KnightofKhonsu

Rookie
  • Posts

    351
  • Joined

  1. Quote:
    Originally Posted by Dechs Kaison View Post
    Tanker damage is lower than just about anybody else.

    That doesn't mean it sucks.
    No, it means it's broken in my book.
  2. Quote:
    Originally Posted by Blue_Centurion View Post
    My apologies Knight of Khonsu. I looked at your number of posts, not your join date. It was wrong of me to use you as an example, and I apologize.
    Say no more. Its easy to assume one thing, especially on a message board. No harm no foul.

    Quote:
    Originally Posted by Blue_Centurion View Post
    However, the type of person I was referring to does exist (I was one) and is a problem for Tankers. In console games (which is mostly what I played before City of X) you will not find any "Agro Magnet" archtype. I have learned that if you come over from some other MMORPGs you might have seen the archtype and tactic before. But I had never seen it, and assumed since the Tankers were the heaviest dude around they would have at least one good teeth rattling attack. I found that in my SS/Invul Brutes (one of which I have with a stupid expensive build right now :-0 ) But Tankers confused me for months, and I believe that effect may still exist for other players new to MMORPGs.
    My first toon was a scrapper. Those are easy to use in my opinion. Before I took up a tank, I paid close attention to how they were used. I witnessed a number of ways people employeed them. Those that failed, I noted on what not to do, and those who were successful, I noted what to do. My brother, who's played CoH longer than me, I picked his brain and teamed with him learning the roll of the Tanker. I'm thankful for that because to date, I've not had anyone complain about my tanking. We all know players will speak up during a mission when a tanker is not doing their part. Of all the tankers I've used, the worse one in my experience is the electric/electric.

    Quote:
    Originally Posted by Blue_Centurion View Post
    Now that I understand Tankers better I play them differently, expect different performance, and enjoy the experience much better.
    I couldn't agree more with you. I just want to see them adjust the tanker where it is back to being the premire aggro generator above what the Brute and Scrapper are capable of doing, with or without specialized IO sets.
  3. Hey, I'm game. I have a MM with Robots. Email the particulars to me @Caladar when you're going to start it up.
  4. Quote:
    Originally Posted by Blue_Centurion View Post
    The Tank has 2 problems, and they have nothing to do with it's performance. The first is this guy. No offense intended, sincerely. I was this guy almost 5 years ago. KnightofKhonsu is just a perfect sample of what I was, and what we have in reality. People who have not had exposure to a class who's specialty is agro magnet, but looks like a melee character. It threw me into a spin, and it does others as well. The second is the very experienced gamer who knows exactly what a Tanker is, and wants to use it as a base to build a character that abuses the crap outta the game. I am also that guy. seriously, if there was a way through I/O sets (name your price!) that i could turn a Tank into an effective Tank Blaster I would have one. Many many of us would.

    The Tank also has performance issues related to it's design not growing with a growing game. The ability to alter mob size and the steamroll technique have made the agro cap for a Tank a huge shackle. Now everything being added to the game either 1) autohits (bye defenses) 2) Autokills (bye large health pool) 3) Drains all your endurance inless than 5 seconds (bye toggles, armor/def, hello floor 4) does massive Psi damage (wait, what do you mean you don't have Psi protections?) 5) Hey, lets raise the softcap everywhere! 6) What new torture awaits? Everything mentioned here hits Tanks disproportionately, because everything the Tank player gives up the other archtypes get to keep (more damage, special tricks) yet we are all equal in that no one can resist a 10000% effect. But hey big guy, yes you do have 2x the (fill in the blank) compared to me, so that will console you on your trip to the hospital.
    First, I have played this game for over 3.5 years. Second, this is not my first tank it is more like my eighth or ninth. Of all of them, this is the only one I have ever had a problem with in holding aggro. I do not have that problem with my Electric/TW tank, SD/Mace tank, or my Stone/Stone tank all of which I am actively leveling with my Stone/TW tank. Ask for opinions to improve the performance is the ability to learn from others when help is needed. Not that "I not had exposure to a class who's specialty is agro magnet, but looks like a melee character."

    While I may have 1.5 years less than you in playing this game, I have more years of gaming experience than I care to think about, which affords me the experience to identify problems. The fact of the matter is, had I been some noob, more than likely I would not even had noticed what was happening in the first place. The fact that I did see the aggro problem in not keeping enemies in front of me, instead they ran passed, towards another teammate, or away from me, means I am not some noob playing an AT for the very first time. When a Defender can draw a mob of 5 targets from me, while in the heat of battle, then something is seriously wrong with the build, not that I do not know what, when, where, or how to use the AT.
  5. KnightofKhonsu

    Stone/Stone Tank

    Quote:
    Originally Posted by Tezzereth View Post
    I have not played CoH since the end of 2005. A LOT has changed since then, so I decided to make a new character instead of reviving one of my old ones. I really love how the trams are one line now, and that the Finesse Pool is free!

    So, for my first character, I went with a Stone/Stone tank because Stone Armor was so awesome before, eh heh.

    But basically, since I have only just gotten back into the game, I don't have any of the influence to afford those really spiffy enhancements from sets, so I have been just using what I find and what not.

    But basically, I am more interested on the powers I should be using, moreso being that I am a Granite Armor tank. I do know though, that I have not liked Build Up or Hurl Boulder, so I don't plan on using either for a final build.

    I am more focused on holding aggro and teleporting head first into a mob with Mud Pots on while getting everyhitng to look at me while the team blows 'em all up. When in close quarters, I use the KB attacks to heard the enemies into walls and corners.

    In the eventually of getting the awesome IO stuff, what are first few things I am going to want to slot up as best as I can?

    Sorry for the pseudo randomness in this, but this way late for me, and i don't want to forget to post about it!
    Unbelievably, Build Up and Chucking hunks of Street (as I like to call it) are very important to Stone attacks. Build Up can mean the difference in defeating an opponent or being defeated, the increase of damage and accuracy alone are worth taking it. Now throwing huge chunks of street at enemies far away is important. A Stone/Stone tank has very little in the way of ranged attacks. Hurl Boulder can be, if properly outfitted with ranged enhancements, a devastating and effective attack. My WP/SS Brute uses her Hurl Boulder as fast as it recharges. Therefore, I do recommend you keep those two powers. There is a point in the mid-twenties where obtaining other powers can happen because the primary and secondary powers are not available.
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    You discarded half of the the description to reach your 'conclusion'.
    What I did was take the important points made in each quote and combined them into one mission statement. Nothing was modified to make it say something it is not. Every thing in my new statement says the exact same thing using 48 words, not in 142 words. Short, to the point, and no ambiguity to what the purpose of a tanker is. You can claim otherwise, but the truth is staring you in the face:

    "The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. Proudly standing in the front lines of battle in order to protect their comrades and, of course, the innocent."
  7. Quote:
    Originally Posted by Hyperstrike View Post
    Essentially the newer incarnate trials are "If you don't have the "right" types of characters and the "proper" Incarnate power choices you fail. And everything's "unresistable".

    It's a friggin' joke.
    WT...well, that settles it for me. I will not bother doing the new ones until such time the developers go back and revamp their god like trial(s).
  8. Quote:
    Originally Posted by Sailboat View Post
    Regarding iTrials: I recognize that the devs are trying to 1) challenge teams and 2) make us think outside whatever boxes we've become accustomed to. But still, the various "instant death" mechanics added to the iTrials, while frustrating for all ATs, seem to especially impact Tankers. At least my own character concepts are predicated on my Tankers being tough and hardy, not on their ability to notice a flashing circle amid the dazzle of everyone's combat effects.

    Simply exempting Tankers from all the "instant death" mechanics in the iTrials would be a start.
    You know, the more I hear of this trial the less I am incline to ever participate in it with any one of my melee ATs. What use is it for a tanker, brute, or scrapper to fight with what amounts to one arm tied behind their back? If one cannot use the entire arsenal of powers in a trial, said trial is nothing more than a type of AT segregation in rendering a tanker, et al, nearly useless, even with epic and incarnate powers.
  9. Quote:
    Originally Posted by Aett_Thorn View Post
    But I think that having an open and honest discussion about what we, the players, feel is the actual role in this game of what we think that Tankers are, and what we want them to be, will help them as well.
    Quote:
    Originally Posted by Paragonwiki Tanker Description
    The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. But the Tanker lacks any long range punch. The Tanker would prefer just to charge straight ahead anyway.
    &

    Quote:
    Originally Posted by Official City of Heroes Tanker Description
    The Tanker is an irresistible force combined with an immovable object. This Archetype can take and dish out all sorts of damage.

    The Tanker is not totally invulnerable, but his skills allow the other Archetypes to play their parts, too. The Tanker is a devastating hand to hand combatant, and ranks second only to the Scrapper in sheer melee power. He possesses some ranged abilities, though far below those of the Blaster or the Defender.

    Tankers proudly stand in the front lines of battle in order to protect their comrades and, of course, the innocent.
    These two quotes, though worded differently, say the same thing about what the role of a tanker truely is.

    "The Tanker can take it and dish it out all at once. The Tanker primarily can absorb vast amounts of damage, and hold his own in a fist fight. Proudly standing in the front lines of battle in order to protect their comrades and, of course, the innocent."

    In my opinion this is what the Tanker ultimately is and his primary role in CoH. With the inclusion of hero Brutes as teammates in Paragon City, the waters are now muddy. The problems we are seeing now where not prevalent when these two were not able to team together as they are now, day after day after day. Aett_Thorn showed me the numbers between a Tanker & Brute in generating aggro alone and it is staggering. This in my opinion is why Tanker enthusiast questions the primary role and abilities of a Tanker.
  10. Working on Aett_Thorn's advice yesterday, I went head and replaced all but a few standard enhancements with IO sets. I made sure that I put Obliteration in Mudpots and included it in Defensive sweep. Perfect Zinger in Taunt and Titan Sweep, and new defensive sets Serendipity for Rock Armor and Crystal Armor. Additionally, I am using Impervious Skin with Stone Skin and Brimstone Armor that I'll eventually upgrade to Aegis. Lastly, for Follow Up, I am using Pounding Slugfest.

    The net results I was able to hold aggro a heck of a lot longer and pull off enemies from teammates in trouble and even pulled them off our brute leader. When I add additional slots to Taunt & Titan Sweep, I will be able to tweak the taunting ability even further.

    We were engaged in Citadel's TF and all had much fun. I did notice that as long as I ran around without sprint engage (even though I have an endurance slotted) my endurance stayed in a comfortable range of 66% or higher, even with Mudpots on. Thank goodness for all the regeneration bonuses or I'd been face planted a few times.

    I tried importing the build so I could post it here; however, the program requires updating for TW. I wanted another PoV on what I have done. I could not do that. I hope that they will update the program to allow TWs. Anyway, just wanted to let you know and thank you all for your help.
  11. Quote:
    Originally Posted by New Dawn View Post
    Synapse has a lot of Clockwork in it and they aren't always auto win with taunt. People may of taken taunt got to 24 and thought "thats useless" and respeced it out and never changed their mind for a long time in the past. Out of all them in your team your only worry would of been a defender, screw everybody else, well maybe not the MM at that level but everybody else is their own problem primarily. If you felt charitable then maybe the scrappers and brutes. If there was no defender in the team then sharing the overtime strain with the tankers is cool beans too by alternating on who is first in.

    Digression warning: Usually as a Tanker I look after support and blasters who are ranged/support anyway, if any of them die without wrecklessness (as you can't save people from themselves and aoes etc) then its a Tanking fail. As a blaster I have taken damage for 10s whilst mezzed practically 20ft away and in full line of sight from a tanker who had taunt till I got defeated. He taunted what was already in his aura, a single minion. Thats an ultimate fail.
    My concern was keeping the Defender and the MM out of trouble. Both were doing a great job of healing and the defender's buffs were great too. I wasn't worried about the others as they could take care of themselves. Anytime either Def or MM came near me, I redoubled my efforts to ensure they didn't get into trouble. I asked them to target through me so I'd get their aggro. That operation was very successful as neither were put down.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    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.

    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.


    - 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.
    Aett_Thorn, thank you. This helps me understand better. I looked all over for those numbers and couldn't find them. Last night I started loading up with Sirrocco's Dervish for defensive sweep, and Perfect zinger for my taunt and Titan sweep. I plan on doing the same for the rest. I had wanted to wait until I reached lvl 30. But I see now I cannot.

    Additionally, the fact that the brute has a higher aggro than a tanker shows there is a problem. Before Brutes were allowed on blue side this wasn't a problem. Now that they are, it is a problem that developers hadn't thought about, at least I hope so. Thank you again.
  13. I posted this yesterday in the Tanker Consolidated thread:

    Quote:
    Originally Posted by KnightofKhonsu View Post
    This weekend (Saturday & Sunday) I had my TW/Stone (23) tank in a mission with another Brute (24) (TW/Reg) and a Scrapper (24) (Claws/Reg) and my tank could hardly put down any foes in the numbers and/or time my teammates were doing. Fact is, I had to keep hitting taunt to keep them fighting me, or they would turn on the brute and scrapper. The more important thing is all of us were using standard IOs, no specially crafted IOs sets. Compared to the other two, my damage was incredibly low. This really disappointed me.

    Based on my experience from this weekend alone, there is a huge disparity between a tanker, brute, and scrapper in damage delivered on targets. Additionally, my tank's ability to hold aggro with the brute and scrapper was bad too. That should not have been the case. As far as I know, stone armored tanks are supposed to have the best ability in keeping aggro. That did not happen. I would not have said a thing about it if it just happened one or two times. This happened all day long on both Saturday and Sunday.
    Last night this became even more apparent. While doing SynapsesÂ’ TF, I found myself chasing targets instead of them coming for me, even after using my taunt. Moreover, if I entered the spawn area first, taunted and engaged, those enemies around me stayed long enough for me to do def swing, titan swing, crushing blow, follow through, ending with a def swing. Then those not closes to me, ran off to engage the others behind me.

    The makeup of our TF included 2 brutes, a scrapper, defender, MM, and another 2 tankers. All of the brutes and tankers either had invulnerability, WP, and one other stone armored tanker too who had TW too. However, he did not stay long with us because he kept being killed for some reason. It got to the point that when I taunted a group of enemies coming towards, they ignored me and ran towards the others. This happened all night long. At the end of the TF when we faced Babbage, I kept his attention or brought it back to me when he turned toward the others. I'm a bit frustrated with this. I do not have this problem with my Shield/Mace tank. He charges in, I do not have to taunt him, the all jump him.

    It was my belief that a Stone Armored tanker's ability to hold aggro or be the biggest threat for enemies to attack. My quest is that if this is the case, why then cannot I hold aggro or get enemies to stay or come my way. Even my teammates noticed this. If this is what I have to expect from this AT with SA/TW, he is going to be a liability where teammates end up getting face planted because of his inability to keep the enemies facing him.

    Therefore, last night I decided to load up my taunt with perfect zinger and will do the same with titan sweep too. I had regular IOs enhancing the powers. Can anyone give me some pointers here before I get to the point and just delete the toon out of frustration?
  14. ...using Plant Control and Earth Assault. So far, I am pretty impressed with this AT and its abilities. My question for those who are far more experienced what typical IO sets does one use for the two power sets. Thanks!
  15. Quote:
    Originally Posted by LotusNinja View Post
    im currently working on lvling a stone/titan weps tanker that i have found is fun to play. now im comming here to see if someone would be able to pass me a mids build for my toon. i have little experience with making builds as it is and idk anything about making a tank build so any help would be awesome. cost of sets is not a problem. if its possible id like to request Spring Attack added into the build if its at all possible. thanks.

    @Pvt James Ryan
    Currently, I'm playing my TW/SA tank too and enjoying myself. Right now, I'm at lvl 23. When I reached lvl 20, I switched over to using standard IO enhancements. It is my plan to start using speciality IO sets when I reach lvl 30. Then I will start using IO sets for PBAOE, Targeted AOE, and so on. I have a full set of Numnia's Healing for my Stone Healing power I will use.

    My advice is to wait till lvl 20 to start using standard IOs and then dive into the others when you have a better idea of what you want to do with the tank. That should give you a bit more time to research. That you can do at Paragonwiki by looking at the TW and Stone Armor powers and the listed IOs and sets for each one.
  16. Quote:
    Originally Posted by mauk2 View Post
    And we do way less damage for the privelege.
    This is my only problem with Tankers. That a scrapper and a brute do as much damage over and above what a tank can do is simply puzzling.

    This weekend (Saturday & Sunday) I had my TW/Stone (23) tank in a mission with another Brute (24) (TW/Reg) and a Scrapper (24) (Claws/Reg) and my tank could hardly put down any foes in the numbers and/or time my teammates were doing. Fact is, I had to keep hitting taunt to keep them fighting me, or they would turn on the brute and scrapper. The more important thing is all of us were using standard IOs, no specially crafted IOs sets. Compared to the other two, my damage was incredibly low. This really disappointed me.

    Based on my experience from this weekend alone, there is a huge disparity between a tanker, brute, and scrapper in damage delivered on targets. Additionally, my tank's ability to hold aggro with the brute and scrapper was bad too. That should not have been the case. As far as I know, stone armored tanks are supposed to have the best ability in keeping aggro. That did not happen. I would not have said a thing about it if it just happened one or two times. This happened all day long on both Saturday and Sunday.

    Therefore, I can appreciate Mauk's feelings about the real problems the tanker AT are facing when talking about damage, keeping aggro, and their overall performance.
  17. Quote:
    Originally Posted by Aett_Thorn View Post
    Honestly, Knight, I just had no idea what you were trying to say. It seemed like you were mixing up concepts (e.g., Rage versus Fury) which led to your post making little sense. That, plus the grammatical errors caused me to have no idea what you were actually trying to get at.

    A -ToHit debuff on other players in range of your Taunt aura? What? A bar that goes up as the Tanekr and his team gets damaged? What about Tankers that rely on not getting hit? Taunting aura range going up increases the Tanker's threat?

    I don't think your idea is overpowering, per se (although the note about having Tanker damage potential be equal to that of Brutes could be), but it just doesn't make sense to me.
    I said to myself I wasn't going to participate any further in this thread after Dues BS comment, especially after all the suggestions I read. However, if what I said wasn't clear, as you indicated then I have the responsibility to clarify myself. You'll have to excuse my grammatical errors as I was typing all of this from work. I should have checked myself before hitting the submission button.

    1. Rage vs Fury.

    You are correct, I mixed the two up. Replace fury for rage.

    2. A -ToHit debuff on other players in range of your Taunt aura?

    That should have read "enemies on players in range of the tanker's taunt aura."

    3. A bar that goes up as the Tanekr and his team gets damaged? What about Tankers that rely on not getting hit?

    A 'fury type bar' call it the 'Gauntlet Bar,' rises in a similar fashion of a brute affording the tanker's HP to increase in a similar fashion a brute's damage increases while they are:

    a. Receiving damage

    b. Team mates receiving damage or the lost of a team mate.

    4. Taunting aura range going up increases the Tanker's threat?

    a. Tanker's threat lvl increases becoming the greatest threat to the enemies within the taunt aura range as the 'Gauntlet bar' increases

    b. Extend the range of effect of the tanker's taunt aura.

    5. A tanker's Damage potential.

    I think we all can agree that a Tanker's ability to deliver damage compared to a scrapper or brute is seriously lacking without them using any toggles or influences of a fury bar (brute). Since the tanker's damage is lacking, it makes sense it should increase. I believe a tanker's damage potential should have a similar potential that a brute has excluding the influence of fury. This would allow said tanker to dispatch enemies in a more timely fashion instead of spending longer periods pounding on one or two when the rest of the team is dispatching the remainder in a far quicker time. This is especially true when a tanker is soloing.

    Additionally, you'll note I did not mention increasing the tanker's damage with the 'Gauntlet Bar.' Just the tanker’s HP and Defensive bonus. The tanker's damage is capped; however, it can be increased with the use of SOs or IOs.

    Quote:
    Originally Posted by Arcanaville View Post
    The combination of these two alone would very obviously be broken:

    a. +Def increase % for tanker and for each team member within the tanker's taunt aura range.

    c. Tanker's taunting aura causes -to hit for all foes in range of the tanker and those team members in the tanker's taunt range.
    I believe I clarified Arcanaville's second point. Let me clarify on his first one.

    The Shield Defensive power affords a percentage of defense with Phalanx Fighting, a toggle power.

    Tanker
    5% No Allies (unenhanceable)
    8% (+3%) 1 Ally (base value)
    11% (+3%) 2 Allies (base value)
    14% (+3%) 3 Allies (base value)


    What I propose is something similar tied into the 'Gauntlet Bar' along with a tanker's taunting.

    A tanker gets a base +def bonus of .25 of SD bonus enhanced in the following manner:

    Tanker: 1.25% (self) / 2% (1 alley) / 2.75% (2 allies) / 3.5% (3 allies / 4.25% (4 allies)...+.75% per additional alley above 4 for a maximum of 8 teammates for 7.25%.

    Now if a Tanker has SD, obviously they won't get the def modifier since SD affords them a higher % of defense. However, they would still receive the increased HP, taunt aura range, increase of taunted individuals to 25, and -to hit debuff.

    In battle, a tanker should become more dangerous of a threat to all enemies around him because of his ability to soak up damage. Increasing his hit points, his taunting abilities, and giving a modest +def% to himself and his team mates within his taunt aura range make him the focus of enemies to better protect the team from aggro they may generate. I hope this clarifies my input for those interested.
  18. Quote:
    Originally Posted by mauk2 View Post
    (blink)

    Srsly? Try reading what I said: Fighting +5's and +6's makes you effectively useless. I do not give a rats backside if you have ranged attacks or not. Assuming you have a toon capable of effectively participating (either leveled appropriately or a heavy support toon), ALL toons can do well in either of those battles. If you know how to fight while getting bombed with death patches, it doesn't matter if you have ranged attacks or not.

    (Here's a hint: Either move yourself away when the patches are about to appear, or kite the baddie out of them and keep on wailin'.)

    Reading comprehension, try it!
    The premise of this thread revolves around lack of ranged attacks on Tankers. Your interjection of whatever lvl AV does not take away this fact. I read your statement in its entirety with full comprehension of what you wrote. However, it is your last statement that what I questioned, not if the toon in question is leveled appropriately. Arbitrarily stating a toon is useless "just because..." they may or may not have a level to someone's liking does not pass the smell test.

    Players, all players take offense whether they want to admit it or not, when another player insults said toon. Said toon is an extension of the player who invested their time, energy, and their personal ideas into creating a particular toon. This is a fact of gaming I have witnessed and studied across a number of genres, including this medium.

    The fact a person may or may not have the experience in "avoiding getting bombed with death patches" is a completely different matter and off-topic from what the originator of this thread inquired about. Alternatively, a person who lacks such experience will soon gain it if they have the capability of learning. Did you come to play this game with the foreknowledge of the game's mechanics knowing what, when, where, and how to respond from the get go? No, I don't think so. None of us have.

    Additionally, be careful in slinging around off-hand comments about reading comprehension (i.e.: questioning someone' intelligence). You might find yourself insulting someone who may have a higher degree of intelligence and holding master's degree or higher. Such a comment can be construed as a personal attack, a violation of ToS.
  19. Quote:
    Originally Posted by Deus_Otiosus View Post
    You forgot #4 in your list of overpowered stuff.


    4) Delete Brutes and Scrappers as they no longer have a reason to exist.
    Overpowered? You cannot be serious. Compared to what I have read throughout this massive tome of a thread, it is mild.

    However, I will bow to your obviously great experience of all things. I will delete my suggestion since it is soooo overpowering. It's not like I have 10 years of game developing of two major game systems under my belt.
  20. A ton of ideas and a lot of reading. Good job so far.

    Now for my 2 cents...

    *Deleted because according to Master Deus Otiosus, it was tooooo overpowering.*
  21. Quote:
    Originally Posted by mauk2 View Post
    because if you don't you're ranging from "useless boat anchor" to "not pulling your weight."
    So let me get this straight. If my tank does not have does not have any ranged attacks at all, then it is useless; as in it serves no purpose and shouldn't be included in any TF?

    Quote:
    Originally Posted by mauk2 View Post
    That clear it up?
    Yeah, like muddy water.
  22. KnightofKhonsu

    New WP/EM tank

    Quote:
    Originally Posted by Marcomaniac View Post
    Unfortunately, I started this fellow (Major Justice/ Liberty server) before subscribing to VIP or reading these forums. Everything has been fine up until his 20's and now he starting to not be fun.

    Apart from a complete rebuild, what can I do to make him more viable?
    I now how you feel. I thought it would be a great combination months ago when I started one and by the time I reach lvl 20, I'd become completely disgusted with it that I finally deleted the character and swore off ever using it again.
  23. Quote:
    Originally Posted by Kioshi View Post
    Right after that I was rejected on a MoM by another player because I was a Stalker (first time in three years that happened to me, and on freedom, so I wasn't upset). 10 minutes later the same guy was 'BAF forming'. So it must be kinda hard for some team compositions (I guess, when I did it there was a ton of heals, even my Stalker didn't feel the patches).
    This is wrong on so many levels it is not funny. For anyone to reject another player because of the AT, is ridiculous as it is inflammatory.

    Had I been in your position, I would place said individual on permanent ignore never to have anything to do with them. There is no reason anyone can give to exclude any AT from doing any trial at any time.

    As for Shaggy's problem, I see no problem how you developed your Tanker. If you decided not to have any ranged attacks, so be it. No hero/villain can be the, be all to beat all. Case in point, my own 50 lvl Scrapper and Tank do not have any 'ranged' weapons. One is a melee specialist (scrapper) and the other, dual swords. Someone tells me "I should have ranged weapons" my response is, that is your opinion and I do not hold to that opinion with the makeup of my character.

    Currently, my 44th lvl Defender (Kin/DP) has epic powers available. I am not taking any of them. They are a waste of time for my defender because what is available for epic powers suck in my opinion. Therefore, I am selecting other powers to enhance my defender's current powers and survivability. Epic or Patron powers are not all that, not when they are hard lock for each AT. Powers like 'Body Mastery' and 'Weapon Mastery' should be available to all ATs since they are more AT neutral. I'd rather have access to these two for my defender, but they are not. Nevertheless, that is another topic of discussion.

    Anyway, Shaggy, I think you handled it in the best possible manner as you could. At least it sounds like you enjoyed the trial.
  24. Quote:
    Originally Posted by MagicFlyingHippy View Post
    Elec/Titan here. Definitely having lots of endurance problems, but I'll have Power Sink in one level and that should take care of that.
    I have the same tanker and my endurance issue is not that bad. It might be due to having slotted 3 end mod IOs in my stamina with an end IO enhancement slotted in all the attack powers too and any toggled electric armor power too. Knowing ahead of time that endurance was going to be an issue, I went ahead and planned for using IOs as soon as I could start building.

    Alternatively, I started another toon, a brute this time, with TW and WP using the same methods for slotting in stamina and so far, endurance is not an issue.
  25. This weekend, my defender finally received 'Hail of Bullets' for my final power for dual pistols. I did not think much of it as just another AoE power. However, when I finally used it I was simply stunned. The effects of this power made me sit up a bit straighter in my chair. The amount of damage and number of targets I took out when I activated it made my eyes bug out. That is not all of it. When I activated Fulcrum Shift, the damage increased dramatically. When I fired it off again, my little defender did not leave an enemy standing even when the entire team engaged.

    Since this is my first time using Dual Pistols, I was not prepared for an outcome of this magnitude. The amount of damage this power can do sure makes my lil defender even more dangerous. No wonder I found myself at the end of a numerous attacks from the enemy when I engaged them.

    My question is this. Has anyone else found themselves shocked by what 'Hail of Bullets' can do with or without using Fulcrum Shift?