New Dawn

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  1. If I am not mistaken this proc can stack up to 5 times. I stacked it 3 times, it is the +res one right? Anyway pretty much a good to have on a def set like SR.
  2. Quote:
    Originally Posted by Flush View Post
    Wish I could be there IRL but it's not possible :/
    So heres a happy 30th birthday for 22nd October, hope you have a great 1.

    Just an idea, have 2 partys, 1 IRL and 1 ingame, I.e. PD?
    For your friends who wont be able to make it IRL, what ya think Magz?

    Necromancer spotted!
  3. 4 Plant control
    4 Stormies
    4 TAs

    just otomh

    I just see a one powerset conceptually going with another in away I quite fancy or someone elses character and costume inspires me to make a toona bit like it on another server.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    New Dawn, if you truly believe this, why on earth are you posting on the forums? No one is qualified to comment on the game but the developers, so why even talk it over? That's what this post and your others keep suggesting.
    That's not what I am suggesting at all. Comment on the game by all means. We are not qualified to talk about the developers and the reason why I replied to it was and I'll bring up the paragraph for context:

    Quote:
    Originally Posted by Grey Pilgrim View Post
    And New Dawn, this quote can be a good approach to life: "Buffs are icing because I am not jeopardized without them. Fun happens when you are free of certain things that bother you. Not a lot bothers me so any buffs would be icing." I feel much the same way about how you should react to things in life, whether it's a game or much more real. But such feelings don't hold as much water when it comes to any kind of design. A developer/designer/artist that is content to sit on their laurels and be safe is going in a bad direction.
    That's the whole paragraph. The last sentence seemed out of place to me but now you've clarified things. My comment comes from me as a players perspective not as something meant to hold water with any kind of design. So when I saw that last line or two lines, its out of context and so why bring that up? Now I know you're intentions weren't what I might of thought.
  5. Quote:
    Originally Posted by Smiling_Joe View Post
    Oh, and has this thread been particularly venomous? Last time I checked I was allowed to have an opinion that disagrees with the developers.

    And I do have reasons for it that I can back up. You, on the other hand seem to prefer to believe what you want.

    I can respect that and agree to disagree.
    Stuff like this about Arbiter Hawk for one I thought was harsh, as its what you said:

    Quote:
    Originally Posted by Smiling_Joe View Post
    Now where is he? That's just weak.
    It's a bit harsh I thought.

    Say that to someone and they may just think "Ya know what? I was gonna do it, but now I won't". (Minus the swearwords).( Edit: Maybe not in the US, I dunno.)

    PvPers for a long time expressed their opinion in a barely constructive manner at all. I don't believe for a second that those PvPers got what they wanted.

    I am not here to try and fall out with anyone when I say these things. I am just trying not to have to witness further. Am not gonna say no to buffs.

    I hope they do WS and PB equally cos they are ballpark equal now.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post
    A developer/designer/artist that is content to sit on their laurels and be safe is going in a bad direction.
    Who here is qualified to decide that a developer etc is doing that?

    No one.

    Did someone say they were best qualified?

    Whoever that was thinks alot of themselves without truly knowing.

    For every viewpoint there is a counter argument, whether or not you see them is another thing. Some people I feel will only carry on only hearing themselves anyway.
  7. Quote:
    Originally Posted by _Ail_ View Post
    Very nicely reasoned post. For what its worth, I think TA could use buffs and many people have suggested useful ones but it is nowhere near as underperforming as people seem to want it to be. I think that it does underperform early game somewhat significantly though.

    I am glad that Trickshooter brought up the discrepancies between defender and corruptor versions of -res debuffs for TA as compared with dark, since those seem relevant as well.
    I am just saying that the pros and cons of an entire set should be looked at. I could go on excel and work out the maximum level of damage mitigation each of my Defenders put out, but then I would think to myself, "well whats the most sensible way of playing with them?". Tankers can aid survivability but if you are a simple blaster up a Tankers butt then you are bound to get aoe'd sometime. Defenders don't have to be there allowing anyone to take up any possible position. Some of my defenders would be silly thinking they could just stand anywhere. Then defenders don't have to allow you to do anything at any time. So there is a way to team with them and a way not to. Taking how to team with them into account, buffs that aren't good enough for us to do what we like might be overkill when we play around the set properly.

    Each defender will have a niche, an empath can only res one person at a time where as Miasma can do the whole team but needs a target to do so. Balancing the resses directly just can't be done although most people might prefer if Empathy had something that ressed the whole team without a target.

    I am glad you mentioned lower levels because I agree TA comes home late nearer OS.

    Conceptually:

    Glue Arrow lowers DPS but being a slow it can also have an effect on acceleration.

    Force (effect is Damage) = Mass*Acceleration

    So why can't it through affecting acceleration cause -Dam? There could be -Dam for the first few secs, combined with the -rechg, then perhaps just be -rechg for the remainder (perhaps entangling could too).

    Poison Gas Arrow does -Dam and a sleep, but why don't it look like a poison? At the end of its duration there could be some puking going on for a few secs. So even though some mobs got woken they're having to chunder when or as the effect wears off. Last part of the duration comes a hold.

    That's conceptual to me and some buffing without comparing anything. It would perhaps help a bit in the lower levels and be a bit further away from seeming just functional. Those powers would also be different to everything else otomh. I don't throw figures because thats the Devs job.

    But I'd suspect the testing would of said the set was alright to begin with.
  8. Quote:
    Originally Posted by Turbo_Ski View Post
    You keep implying that someone in this thread is suggesting overhauling TA completely as an experience
    Actually no and I don't believe that there is evidence of that. I do over exaggerate in saying something like I wouldn't want to see TA turned into Dark Miasma. It's a worst case thing.
  9. I did a quick look at the build. I can see how its played, I tried slotting it different but came up short, the levels some of the pool powers come at could be moved around a bit perhaps grouping fightpool more closely, leaving Burnout to when ya might actually need it. It's very different to my own. I don't do expensive and try to make up for it through the choices I make.
  10. Quote:
    Originally Posted by Bigfeeler View Post

    Here's the build.

    Thanks again!

    I realise that this is a thread Necro but I thought I'd come and haz look at a Blaster and see where they're going with it and then see if I can try and keep it in its direction but with some other suggestion. Bigfeeler came to Tanker section recently so I picked on his build. Practically soft cap to S/L/E.

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  11. New Dawn

    Ice/TW tank

    Game crashed on me about 5 -10 mins ago so I thought nows a good time to get on it.

    What your build lacked for me was damage. There is not much substitute for doing a great deal of damage where poss on the whole. I liken a Dam SO to be of greater worth than everyother SO overall in an attack. It increases DPE, potentially saving on the E and then does -fight duration potentially saving on everything else. Then it applies to your threat calculation.

    You get +per from EA so ya a bit better than some tanks on the off, +end bonuses can be swapped out for increasing dpe.

    Now back to the game...oh one last thing, your taunt had a range of 106ft, I can have ideas on why but it's not "that" necessary, before the -range in taunt I would perhaps knock up to 114ft.

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  12. People will have opinions, or issues, some people will oppose those opinions and despite it people will pursue an opinion to the ends of the earth. I do not find the whole thread harsh, just certain parts of some posts. I don't see Butane getting what he wants and I did not see PvPers getting what they want or even when they wanted it. If I was in anyway insinuating something derogatory to a dev or any member of team then I should suspect that my requests (which may not be the same as most of the player base from what datamining might determine, rather than forums) might end up at the back of the queue.

    Buffs are icing because I am not jeopardized without them. Fun happens when you are free of certain things that bother you. Not a lot bothers me so any buffs would be icing.
  13. Given whats been said in some of these posts I'd be amazed if changes aren't pushed back.

    I suppose we could all read things differently and view whats appropriate differently.

    But I won't blame the Devs if they do push things back.

    Any buffs is pretty much icing to me.
  14. Quote:
    Originally Posted by Hatred666 View Post
    So you want to be able to have "0" weaknesses?
    Lots of ideas I don't see happening as they lead me to wonder just how many more stabilizers does a tricycle need but got to trust in a Dev to make the right decisions.
  15. I think different servers will have you seeing more of certain sets than others. I find Stalkers least sighted and so then it'll probably a set of Stalkers less taken.
  16. Quote:
    Originally Posted by JayboH View Post
    You and I have very opposing views when it comes to these 5, since they have absolutely no bearing on gameplay or enjoyment with my own character. To me, this is just inherently picky and snobbish, applying your own restrictions and requirements that others have to live up to to be good enough for you.
    Is a quieter life sticking to the OP and not taking up any arguments elsewhere.

    I see some people here I think I'd get along with and people here I probably won't.
  17. Quote:
    Originally Posted by ResplendentMs View Post
    Thought I had the only WP/MA tank. Like mine, good defense, very survivable, just the MA set is such a huge disappointment, it just does not hit anything. Eagles Claw is the worst. Initially I thought difficulty level was to high, so I ran a bunch of tip missions at +0, nope, EC is crap, only hits maybe 2/3 of the time.
    Anyway you all can tell me what I've done wrong.
    I am not really saying that you have done anything wrong but I would of probably favoured getting to or closer to softcap. Even less hits the better.

    I've kept all your power choices there because concepts maybe set in stone and just moved things around substituting for +def.

    Your accuracy is helped in part from tactics and your damage is helped in part from damage bonuses. Your end rec versus end drain should be good enough. Your regen the same or more. Careful with settings.

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  18. Quote:
    Originally Posted by Turbo_Ski View Post
    I would like to add underperformance by data-mining to that. If majority of the people that play the set skip all the same powers consistently, then there is probably something that needs to be fixed about the set.
    I don't believe that there is a power that the majority are skipping consistantly. There is what you might skip because you don't see the usefulness but there is no reassurance that the majority are skipping it too.


    Quote:
    Originally Posted by Turbo_Ski View Post
    It's the same problem FF has, powers like Sonic Repulsion are so situational, annoying, and counter-productive that it feels like a major slap in the face when you consider there are only 9 powers to pick from. Having multiple powers like this or redundant powers (EX: clarity) devalues the set greatly in most people's eyes. This is a game of alts as well, the playerbase in general isn't unaware of the performance of other support sets, which widens the gap even more.
    Whatever is annoying (end consumption) you can build to mitigate it, if its counterproductive on someone else then don't use it on them, if its situational on one AT you then have to check how situational it will be on another AT. The Devs don't always tailor make things for each AT. Sonic Repulsion on a ranged pet can be of value and now the set is ported to Masterminds, I would guess the Devs will wait and see if its popular among Masterminds. If so then I'd guess it will stay.


    Quote:
    Originally Posted by Turbo_Ski View Post
    I think people in general on the internet have very poor reading comprehension. What one might write as, "TA isn't performing as well as Rad," somehow gets read as, "TA isn't functional and useless." Couple this with how some people will actively seek out sets they know are weak to outperform on them, then later actively defend the set is fine when they have convinced themselves it is by either grossly exceeding what an average player can do or deluding themselves into thinking it is.
    Rads don't always get to perform as well as TAs at times, the anchor is the first thing to get defeated. It's not the fault of the Devs when people cause underperformance. The forum is not an only source of peoples views either someone ingame, could decide that TA is useless. People actively seek out sets that are "said" to be weak. We will all build differently, play differently, team with different people and I know you could come down to comparing total debuffs versus total debuffs of other sets but then again other sets may not have Oil Slick or EMP Arrow. Other sets are reliant on an anchor etc, etc. In theory TA to the Devs may not need to be underperforming at all but in reality, players of TA may not be debuffing in good order or hard controlling key targets in good time. Each defender set offers something different and overall can't quite be compared directly. The way I expect to tank for a TA versus something may not be the same way I can expect to tank that same thing for another defender and I think it's important to have the best dynamic for whatever defender is in play.


    Quote:
    Originally Posted by Turbo_Ski View Post
    The thing I find most underperform about FF is that complete lack of offensive capability in the slightest. Which is fine if we were still back at the game release, but they've designed every other support set to at least minimal amount of offensive effects. Couple it with the often avoided powers, the set looks really out of date in this environment.
    For many other defender sets there is the reactionary element, you can't just buff and run as you could with a forcefielder. Forcefielder is almost a fire and forget set with most people probably and sensibly so, taking the power build up. Ofc there are alot of powers skipped that could be used in a reactive light but more likely those ones are a bit more ranger friendly. I find after buffing people I have a few minutes of not really concerning myself with them. I can spend more time lost in my attack chains. Not so on another defender where I am proactively doing more to mitigate damage spawn to spawn and then maybe get an attack or two out.


    I do think the days of "Healer" and TA thread crossovers is behind us. Problem though is every individual TA power underperforms compared to what is average for other support sets, and it takes twice as many TA powers to get the same effect of one power does in other sets. With only 9 powers to pick from that is a very heavy flaw that can't be ignored, and TA really doesn't have enough synergy amongst it's powers to overcome this.

    Quote:
    Originally Posted by Turbo_Ski View Post
    Not saying make disruption arrow just like tar patch, we're saying make the power equivalent in worth both numerically and in the number of effects. Why does Tar patch do 10% more -res, slow, and come earlier than Disruption arrow which only has -res? Couldn't you give something like -Def or -Tohit to justify the difference?
    What I have done is pull up my TA/A build and pull up my Dark/Dark build.
    In 3,3s:

    I put out -30% res with Tar patch and I otomh can't add any more res debuff procs to anything within the primary not that it should matter.

    With TA I put out -40% res and can stack another -40% progressively later and then have 2 powers within the set that can have a res debuff proc not that it matters.

    I am not saying all is equal, other effects count, the grand total of what each set can do versus an AV and its spawn or just a normal spawn matters, one set may win versus an AV and its spawn whereas another may be better versus a normal spawn.

    In PVE there are different outcomes one set maybe better versus ambushers, one set maybe better at preventing a nearby group doing a perception check on a team that really doesn't know when to pull or where to stop.

    Because I believe in playing around different defenders differently my main worry is somebody trying to make it easy for me to play around different defenders the same way.

    Cast times, debuffs over time, effect per end, aoe size, anchor versus no anchor taking into account AI, xp/time, potential, subject, player behaviour. There is more than just doing power to power but I don't disbelieve that there can't be a buff of some kind, dropping that 15s of -end recovery after EMP would be a buff in my mind. Thats 15s of not losing endurance. It probably effects non defenders more though.

    The testers must test and compare defenders. It can't be that hard to sit there with a stop clock as well as compare team survivability potential especially when they should know how to go about things and exactly whats meant to happen.

    I play all defender sets and look for surviving by different means with them, I'll admit thats my main concern along with fun.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Also, a tanker with taunt will make you feel so powerful it will blow your mind right in front of your face.
    Firetank with Taunt has greater potential than a Firetank without in the tanking role.

    Then replace the Firetank with anything else.

    So you get:

    Icetank with Taunt has greater potential than a Icetank without in the tanking role.

    and keep going...

    I'd like to see otherwise.
  20. Quote:
    Originally Posted by Nihilii View Post
    There are things that taunt can make easier, but semantics aside, there are no things taunt enable you to do that you can't do without. Mauk has it right when he says: "If you're in there swingin', you're going to do just fine as a Tanker. 50 percent is just getting there first. 20 percent is positioning. 20 percent is situational awareness. The rest is keeping aggro." It's really all there is to it.

    I can see exactly what you are saying right up until the last paragraph so I thought I just quote that part, it's alright in terms of getting things done providing you have adequate support. Tauntless Tankers, lets say its an Mo, are going to be more fine with relying on any of just one form of defenders or corrupter etc than others. I think that with Taunt on any type of Tanker you have the potential to be fine with anything, or infact get rid of whats most commonly considered "support" altogether. No AT is needed and we could not need any "support" toons at all in team. I quote "support" because I am referring to anything most people would consider support where as I would consider everything as potential support.
  21. Quote:
    Originally Posted by Leo_G View Post
    The most competent *PLAYER* will be the most competent Tanker in *ANY* situation, taunt or not. That's the whole idea of being 'most competent'...being better than anyone even under non-ideal circumstances...so technically, the most competent Player is the tanker without Taunt and cannot be out tanked by any Tanker that does use Taunt.

    The only thing for this 'most competent' Tanker to shoot for is being more competent than himself at its most effective state and under specific circumstances...at which point, you're probably a Mastermind or an Illusion controller.
    I know some of the most competent players run a tauntless Tanker yet still I know they're not immortal. They are subject to game mechanics and without taunt are subject to them all the more. Alot of people will of been successful so far with tauntless Tankers but they need to consider just what they can tank and who for. Tank every AV for any team make up. Tank all the mobs. I like to strip myself of luxuries that some people won't even start an STF without.

    As a Tauntless Tank do you need someone stacking several CMs, Thaws or Clarities when you do Ghost Widow for a low damaging team? Do you rely on alot of Def buffs? Do you get Soul Stormed and not die because of a Res Shield? If you are Black Holed by Ghost Widow or Feared by Jack, or Placated by Mako were you always losing aggro? If your answer is yes then you are not being the most competent Tanker. If your answer along the lines of "well I can do on my <insert tank type here>" but not on my others then again you are not being the most competent Tanker. Not everyone needs a Tanker to cover all these bases at all times so again a Tanker with Taunt is not needed.

    No MM or Illusion Controller can compare with the most competent Tanker either. We do have to look at the full umbrella of the Tanker role. So many other ATs can do an alternative job instead for most people that maybe a Brute or Scrapper would be better anyway.
  22. Quote:
    Originally Posted by Smiling_Joe View Post
    Not it at all, really.

    I think I understand Pilgrim's disappointment, but at this point I'll let him speak for himself if he so desires.

    Although I don't think a case of the blues could be confused with life and death drama. Can't someone be disappointed without being accused of hyperdrama?
    I meant the life and death of the character.
  23. Quote:
    Originally Posted by Smiling_Joe View Post
    And in ANY case, we were told that when they had time they would shorten the form-shift animation for both warshades and peacebringers.
    Ok this part is sort of the answer. It's a case of hoping it had been done already.

    I don't see the life and death in it all myself.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Under those specific circumstances and standards, I can also prove beyond a reasonable doubt that the most competent Tanker won't be Fire (cannot reach top tier Tanker damage mitigation). Or Willpower (taunt aura duration).

    Taunt may be a significant power in the tanker arsenal, but within the context of "most competent tanker" there are lots of other things that will prevent that from being true, that are options within the player's sphere of control. The question is whether that fact is material in a specific circumstance when all others are not.
    The most competent Tanker can only be one primary and one secondary at a time. People can have ideas on the best primary and the best secondary pairing and I will have ideas on where I can see them, what they could be up against and a team make up dying as a result of them not having taunt. The most competent being the one who has a glass half full versus something considered incredibly difficult despite being in a team of what arguably looks like pity spot takers.

    However as you say there are options that can be within the control of a player or players which makes taunt not a needed power. Therefore I am not arguing that everyone should have it, I am just of the opinion that the most competent wouldn't be without it yet even so, just because you have taunt and just because you know when and where to use it, it doesn't mean that all players will allow themselves to benefit from your use of it either.
  25. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, I22 has cometh and... nada. *sighs* I was hoping that there was at least some animation time found for our formshift, but that was apparently too much to hope. I am extremely confused as to how this was not possible, and can't really make myself think anything other than we are under the radar again. I know the new zone and powersets are taking up time, but no time for the formshift... really?

    Any words of consolation for my blues? Anyone have more energy and willing to say something on the beta forums? No one has said anything yet and we probably should. I would, but I'm feeling down about it and I'm not up for a passionate plea at this point.
    Call me stupid by all means but I am at a loss as to why this is so, so, important. I went and looked at the PB and thought "okay" no real life and death circumstances and did the same with the WS.

    How is it this troubles you so?