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...and so far I am impressed. I have no compliants at this point. This is a new combo for me so I wanted to touch base with those scrapper affectionatoes on some tips.
First, I plan on adding Cbt jumping, super jump, and spring attack. And adding either super speed or hasten.
Second, I'm toying with adding boxing, tough, and weave; however, I'm not sure that would be a good fit. I'm not even sure it would be worth it with the power sets I'm using.
Anyone have an opinion or run something similar can share with me their experience? Thanks. -
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I recently started a tanker with EM and not having seen what EM was like before the change occurred, I'm pleased with the overall performance.
I knew going in the powers incurred a bunch of stun so I used that to my advantage. I loaded up Bone Crusher, Whirling Hands, & Stun with stun sets. Bone Crusher with Rope-a-Dope, Whirling Hands & Stun with Stupefy. For the former, I made sure I slotted 'Chance of Knockback.' This really comes in handing when a host of enemies surrounds me. I assure myself some breathing room when I used Whirling Hands knocking back a number of them each time I use it.
For Barrage & Energy Punch I've slotted Mako's, and slotted Crushing Impact for Energy Transfer & Total Focus.
I intend to 5 or 6 slot all the sets to take advantage of the defensive modifiers and what they offer. My performance with my Tanker as I said is great. I regularly team up with lvl 50 SG members (mine is 39) and do as well as they do if not better in some cases. I guess it comes down to how you intend to use the existing powers and take advantage of what they can do, while not worry about what they cannot do.
If they do make changes, I'd hope they would shorten the activation time on ET and TF. They are a bit long in my opinion. -
Quote:This. You are spot on. No matter what people think of Statesman, he is the hallmark on what it means to be a Superhero. His reactions and actions in response to his daughter's death keep within his established character. I, for one, am thankful that the Devs did not have him go off half-cocked and begin a systematic war of vengeance as some suggested he should do.This is precisely why Paragon City needs Statesman alot more than it needs Manticore. The city needs hope, not vengeance, it needs to have its foremost hero believe in the system rather than arbitrarily discarding it when it gets personal, it needs to know someone up there is looking out for its people instead of just punishing villains.
The worst you can accuse Statesman at this point is seeking solitude to grieve the death of his daughter, just as he once did when his wife died. -
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You said in your expectations:
Quote:...I expect you to tank the inner circle and live.
Quote:Like jumping into the middle of 24 Vampryi dishing out hate, pain, and discontentment as I did last night during our Moonfire TF waiting for the group to catch up... -
Quote:Like jumping into the middle of 24 Vampryi dishing out hate, pain, and discontentment as I did last night during our Moonfire TF waiting for the group to catch up? Thought I would face plant until our lead defender filed in behind me and healed me. In the end, the rest of the team showed up to take them out with me. Much fun was had by all.Do anything with any team is my motto, no exceptions, so when I give you an Icetank and 7 Blasters I expect you to tank the inner circle and live.
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Quote:I noticed that every time I used ET, I lost 138 HP when I hit. I didn't lose it if I missed, which was nice. However, I was thoroughly pleased with the results ET delivered.I'd say it depends upon your primary power set. I've got an Electric Armour/Energy Melee character, and he takes more damage from Energy Transfer than he takes from most enemies.
I wish. However, Granite is not a GM. You're thinking about Quarry. I'm not sure if Repel would work against a GM. If you can knockdown a GM, it stands to reason you should be able to repel one too. I guess I'll have to wait and see if it is possible. -
Quote:Great, that's what I was looking for. My concern was it drained a large amount of HP to do the superior damage. This makes it easier for me now. I'll select it next. On another but similar topic, my Kin/DP Defender didn't select Repel because it burned up endurance for every person repelled. I decided to take it after reaching in my upper 40s since I'm not using any Epic powers. I'm glad I did. Nothing funnier than to watch a Granit or AV go flying away from my toon. It's comical! lol. Thanks again.ET does 167 HP of damage per activation, the same amount at level 1 as at level 50. That's less than 9% of the base HP a tank has at level 1, before bonuses and any HP boosting powers.
IME with EM, it's never a problem unless you've taken damage are already low on HP. Given the damage it does and the low endurance cost it's well worth taking in my opinion.
If it's skipped nowdays, it's much more likely to be because of its long animation, especially considering how quick it was before the change. -
...Energy Transfer and Total Focus.
I'm not sure about taking ET simply for the fact of transferring hit points for damage. Since I've never used this power set before, can someone educate me on this power's value and what this actually means to a tanker in way of damage vs loss of HP for this power. I'd appreciate it. -
I believe in keeping with the theme of the Staff, either Invulnerability or Will Power would be best suited for this new power for a scrapper. Ninjitsu for the Stalker seems appropriate.
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I'm a bit late to this party; however, I'm not sure if you're talking about Energy Melee or Electric Melee. If its Electric Melee, I absolutely hate it with a passion.
If it's Energy Melee, I am loving it. I am using it on my Electric Armor tank that is now a 32 lvl. The damage is good; however, I've loaded up a number of stun enhancements to take advantage of the disorient effects. I do enjoy seeing a boss stunned. I've stunned Tyrant in the mish to free Statesman. That was awesome to see him wonder about aimlessly for a moment. LOL Nice thing is I've not obtained Energy Transfer and Total Focus.
I'm not sure about taking ET simply for the fact of transferring hit points for damage. Since I've never used this power set before, can someone educate me to the value and what this actually means to a tanker in way of damage vs loss of HP for this power. I'd appreciate it. -
Quote:Well that just plain sucks. I can't get anymore buffs than I had, including those given by our Defender & Troller...my tanker is a lvl 32 that was parading around like a plain ole lvl 50 without incarnate abilities. She was a true lvl 54. Although she is high as she is, I was able to keep her attention from the others until she face planted on 3 different occasions. When she alpha'd me the first time, I pissed her off! lol Oh and every time I taunted her she suffered psi damage!She wasn't bypassing anything, she was just plain-ole cheatin'.
According to the ParagonWiki page that Codewalker updated (Thanks mang, yu guys rawk), Diabolique does Mag36 knockback. At +3 to you, that'd go up to Mag48-ish.
That'll knock around anybody. No shame in it.
Although as a Tanker, it's annoying as the dickens.... Get moar buffs?Got to love Perfect Zinger.
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We were doing the 'Take down Diabolique' mish in Imperial City. One thing I found out last night, the hard way, that Diabolique can somehow bypass my Elect Armor tanker's Grounded power with her attacks knocking me back or down every time she attacked me. That and she nearly drained me of my endurance or slowed me down every third attempt. To top it off, she alpha'd me face planting me like I was a lvl 1 tanker. It was as if I had no defenses at all. The only thing that protects me in some way was I loaded up on luck inspirations! I don't know if they changed her in anyway, I don't remember her being able to knockdown any of my brutes or tankers equipped with protections against that. Talk about frustrating!
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Quote:This is why I always make it a point to slot the entire set of a Taunt set like 'Perfect Zinger' in my taunt power. Range is included in two of the 6 enhancements, and every little bit helps.To this purpose I often put a Range enhancement in the default slot for Taunt, unless I have some other specific need.
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When I originally read the conversation Blondshell posted, it simply dumbfounded me. Not so much about taking taunt as a power, the conversation as a whole. That prompted my <facepalm> response.
A new day and a fresh read of the original post again, I still have the <faceplam> reaction. After reading through all the comments, I can see both sides of the issue. However, it is my belief that looking at Taunt as a power is the wrong way to view it.
I believe Taunt should be look at as a tool for a tanker. A tool designed to help a Tank manage aggro and control the foes before the team and tanker. Whether or not a Tanker's aura alone can control aggro is another matter for debate. Alternatively, it works for some primary/secondary powers but not others. However, Taunt is a tool a tanker can use to pull enemies of his teammates when he cannot disengage from those he's fighting. Especially if said teammate is your primary healer who happened to gain aggro from some enemies in between he/she and the tanker.
No matter how the teammate got in trouble, Taunt can save a teammate. This, in my opinion, is one of the primary roles of a tanker. Furthermore, not taking Taunt is akin to relying on one arm while the other is tied behind your back. Unless you slot every attack power with taunt sets, holding aggro with dozen or so enemies isn't going to last long, especially if a few blasters and defenders are raining long range fire down on their heads. We have certain available powers to use that enhance our primary and secondary abilities.
Taunt is one that makes managing aggro and enemy control a lot easier when you have it. Especially a tool designed to elicit a response from a group of enemies you want to gain the attention of. Charging into a group of enemy isn't always the smart tactic. This is especially true when said group is a bit too close to another one. Your tank might be able to survive the onslaught of 6 to 24 more enemies, but I can guarantee you that your teammates cannot, unless, they are tanks too. Taunt is best at gaining separation of one group from another group thus saving any unsavory results of facing up to 48 enemies at once. Why leave a tool out of your arsenal when it can make what you do a lot easier and safer for everyone involved? One should not in my opinion. -
Do not feel bad, you're not the only one. I experienced the exact same thing with my Stone/TW Tanker. However, after some discussion with other Tankers here and on Freedom, I loaded up with 'Perfect Zinger' in 2 of my attacks (Titan Sweep & Follow Up, including Taunt.) It improved my performance for aggro management. However, if on a team with a brute or scrapper using TW, I still have a problem keeping them on me if the other ATs are close by. This might change when I can finally done 'Granit Armor.' At least I am hoping so. Slot taunt enhancements in a few of your attack powers and see if that does not help you. It did for me.
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Quote:I'll give you an example why I believe this is true.Thats good to know! What do you think makes you say the Tank version is better than the Brute?
A SG member and I joined a team to do part 4 of 'Who will die.' I was running my Kin/DP defender. Leading the group was as WM/SD brute. Alternatively, there was another brute Broad sword/SD, dual sword scrapper, katana scrapper, 2 controllers healers, 1 earth/emp, the other ice/kin, and a blaster energy/energy. After the initial contact with the nut job in shackles, we had to "turn off the music." The only thing turned off was our lights. None of the brutes could make a dent in the bad guys. Likewise, the rest were getting all the aggro for their efforts. After our second failed attempt, I said, 'I can get my tanker if you want.' In unison, all said, yes.
With my tanker (SD/WH) in the team, we started again. The brutes allowed me to lead the charge. I told the rest to target through me if they want. This time, only the brutes were face planted on more than one occasion; however, we had far better results when the smoke cleared. In the end, we were victorious. While I may not have taken down as many as the brutes, I was able to survive all the attacks directed at me, instead of them being directed at everyone else. The brutes and scrappers were receiving a lot more healing than I needed judging by their heath indicator in the team window.
Does one mish make this true? Certainly not; however, it is indicative of the Tanker SD/WH AT in comparison to a Brute equipped the same or similarly equipped. I've witnessed this with this tanker in play numerous times. I've seen the opposite when a brute equipped with either wp/tw or invul/tw and my tanker equipped stone/tw. Currently, my stone/tw tanker is on hiatus while I enjoy my Elect/Energy tank for a while.
In the end, I'd take a SD/WH Tanker over a WH/SD Brute because the performance is far better with the Tanker than the brute in this instance. In my opinion of course; however, an opinion formed after witnessing the two in battle on numerous occasions. -
Quote:Gammos, I recommend the Tank AT. I have a SD/WM tanker. I absolutely love him. At first, I struggled with him because of how slow he was and the amount of endurance he consumed. This was my first SD/WM tanker. A friend helped me out by suggesting adding one or two end enhancements. Every toggle power I have at least two-endurance enhancement types (Set or standard). Now, at 30 lvl, end is no longer an issue, speed of attack no longer bothers me as each strike I hit with is a monstrous strike.Hey all,
Im back for a little while, and I would like to try a new toon.
I've never tried either Shield or War Mace before but i'm very intrigued in it's AoE potential (I love AoE) and KD potential..
The thing is, im not sure if I want to try it as a Tanker or a Brute! Im leaning towards Tank because of the increased HP cap and it seems like the damage won't be too bad...(I have a lvl 50 Ice/Axe Tank that I love).
Is there a HUGE damage difference in the Brute vs Tank versions? Fury is very, very intriguing on a combo like this...
Thanks in advance!
On a side note, I started a new Elect Def/Energy tanker in replacing a Elect/TW. I followed the same track for end management and it is getting better as I level up. I took part in my SG storyline mish to save Statesman, my Tanker is lvl 27, and I stood toe to toe with Tyrant/Coleman and never batted an eye at end. Took his best shots and he couldn't put me down. Funny thing is, I am only using standard IOs. Haven't slotted any sets yet. I cannot wait to see what this Tank will be like when I reach 50 with IO sets in place. I think this one will be more impressive than my 50+3 Brute WP/SS. -
Quote:First, I never, ever, ever said a Tanker should do MORE damage than the scrappers, brutes, or stalkers. I said and I quote, "A tanker should have the same damage capability as a brute without the influence of fury or toggled rage."Tell me, then, if a Tanker should be doing more damage than scrappers, brutes, and stalkers, what is the incentive for using any of those ATs when the tank also has the survival edge?
Second, there will always be an incentive for the scrapper, brute, and stalker simply because they can deliver far greater damage in a much quicker time than a tank. Tank has a certain role to fill. However, the brute now has bumped the tanker out of the role. Simply because a brute can do the exact same thing as a tanker with better performance in damage, aggro generation, and melee control. Or are you going to say that is not the case?
Obviously, you did not read exactly what I said. Thats par for the course here on this message board. What part of that states to do more damage than the three you mention? It doesn't. You are manipulating what I am saying taking it completely out of context in an attempt to askew the discussion and discredit what I am saying. Kindly stop. It is clear to me that your position is untenable as it is a straw man argument.
There is no imbalance between the Tanker and the others when you increase their damage capability. There is an imbalance now between the Tanker and the rest regarding damage and taunting/threat levels. The brute and scrapper survivability can rival a tank with the properly slotted enhancements. I know, I've done it with my own Brute. Compared to the other melee specialists, the Tanker is a slow moving, slow attacking, and damage absorbing AT who cannot deliver enough damage to compete with the Scrapper, Brute, or Stalker for that matter in dropping critters in a resonable time.
Furthermore, you say it is not broke? Wrong. Its broken. If it wasn't we would not be having this type of discussion. If it wasn't broke, I'd not have said a word about it. Because I have a number of years of experience in game design and development, am I capable of identifying when something is wrong within a game's mechanics. Results speak volumes. Moreover, when you look at the numbers, then you see why results are what they are.
Two things need addressing, tanker's damage capability and threat/taunting aura. If not, you'll see more and more brutes running around than tankers simply because they can do more damage, better threat/taunting, and the ability to survive nearly as good as a tank.
Finally, you never answered my question of where is the incentive to run a tank when a Brute can outperform a tank in a team setting at every turn? -
Quote:No, a Tanker should not have the lowest damage ability in the game. If that is the case, then the tanker is truly useless when teamed up with scrappers and brutes. What is the incentive for using a tanker in a team loaded with melee specialists who by themselves generate more damage and aggro that a lone tanker can? There really isn't any. The tanker will end up critter chasing.So you're saying the highest survivable AT in the game shouldn't have the lowest damage in the game?
While a tanker may be the highest survivable, a brute's ability to generate the incredible amount of damage it does, offsets its own lesser survivability to that of a tank. A brute can kill off its enemies fast than they can hurt him/her. I know, I do it all the time, even against lvl 54 enemies.
Opinions are like rectal openings, everyone has one and they stink, including mine. However, your pronouncement does not make the problem go away. You can turn your head, refuse to see the problem, and refuse to accept it all you want. In the end, it will still be there.
Truth be known, it’s getting to the place where tankers are becoming scarce and brutes more plentiful. Gee, I wonder why. -
Quote:Really? Then explain to me, if a tanker has all this control you so proudly put forth, how a brute can pull off any number of foes while engaged in battle. Based on what the Tanker is supposed to be, that should never happen.Pushing for better aggro control for Tankers when they already control aggro extremely well just because it's something that won't step on Brute toes and is something Brutes don't really care about is, well, silly in my opinion.
This was happening to me for three days straight until I was forced to replace all my standard IOs with specially designed IO sets. I've spoke of this before. Matter of fact, I stood 15' away from our leader, a brute, when he stripped me of all my enemies. He didn't use taunt, he just entered my area and all of them turned to him. When he was being overwhelmed, no matter how many times I toggled my taught, they stayed with him. When I attacked them from behind, none turned around to face me. You say there is nothing wrong with a Tanker and his ability to control aggro? As the lone tank in a team or by himself, you are correct. However in a team with a brute, forget it. The brute takes complete control. You cannot tell me that doesn't happen, because it does. Not only did I recognize this problem, my teammates, 2 of which I routinely adventure with, did too.
I want to see the dev improve the tanker's aggro control again and increase their damage potiential to offset where the brute's abilities have reduced the tanker's roll in a team.
Make the tanker superior to all in generating and controlling aggro, take their threat level and increased when part of a team. This can be associated with increasing their damage potiential to that of a brute's without the influence of fury or toggling rage.
At no point should a lone AT be able to lure enemies out from beneath a tanker's taught aura. The single acception that another tanker can do it.
I don't have a problem with a brute generating aggro or controlling melee. I have one that I love playing. However, at no point should a brute be able to wrest control of aggro from a tanker, ever.
Case in point. Here's what Aett said to me about the difference between a Tanker and Brute when it comes to threat generation and aggro.
Quote:First off, while Stone Armor Tankers have a decent aggro aura, it is not one of the best. Invuln and Shield have longer durations, which help a lot, and Ice Armor has two aggro auras, of which one contains a decent amount of debuffs.
But let's take a closer look at the Threat formula:
Threat = Damage * DebuffMod * AT Mod * AI Mod * RangeMod * (TauntDurationRemaining * 1,000)
So let's get rid of the three items that are either the same or we don't know much about: AT Mod, AI Mod and RangeMod. That leaves us with:
Threat = Damage * DebuffMod * (TauntDurationRemaining * 1,000).
Obviously, within this formula, the TauntDurationRemaining * 1,000 should end up being the highest value. At level 23, Taunt has a duration of 29.4 seconds, and the various Gauntlet effects from attacks has a 6.26 second Taunt. You aggro aura, Mud Pots, has a 6.26 second duration Taunt, does 4.6 fire damage, and has a handful of debuffs. Crushing Blow on a level 23 Tanker does 46.08 damage and has a debuff.
Tanker Example:
So let's take a look at some values of Threat:
- Un-Taunted Mob hit with Crushing Blow: 46.08 * 2 * (6.26 * 1,000) = 576,921 Threat
- Taunted Mob his with Crushing Blow: 46.08 * 2 * (29.4 *1,000) = 2,709,504 Threat
- Un-Taunted Mob hit with Mud Pots: 4.6 * 6 * (6.26 * 1,000) = 172,776 Threat
- Taunted Mob hit with Mud Pots: 4.6 * 6 * (29.4 * 1,000) = 728,640 Threat
So as you can see, Crushing Blow on a Taunted Mob has a HUGE advantage over the other sources of aggro. This is because of the large Taunt Duration of Taunt, and the higher damage of Crushing blow over Mud Pots.
Now, let's compare those values to a similar Brute with, say, 100% Damage buff from Fury (should be easy enough to maintain, even at those levels). We'll make him a TW/Stone Brute, just to compare apples to apples here. His Taunt values are the same. He does 86.4 damage with Crushing Blow and 8.6 with Mud Pots.
Brute example:
- Un-Taunted Mob hit with Crushing Blow: 86.4 * 2 * (6.26 * 1,000) = 1,081,728 Threat
- Taunted Mob his with Crushing Blow: 86.4 * 2 * (29.4 *1,000) = 5,080,320 Threat
- Un-Taunted Mob hit with Mud Pots: 8.6 * 6 * (6.26 * 1,000) = 323,016 Threat
- Taunted Mob hit with Mud Pots: 8.6 * 6 * (29.4 * 1,000) = 1,517,040 Threat
So, a similarly-outfitted Brute can generate almost twice the amount of Threat that a Tanker can if they use similar powers. It is because of their potentially higher damage output, and the fact that their AT mods and Taunt duration values are the same.
Edit -> In short, loading up Taunt with TauntDuration enhancements is the best way to go, along with making sure that you are slotting up attacks for damage as well.
Your assertion that Tankers are doing just fine and do not require any changes is dead wrong.