-13. -
Good guide for a glimpse of what does what. Rating wise I don't think it is very accurate. Some builds don't need some powers: regen, kinetics, some defender builds, some controller builds don't need or really benefit from Fitness; Blasters, and Scrappers don't get that much from Fighting anymore although the defenses are still nice; medicine is a nice pool all the way through for any AT perhaps not as much for healing/rez'ing pools for controllers/defenders/corruptors/MM's; leadership can be very nice and vengeance is a great power sure someone has to die...but people like to have a boost to Def, Acc, and Healing if someone falls in a fight....no one wants to be the second person down.
I think that you did a good job organizing the thoughts and the powers, to much is subjective though when it comes to pools vs. AT's. I think based on playing my AT's (hero's: Tanks, Defenders, Blasters, Controllers, Scrappers. villian's: brutes, corruptors, mm's)
-Leaderhip is not what it once was, and kinda stinks over all. It really shines in a group where there are 1 or 2 others spammming the powers as well.
-Fighting is very subjective; best benefit for Tankers, and Defenders; Defenders can get a very strong scrapper defense/resist from- epic power defenses, fighting and if they are storm, or dark with the AoE stealth/resist/defense
-Leaping is very subjective; but a great set for fire armors, and dark armor builds.
-Medicine is a great pool for everyone, and anyone. I have never had a time that the rez, aid self, and even aid other where not a benefit to the group, and myself.
-Concealment can be a great pool from stealth to phase; phase is an EXCELLENT oh crap power for squishes, GI is a nice bonus for almost all players, and AT's.
-Flight/SS as a blaster (not a Blapper) I cannot see any other set that would help keep them secure, and allow great distance control.
-Teleport is a nice power in small doses I think. Recall friend is the best for its ghostie recall power for a safe rez, as well as lost/slow/no travel power team members; yes there are some.
The remaining few all blend in after that for more personal flare, and function; I think. -
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The other MMO i played gave me a sense of power once i started leveling. If your still gonna be stuck killing the same 3 white minions at lvl 40 as u did when u started that's not going to be very heroic or feel much different then the beginning of the game where your a wimp.
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Exactamundo.
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double for me, I want to feel like I am a SUPER hero playing this game and everything so it seems has been done exactly the opposite to make me feel weaker, maybe the end game content could make me feel tougher IRL then my toon, yay. The game is a self security helper, thanks. -
Old enough to have a 14 and 10 year old in the house playing with me and their mom. It was funny explaining to her that the average age for MMO's / Computer games was 26 over all.
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Here's a look at an Ice/Ice build that I have been working on. It still needs some minor tweaks, but otherwise it's a solid build. Pyre Mastery helps to make up for the lack of damage output that Ice Melee provides.
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Ice Armor
Secondary Powers - Support : Ice Melee
01 : Frozen Fists dam(01) dam(3) dam(3) acc(43) slw(46)
01 : Frozen Armor defbuf(01) defbuf(5) defbuf(5) endred(23) endred(31) endred(40)
02 : Hoarfrost hel(02) hel(7) hel(7) recred(34) recred(34) recred(36)
04 : Ice Sword dam(04) dam(11) dam(11) acc(13) endred(13) slw(21)
06 : Wet Ice endred(06) endred(46)
08 : Hasten recred(08) recred(9) recred(9)
10 : Chilling Embrace slw(10) slw(15) slw(15) endred(40) endred(40) endred(50)
12 : Kick (Fight) dam(12) acc(21)
14 : Super Speed endred(14)
16 : Build Up recred(16) recred(17) recred(17) thtbuf(33) thtbuf(33) thtbuf(34)
18 : Glacial Armor defbuf(18) defbuf(19) defbuf(19) endred(23) endred(31)
20 : Ice Patch recred(20)
22 : Tough endred(22)
24 : Weave defbuf(24) defbuf(25) defbuf(25) endred(31) endred(39)
26 : Energy Absorption enddrn(26) enddrn(27) enddrn(27) recred(29) recred(29) recred(33)
28 : Freezing Touch dam(28) dam(42) dam(42) acc(42) endred(43)
30 : Provoke recred(30)
32 : Intimidate ferdur(32) acc(43)
35 : Greater Ice Sword dam(35) dam(36) dam(36) acc(37) endred(37) slw(37)
38 : Permafrost damres(38) damres(39) damres(39)
41 : Char hlddur(41)
44 : Fireblast dam(44) dam(45) dam(45) acc(45) endred(46)
47 : Fireball dam(47) dam(48) dam(48) acc(48) endred(50) recred(50)
49 : Hibernate recred(49)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
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Here is a look at some of the numbers using +2 SO's and considering you're surrounded by 10 mobs:
Total Defense to Smash/Lethal Damage = 43.22%
Total Defense to Energy/Neg Energy Damage = 43.22%
Total Resistance to Smash/Lethal Damage = 15%
Total Resistance to Cold Damage = 123.2%
Total Resistance to Fire Damage = 33.25%
Total Resistance to Toxic Damage = 20%
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Check your Defense numbers again. Weave only protects S/L & M/R Energy / Neg Energy offers nothing as it picks the best type Zone: AoE/Melee/Range or Type: Fire/S&L/Energy. Weave offers nothing vs. NON-S&L so you only get the Wet Ice, Frozen Armor, and EA against Energy/Neg. Only mention it because I see no Defense variation between Ene/Neg. and S/L.
Our Builds are simliar, I think I am a little bit more balanced for Agro / Debuffing / Defense -
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As several have noted, I7 features content mostly for City of Villains (levels 41 to 50, in fact). This is exactly what we did for CoH. City of Heroes will receive a cool graphics upgrade, new base items (Empowerment stations!) and access to Recluses Victory. Its true that CoV received more attention, but thats mainly because we needed to fill out the levels. I had the option of releasing I7 or waiting until we could fill out the City of Heroes content. Obviously, I chose the former. New content should get out there when its ready. We'll be focusing equally as much as possible on each product moving into the future...
For those who have speculated that Newspaper missions are coming to City of Heroes, they arent yet. Thats coming a little later in the year. Id like to add something different to the CoH system
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One would call an Update for CoV I1, or 2 normally, and an update to CoH I7. You are making a statement that is like Microsoft calling an update to Windows as an Update to Office...because you get new fonts, and mouse pointers. -
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I personally find it ridiculous that Super Leap is faster than Fly. How can someone hop up and down faster from point A to point B than someone flying in a straight line? Sad.
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The real issue in this question is balance. While logistically speaking yes you should be able to get from point A to point B faster when moving in a straight line. However, the balance supposedly comes from flight's safety (I'm not advocating what the devs have done in fact I find it just as deplorable as you, I'm just trying to reasonably explain it.) The risk when taking off from point A using SJ is in the fact that you inevitably must land, occasionally in a group of mobs. Whereas, using flight all mobs (save the high flying longbow versions of sky skiffs etc.,) are avoidable lowering the amount of risk you have. If flight were faster that SJ, SS, or TP, than what would be the point of anyone taking any of the other travel powers if they can get from point A to point B not only faster with flight, but also much, much more safely.
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Balance over the entire game is an issue not just travel powers and why take travel powers that are less desireable then others? For NICE (not lame, near usless) level 20 powers in those pools.
Why is leaping so popular? CJ ok defense + status resist power, good travel power, and Acro is nice for a lot of AT's to pick up. Lets look at fly............, ok now how about Teleport: Recall Friend, Tp Foe, and .... Ok Teleport itself is not all that bad. How about Speed: hasten, not anything like it was (remeber the def boost from back when plus the +70% increase?), and super speed..fast and minor stealth not to bad. The rest of the pool, or even just the level 20...whirlwind! "Oh, look at what you can do and not get sick, I am sure the Villians tremble!" So there we go, without concepts the other pools nearly reek of dung matter compaired to leaping. -
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All of my toons had fly pool, but since ED I'm now disgusted with it, especially for PVP. Hover is so unreasonable at its current speed. To compound this, there is like double the amount of -fly powers out there, compared to -jump, to clip our wings even further. This is another example of the devs backing us into particular pools, like they did pre ED with Hasten, and Stamina. Jump pool FTW........
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Lets also add that a EQUAL level begining travel power (CJ) allows you to go faster and is MUCH more combat friendly. Why not -fly resist for Hover? -
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That makes you old? They were playing that in the 80s.
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80's hmm, lets say 85 or 20 years ago. Now imagine you retain stuff like that at age 5 (unlikly, but sure) that would be 25 at the youngest..in a game that seems to be filled with 10-14 year olds
Now if we were to say that they where playing it in the 70's (where I would have remembered it) that would make us parents -
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Error on the Hoarfrost section , or percevied error. The recharge total time is 180 sec (give or take a few with enhancements), and it lasts 120, so you have a 60 sec period of nothing. That is where Hibernate comes in handy.
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I believe Hoarfrost's recharge is actually 360 seconds. It is a little over 180 seconds with 3 Recharge Reduction SOs slotted in it. You used to be able to have it always on with 4 SOs and perma-Hasten, but that is no longer possible.
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DoH, ok to much OT this week at work. Yeap. 360 recharge, with a 184'ish ready time with the SO rechargers, 120 duration. Thanks for the flag, could screw people up with that error. -
Error on the Hoarfrost section , or percevied error. The recharge total time is 180 sec (give or take a few with enhancements), and it lasts 120, so you have a 60 sec period of nothing. That is where Hibernate comes in handy.
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Guide Lines of an Ice / Ice tank.
Hello little frosties. Dont give up hope, we are ice and we will have our day until then here is a simple process to live and live pretty well.
When planning your dip into the fires of tanking be aware of our strong points, and do not try to focus on what others can do, and what we cannot.
Defense is not great for us, and resistance, well that is worse. Cold is our friend and savior and we shall never really fear it. In the answer to questions of what should I do try a balanced view of ice defense. Defense is technically anything that helps us stay standing longer; we are tanks after all and will face plant. When planning your career there are some powers to think about very carefully.
Frozen Armor / Glacial Armor: These are NOT options; get them when you can, as they are our main defenses. Frozen is our S/L defense plus cold / fire resistance (base: 17%, cold 30%, fire 12.5%) and Glacial is our Energy / Neg. Energy defense plus cold resistance AND perception booster (base: 17%, and cold 30%) the Perception boost is VERY nice for PvP.
Hoarfrost: This is our ONLY Toxic resistance power. It is also a wonderful heal / hp booster. I like it planned at 3 recharge, and 3 heal although a resistance might be nice as well. Best uses? Pop it as a boost for that alpha strike (1st mob hit), once it is 3 slotted with SO Recharges it is nice to hit a minute before going in as it will give you that bonus hp, and be ready to heal you again in about 60 sec.
Chilling Embrace: This is by far one of our best defenses. Slower recharge = slower attacks, meaning less hits it also reduces damage a bit as well, so we have a reverse damage resistance if you will thanks to this babe, hold it..love it. 1 End reducer is about all you will need in the end for it, add some slows, and a taunt or two, it helps a lot with agro management.
Wet Ice: A very good resist effect defense (sleep, hold, diso, immo, kb, and slow), as well as a small defense boost, and cold resistance (because we need more I guess). (Base: S/L, Fire, Cold, Energy, Neg. Energy, and Toxic 1%ish defense, Cold 30%)
Permafrost: This is our MAIN fire resistance, it adds to cold and slow resistance as well (Cold 20%, Fire 12.5%) Good to have at least with one slot for the fire resistance.
Icicles: Minor DoT, not great, but a good minion killer once slotted well to take out the trash while you dance with bosses.
Energy Absorption: I love this power. Foe End, + You End, resist slow (thats 3 total silly isnt it?) Plus a VERY small amount of defense from S/L, Fire, Cold, Neg. Energy, and Energy. Great power to have to start the agro fun off with a bang.
Hibernate: I love this power. I makes you Invulnerable for 60, about long enough to heal fully up. With some planning and slotting in this as well as other powers you can stay agro king and alive for a long time flipping back and forth.
Melee, well they do little damage but can help our defense greatly. This makes agro control and defense even better when complimenting our build. Remember slow = less attacks, and slower mobs for easier CC. Some simple outlines and things to think about are:
Frozen Fists: Well we all get it. Not great, not horrible either. Semi fast recharge, add an Acc, some damage, a slow and it pans out pretty well. Bosses will not fear you, but the slow will help against them. Main damage is cold, with a small Smashing component.
Ice Sword: Pretty good attack, really good in our Ice melee options. For the recharge time, endurance cost this is a solid attack choice. It again takes slow enhancements and one is a good addition, as they stack from attacks, and CE. Main damage is cold with a Lethal component.
Taunt: Good for pulling / grouping mobs to you. Depends on your game play, but can be helpful in a PvE Solo, and Team role.
Frost: A short-range cone attack of cold. I think this attack is one of our best for CC, and solo. The range is poor, but it is a solid attack when you are facing multiple opponents. Slows, and is Damage Over Time. When soloing DoTs are not so bad, as fights will be long so they usually run through. This is also a great way to drop minions in a fight while targeting a tough opponent.
Build Up: Generic power, bonus to acc and damage. Personally I dont was a power for this, after all a few Inspirations of damage and acc do the same thing or more for longer and no recharge, as long as you have them.
Ice Patch: Take it. This is a great power to help with damage mitigation, they fall they dont attack. Not everything falls, and sometimes stuff slips and falls backwards (yeap. what odd physics we have here). It is an Area Effect power, at your feet. Ok radius, and works well enough with 1 recharge.
Freezing Touch: Not a personal favorite. It is a melee hold, and does ok cold DoT. It might be a good PvP power, and can be set pretty solid as a perma with 2 recharge, and 2 hold durations (these are Single Origins)
Greater Ice Sword: This is the attack we have been waiting for. It has a solid cold and lethal damage component, and slows. The recharge time and endurance cost are not to bad either. I would do a recharge just because it is a good attack to cycle a little faster, and a endurance reduce to reduce the cost; those 2 additions make it about the same speed, and cost as Ice Sword.
Frozen Aura: This is an unknown to me the use is obvious. Grouping? Avoid it most of the time I would say. Sleep effect will be broken by AoE attacks, this include Frost and Icicles from you. I think as a add group control tool it would be good, or an ouch time to leave option it would be good. It is not a level 38 power I will call friend.
Power Pools can help balance out our weaker areas for defense, as well as maintain our role. It is important to get some ideas as to what you like, and dont like as well as what you feel you need. Power pools dont have a huge chance of breaking you, or anyone else, but they can prove very useful when picked in accordance to play style and build.
Concealment: I really only like stealth. It offers a little more defense then wet ice, and allows us to position ourselves for that initial agro, which can mean the difference between success and failure.
Fighting: I plan on getting Tough, and Weave. For the most part they will just help with S/L damage, which is the most common in the game. We have nothing great against these damage types and these 2 powers will help.
Fitness: I have always been a fan of this pool for tanks. Faster Healing and Endurance recovery are great no matter how you look at it.
Flight: I recommend Flight or Leaping as travel power pools. The defense from Hover will cover holes when have in our defenses. It grants a defense of 2.5% Base to everything minus Psionic. We lack in Fire, and Toxic (normally 1.1 Defense vs. those). Obviously Hover has the most dynamic of the travel power options, but it is slow.
Leadership: Good pool could be useful. Depends on play style. Maneuvers as a defense when thinking personally is just as good as hover, and combat jumping each of which offers more to you specifically for less endurance.
Leaping: I recommend Flight or Leaping as travel power pools. The defense from Combat Jumping will cover holes when have in our defenses. It grants a defense of 2.5% Base to everything minus Psionic. We lack in Fire, and Toxic (normally 1.1 Defense vs. those). Combat jumping is a fast travel power for fighting, and does offer some protection against Immo.
Medicine: Nice to have heal, and resist buff for the healer watching your back. Rez also is nice incase you are the only one left standing and no one packed an emergency Awaken. Over all, not a pool for me, but you play your toon.
Presence: With gauntlet, and taunt not much a fan of this pool, plus making stuff run takes it out of our CE.
Speed: We are mostly toggles, and the recharge times all balance well after a few recharge reductions. Hasten is not a must.
Teleportation: Another choice power pool, there are nice adds in here recall friend, tp foe very good powers over all. -
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Well.. "liar" is not the right word. The upcoming ner.. er.. "change for the benefit of the game".. is a large change to the enhancement system, not to the powersets.
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What is a powerset made up of? Powers, right? So is it fair to say changes to powers ARE changes to a powerset, or are teh only changes to a powerset changes where powers are moved or powers are put in or taken out?
OK then, what do enhancements enhance? They enhance powers. Nothing else in the game, just powers. And NO powers come with 0 enhancement slots. Every single power has at least one. There is no such thing as a power without an enhancement slot.
Enhancements are POWER MODIFIERS. Saying changes to them is NOT a change to powers is like saying changes to allowable deductions is not a change to in income tax. That's nonsense.
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Yeap, I think we have a winner for the liar count out there...Ding, Ding, Ding LIAR!! In time we might actually get someones attention, and they might actually fix NOT nerf what we pay for. Pay = the thing they get because of us. ***Attention all Cryptic Employees.....with what we have been through PRAY to whatever you want that something even remotly close to CoH / CoV comes out, if it does.....might I say EQ? Retire quick peeps. -
Well that is a crock. I understand more of the issue now then when people say pre-Elude SR = crappers (at 26 pre ED and I5 I loved my MA/SR), with Elude = over powered. Hmm, balance as a whole doesn;t seem to be the issue it is balance for each AT and let them shine at what they where ment for which should be looked at. Maybe Cryptic will redo the game for our needs like they have moved us to remake our characters away from what they where intened on being and where for 3-4 issues, or 66% of our game play for those that have been here since Beta.
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Played extensively with Elude last night.
I know this has been said before, but I honestly think that I5's nerfs (with ED in consideration) were at least partially based on the maximum amount of defense a /SR Scrapper could achieve with all toggles, passives AND Elude.
So far, only fighting 5 +4 Rikti Bosses (didn't pick the fight intentionally, found myself in it in the Sewer Trial) allowed damage to come in so fast and frequently that I couldn't pop an insp or two to rescue myself.
And to think of what you could do with Elude in PVP... sheesh!
But now that I have Elude, it makes me wonder again about the kind of "bipolar" nature of /SR. This isn't the case all the time, but there's a lot of times where you're either you're getting hit all/almost all the time for almost full damage (depending on whether you have the passives or not), or you're totally invincible unless you get unlucky. Until I got all the toggles AND passives, I never felt as if I had a solid, reliable defense vs all enemy classes and types. One lucky streak from a large enough group of LT's or 2-3 bosses and I was meat. And now that I have Elude, I've noticed that it's the opposite case while it's on. Nothing can hit me.
Until I had enough toggles/passives (all of 'em, pretty much) I was kind of underpowered. Now that I do have all of 'em AND Elude... I'm kind of overpowered. I'm just saying that with defense designed the way it is... it's very tricky to find a healthy in-between.
Also: this might be kind of a stretch, but I think that the resistance in the passives is sort of meant to represent this "grazing hit" principle.
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I was under the understanding that while Elude was running you couldn't attack. -
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As for my own characters: I can copy to test the following charactes (most in heavy need of respec)
50 Inv/EM/En tank
37 Grav/Kin controller
36 PB
46 BS/Regen Scrapper
24ish Fire/Fire tank
all sorts of low-twenties to high teen heroes.
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Happy to help out with what I have listed under my signature. -
If we can all get a time on the test server with some notice I can get a Ice / Ice tanker there at 35 to test with, AoE debuffs, good crowd control, and defense with a few ok attacks. I think it might be a good test with a diverse tank as well as a few that have less slot options, cause that is one of the things they where pushing for it seems.
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Some tank builds do not allow enough deversity to actually be of any value after I5 + ED to a team. The more specialized tankers seem to be near the level that States was mentioning 3 minions + your own 3 minions = 6 minions. That doesn't seem very tank like when Tankers where looked at as being Boss killers a while back. thanks to I5 + ED the Scranker has a place now where they can do more damage, if they are one of the more diverse retarded builds (Invul, Stone, and Fire Primaries), Ice on the other hand I have been able to respec myself to stay at the strong end of tanking. My DPS has dropped a fair amount, but over all I can still handle a large number of minions, Leus, and a few even to +1 bosses. Why because Ice has deversity so they can endure these hardships that trouble fellow Tankers. I sympathize with Invul, Stone, and Fire primary tankers as they are fun concepts, but it seem to be clear that Diversification is NOT what is entended at all as people cannot diversify many Primary and Seconday power pools, as well as Tirtiary pools. This leads to and will lead to people finding out what powers sets work best over all and everyone will play that and not concepts.....So long diversity. As I love Ice / Ice come see me sometime and I will show you ED working for a diverse build that can use them. 10 +3 minions, 4 +3 Leus...I can tank them all day, or atleast as long as it take me to kill them...which is close to all day :-p
Careful with that Nerf bat States when swing towards me, to many think there is Ice hate out there, and all I did was use the system you guys have been working towrds since I4 right? -
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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.
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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.
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So a good tank IYO is able to keep the agro of 3 minions and taunt off others when teammates get into the red? I think I see where the confusion is. I can play a scrapper that can do that! -
Tanks just have no shine. When a defender or controller can buff an AT to near the same defense or security what do you need a tank for? Tanks worst nightmare is a Dark Armor scrapper with a bubble defender in the team. Dark Armor has the best over all resistance that includes Psionics, add the defence of a bubbler and you have a nearly unbeatable Tanker, that can deal good damage, heal and gather end.....these become even more gross if they are a Dark / Dark scrapper. I have never played one, but have a FF defender and seen this "thing" in action, manytimes, and shed a tear for any tank that saw it. With all of the nerfs, and ED coming into play as well, Tanks and Scrappers are starting to become the VERY same thing minus one is slightly more damage focused, and the other slightly more defense focued. At the hire end game not really enough to offset them from eachother. A sad world for tanks
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This is excellent news for Super Reflexes! I can see it now...
HEADLINE
"Statesman Buffs Super Reflexes, Scrappers Call Off Bounty!"
I would suggest, however, not removing the flame-retarding longjohns until you deal with Ice Tankers and the perceived Nerf to Invuln Tankers
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Or in some cases the longjohns, or frost-retarding longjohns. This is a good thing to see though. -
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Ah OK I see where you are coming from, I would not be shocked to hear that it is the Devs intent that a small 10-20 person SG should not be able to do raids. The system clearly prevents them from being able to...
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What a sad and scarey thought. I am not sure how many of you have seen super hero or villian bases in comic books and cartons, but lets think about how large some of those "Super Groups" where. Batman and Robin = 2 Small Hiden base would make sense, Superman = 1 (before the reset of the pets, family, kids, rodents, etc came in), The Super Friends and the Justice League of America...hmm sounds huge right? Ummm, nope Aquaman, Wonderwoman, Superman (it he didn't pay his rent so he lost the heat), the Wonder Orphans and their dancing monkey, Indian fellow that could grow big (little help), The flying Samuri / whirlwind chap (little help part 2), Batman and Robin (he was getting in trouble for having a secret club house with just a young boy I guess), The Flash (i think in a few) so that is 11 counting the Monkey, I don't think that "pets" count towards SG members. Too many times I see "look at the world we have created, where you can do anything, and everything like a super hero" Minus Solo. Minus be a SPECIALIZED support / nitch filling hero. Minus build a base as 1 person, let alone 10.