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Posts
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Joined
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Welcome to the forums!
I like anything that means things are easier to obtain. The idea of needing to become unemployed, getting divorce papers, evicted from the house for not keeping up repayments or for sanitory, health and safety reasons, having the kids grow up knowing the back of your head just to obtain the ultimate goal in bases was never a good idea. -
Welcome to the boards. I was happy with those answers and just think its a shame that all future changes can't happen quick enough. For me its something of an important priority.
A lot of people have in the past stayed true to the content, putting roleplay and story content before leveling speed. Some people to the point of having barely any contacts who aren't a confidant. On villains something in the region of 70 contacts. That's a lot of arcs done and time spent to of said "right I have done the game as this character" before moving on to the next. Then Ouroboros came to say do it again for badges, now this comes to say do it again for merits. For those playing at off-peak times on servers where bumping into other life is infrequent. It's kind of like asking someone to sit through many documentaries on farming more than once.
Is there any chance for the Merit system to do a contact check and award for confidence level contacts? -
From playing a Tanker I'd be the one to run in, I find I am at one speed and so prepare to stop just in the middle, then its whoosh, suddenly I have overshot my mark. Admittedly I could ask for SB but I always build to play in a way that its never really essential so SB pls is rarely required. If I got slowed then its fine, that would happen within a fight duration and around slows its fine.
I think there is too many people with builds that have pocket kins as a prerequisite. Without a kin they can't function. Its like exemping, once people lost a couple of tier powers they can't show others what good players they really are and have to moan about it.
People will have to ask for it to get it out of me half the time. -
Why do Kins SB people just as they start running? People overshoot their mark. If they have hurdle instead of sprint and no combat jump it just gets silly. I'd SB people inside a fight duration, not moving towards mobs or holes in a cave floor.
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Well I have been looking at the rewards and think that should people stay true to a day job out of concepts sake as we are not all min/maxxers or badgers, some are RPers, that there is a little bit of penalisation going on for picking a job.
[u]Random tech salvage drop upon mission complete [u]
This is a poor mans choice compared to the magic salvage, I vote on it doing both random tech and magic as Professors can be Professors in anything.
[u]Coupons that will grant a discount at the tailor[u]
There are so many free costumes on most peoples accounts I do wonder if this is that good. Can it also work towards a special costume item? I can't get a witches hat on villains and I am sure there are plenty of other things like the PPD costume aye?
[u]XP Debt Protection[u]
Can we get away with combining 2 insps for awaken as well? -
I am happy to see those taking the time to go to an event can themselves a lovely costume item for free!
So not to take anything away from the "free offer" the next new costume expansion could come in 2 forms, 1 for those who've had their free offer and one that costs slightly higher for those who haven't.
That'll be nice, because right now as nice as everything is, a holiday to a gaming event would be budget breaking. -
Woah, when I blast I often watch healthbars too. Sometimes a person can be saved from you focusing on or one shotting the rest of their targets (unless they pbaoe) or often I throw some control their way...like "omg they're swamped" *throws caltrops* (not on tanks ofc).
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You know there are times when in trying to bring a person back your not there saving I don't know one, two or more other people. Also the very place at where someone is laying maybe quite a dangerous place to res them. It's not unknown to see a defender res someone only to then see them both get pbaoed or coned by an AV. I think you just have to respect the player who's playing their character, on their account, their way, personal decision. It maybe more educated, but then maybe not especially with the slog 3 floors looking "if he was left there".
On topic: No opinion of guide (not read it). -
Here is my way of casting (mad altaholics tend not to remember binds).
Someone needs help, click name, click the right power icon in the vertical power tray thats going up the left hand side of the names. I love the new interface. Nah I do have binds and use number keys and all but it depends on if I got a drink in one hand. -
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If a tank "Needs" fortitude, something might just be wrong. maybe.
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Couldn't help someone else mention Invulns being squishy in this thread so I am going to say; scale-able defence (so different levels of survivability within a fight duration) plus no def debuff resistance and ifs its not S/L as well its curtains. Those def debuffs can stack heavy to give lol base defense.
With PuGs I can't determine how people play but only bare in mind myself that I hate healing..I agree with everyone and only one on who I fort because it's based on keeping people standing. I don't rulebook at picking ATs because they vary in powersets and the enemies vary as well, I just know I hate healing. -
You are looking at tanking through the eyes of a tabletop gamer who uses attack templates and tape measures. The biggest tanking trade secrets are found in continuing to do so by also looking at what the enemies can do too. Now thats where we go from primary tanker basics as is your title and moving on. I like your guide.
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honestly, in your heart of hearts, think that if it were possible to get "incredible amounts of mitigation" out of Frozen Aura, someone would not have found out how by now?
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mainly stealthy /ice blasters who solo street hunt alot but I am opting for flash freeze. -
For general tanking the usefulness of taunt varies not only from team to team but from the tanks own powersets. Fire melee Tanker who took pyre mastery is a damn sight more aggro grabbing than Energy melee who took body mastery especially if just the first 2 powers. However on AVs the usefulness of taunt comes in on its own as you can better tank for anyone of the various types of defenders or controllers no matter what type of Tank you are.
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I actually like flash arrow more than entangling, I like entangling but i think flash arrow has its uses in keeping a nearby group where they are at the times when normally you could be facing more than one. Grant invis PVP fine, but for PVE pain in the butt to have to do in a heartbeat or keep worrying about, or put on everybody, I know alot of defenders take it and shy or short of cheating TFs etc I dont know why as they dont PVP. I dont like the fact I cant range slot Flash Arrow as 80ft is not always enough, there has been times when I needed to stay back but still flash the next group, but I do like how it can be used to nearer the floor enemies accuracy even further with the defense sets in the team or anyone elses tohit debuffs. I basically see the tohit being deducted and the defence of someone being deducted from a tohit calculation. 1% -tohit or def is like 2% res. Tanks find weave worth grabbing unless they are fire and this is like weave only it does more than one person at a time really cheaply. The tohit debuff is low due to the stacking effects with other powers of other people but that just tells me it can have some positive effects.
Ice arrow is complete effect mitigation on most enemies but I normally find that an unseen sapper etc will be caught by me with it at the exact same time as the controller but I dont always do malta arcs and I dont always team with controllers.
In pvp the rating you give acid arrow is fine, but in pve it wouldnt be the first arrow leaving my bow. Accuracy isnt normally a problem for most people and that has to be pretty much obvious, in PVP many builds love to take out SRs as its an easy win, res is better than def in pvp, so for area of effects sake and the fact people wont miss anyway I like disruption. For pvp/soloing and small teams/large inaccurate ones love the acid arrow. I run tactics so its not bad a level of tohit people are getting anyway.
I would want to stack Disruption with Acid on anything, I do believe that +survivability comes from -fight duration and as much as AVs resist debuffs which I dont think its as strong as in i7, every little helps and also on spread groups this works out fine anyway, disruption overall and acid on the boss, Id rather increase team damage by alot in a space of 2.67secs than add my pittance of defender secondary anyway.
I think i measured oil slick once as roughly 4-5 times the base damage of blazing arrow (depending on what you hit) and on 16 foes, thats quite alot of damage to group being atleast 16*4*blazing arrow, so with flash arrow hitting upto 16 I see damage sustainability to team increased by a fair bit. Oil slick is the single most important arrow in most teams, must be, as its what people wait for and what players really want to see. On fast cohesive teams i might just lay it and light it.
In the thickness of groups etc sometimes it can be hard to target so I use a macro $$targetname oil slick, it is a nice target point for more debuffs before igniting.
I can see the point in taking stamina if your into using your secondaries alot and dont slot end reds in the attacks for as much high burstness and accuracy as you can get but health is weak in comparison to aid self really.
Snipes, I dont like mid fight, i dislike standstill time really but if you slot them for end then your allowing for some end recovery because over the duration stamina and base end put the cost of the power pretty much back. Its almost the same as slotting aim for end really if you only ever use it to pull and pulling flash arrowed mobs can be beneficial so I am told as long as the foe doesnt pass a mate or is a boss. With other attacks of the secondary, sure the end cost is low, but you do half the damage per end than blasters at base and the action times are low so for a stamina less build, its snap shot, aim and snipe that would be missing an end slot.
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If you're playing a Trick Arrow/Archery defender, you have the best set synergy available, and Archery has shaped up to be a reasonably respectable blast set even for defenders. You'll never be subject to bow redraw as long as you don't use any pool powers, and that alone is worth naming Archery as the best set to pair with TA. The changes wrought in I7 have only served to improve the cohesion of these two sets.
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This is how I understand redraws and I will quote Back Alley Brawler:
The total attack time (ie, time before you can use another attack) for weapon powers is always the same regardless of whether the weapon is already drawn or not. This really isn't any different than say a punch or blast, which also always have the same attack times. The only difference for weapons is the actual attack animation finishes playing sooner if you already have the weapon drawn.
TA/Psi is good synergy.
Well anyway your build isnt hastened and thats less effects over time, which is not all that great for teams that like good reliability and more chance of aid in an emergency but concept wins period and any problems are team problems and you have to adapt to what you got. Its probably cos I think this "Defender secondary damage sucks, only if you hit multiples at a time does it do greatly" and with fast fight durations due to so much debuffs overtime I am lucky to get a worthwhile Rain of Arrows off, but still Id much rather increase the Damage/Survivability of others, I made a TA for the TA half.
Med pool and leaderships maybe just until people fully understand how to team with a TA or the odd moment, but I fail to see why people say "get a healer" just after you have entered the mission and found out what you are.
All in all I like the guide, its one of the best guides I have seen written and whilst I dont agree on everything thats all subjective.