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Posts
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Joined
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I was thinking of coming but when I asked someone I thought might know all I got was...
"I'm a Bunneh!!"
*Hop...Hop..Hop* -
I think now I have definitely hashed this one through to see if a change is wanted. Fun is subjective so have to go with that - damn hindsight. If I was having issues then with all 3 of my WPs I would of had them years ago. Thanks to those who were polite and constructive.
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Quote:Target:
- +1.25s Taunt (mag 3) Raid mob (like Hami), Must hit at -20%
- +1.25s Taunt (mag 3) PvE only, not Raid mob (like Hami)
- ToHit -3.5% for 1s
Effect does not stack from same caster
OK there it is. It's all under Target from what I can tell. -
Quote:I was probably the first person to tank the inner circle and Lord Recluse included unsupported by defenders and controllers, okay, the entire STF because taunt isn't largely useless. Basically way back when they first come out. Some people would regard a few minions running off as unacceptable. I would regard losing aggro to scrappers as unacceptable although I don't tank for them. Brutes I can accept. Scrappers I don't mind getting aggro but I'd rather it took confront to get it from a Tanker.To be honest, I consider taunt to be largely useless. Punching them in the face has the exact same effect.
You don't even need to control EVERYTHING onto you, just the most threatening mobs. That minion and/or Lieutenant probably isn't going to kill that Controller, Blaster, or Defender. -
Quote:Thanks for the reply, but are you sure that fire ball is worth taking over melt armor? There is no AoE
Well seeing as your a farmer and if you have the endurance to go with it then you'll probably be alright. The effect per end of Melt Armour isn't that hot. It's alright to get a mob done with quick but as you move on to others and more others you'll need to be sure you got the endurance to keep going. I've never had the power I just did the maths time ago and thought well assault plus a team might be better. You'll be alone though so it could be different. Thanks for making me think on it but definitely look at your attack chains end drain plus your toggles and work out if over time you can afford to use it alot. The endurance saved from having to attack less needs to be more than the cost of melt armour. -
I don't normally look at farming builds as I don't farm but some builds aint been getting any replies lately from anyone.
I gave it 5 mins and did this. I am not a fan of melt armour as I think overtime assault is potentially better bang for buck and not many would run after assault so I changed it for hp and regen purposes. I did get it softcapped to more with 7 mobs in invincible. I don't think farming takes alot of survivability but I wouldn't know what AE has.
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I wouldn't mind Fireball, Taunt and Quicksand all on one tanker if it weren't for concepts. Taunt would help where the quicksand won't on its own and visa versa. Fireball will help where taunt would take too long.
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Quote:which on a 2 second activation could easily result in a double/triple stack of RttC taunts, which ought to easily extend to 6+ seconds (when including stacking) in the case of stunned mobs wandering beyond aura radius.
There would be no stacking. One duration replaces another and thats it as far as I am aware. -
Ok further to what I was saying Sarrate I got these figures in from DA going into a +2 group. They may not even be the best figures but they will do.
Between an Avalanche Shaman, a Death Shaman and a Avalanche Shaman there was the run speed reduced to 5.5mph, the rechg reduced to -61.00 and tohit reduced to 4.85%, I'm sure that was base. So the moment some npcs escape your taunt takes longer to rechg so spamming that about can be slow, your gauntlet just nowhere as you can't hit a thing and getting to mobs at a distance will take time - good thing they're slow though. It's just an example, when in the early twenties its not always the way a tanker would compensate for such enemies through powers and slotting. Later on ingame you get other factors, well ya do throughout. So what in theory one could claim to expect of any tanker we might team with and what we would get is another. The only one not really penalized for easy loss of aggro is probably the tanker out of the entire team. -
Quote:Taunt duration is probably the biggest factor in threat generation. So more of that and less of the debuff should be alright, if that is the sacrifice to make although I don't think everyone can agree but I prefer aggro control over defense. How many Brutes take taunt? All mine do, most don't and the power taunt has a lengthy duration. Having said that Brutes are likely to steal an AVs attention off of a Tanker with taunt unless with taunt you are in melee to get the threat. Your threat is higher the closer you are. I've had to use taunt in melee just to compete with Brutes sending aoes the wrong way into team.To the best of my knowledge of threat mechanics, that would gut the top end threat generation (ie: with Taunt, etc) by up to half. Yes, it would help the low end and those who play w/o threat in mind, but the fallout is those who do play with threat in mind could be severely impacted. I really don't want to imagine what losing up to half my threat generation would do against competetive Brutes/Scrappers.
By drastically lowering the top end to minorly increase the low end, you could make things currently possible impossible for those that care (ie: high end threat generation), while making the possible easier for those who don't. If I can hold aggro off aura Scrappers and Brutes (who don't Taunt), then I don't have to worry about holding aggro off Blasters at all.
When it comes to AVs and Brutes you're going to need taunt to get aggro. They gauntlet, deal good damage and have possibly a better aura. When it comes to AVs and anyone in team you probably need taunt anyway, aura has a tohit penalty. How needed is taunt to get through the lower levels compared to the higher? Not as much although I do get it for GMs and AVs that you can see from 12 onwards really. So in lower levels with few gauntlets and slots to use a longer duration would be beneficial. At higher levels taunt is a godsend anyway. -
Quote:I realise that you would advance to the next spawn sooner, in this case with pugs you might have a controller with you at all times no matter if you ask them to stay with the team or not and clean up. I do know one person who said that a good controller would move with the tanker but I disagree with needing controllers let alone have one aoe immob a group I'd be trying to do things with. So taunt would help there if you could spam it around bare in mind that itll rechg for an average lvl 20-25 person roughly 7 secs. Sometimes teams are there before you know it and sometimes your just in one of them teams you cant leave behind. They might play like crap but if you don't try to do your job "that's you that is" and team disbands afterwards. You can't always leave pugs behind. That bad. In the name of fun in such teams better aggro control could help.The solution to those crutial first few seconds is to get to the spawn first. That can buy 5-10s, which is enough for 2-3 Taunts (depending on recharge), not to mention AoEs/cones. If you're keeping Taunt up on most mobs, then knockback isn't that much of an issue. Just rotate to Taunt the ones knocked back next cycle.
As for tohit debuffs, Taunt is autohit (as you know), and several sets with stronger auras have a tohit check and pulse slower.
I haven't checked gauntlet in a while and I do test things just because of a new patch. It could be old info, but it confirms to me its still good info. If the tankers attack don't land then there is no gauntlet. I am just unsure of how much of a crutch taunt should be with WP, spamming it around under -rechg conditions is along recovery to make. Taunt is potentially a crutch with anyone who likes to do anything in any team make up no matter what on any tanker. I take it to not end up min/maxxing teams to get anything done. No matter what peoples concepts lets try and work as a team, get things done and maybe have some fun.
A slower pulse is why I like people to attack after I pbaoe, it is why Ice picks off aggro quick with the aura alone but its the duration that allows some time between attacking something and potentially getting something else off of someone.
I just dont see 1.25s penalizing the tank as much as it could be penalizing players with that tanker. I've seen tankers taunt whats they are attacking in melee instead of helping out some blaster held a few feet away with 5 mobs on them. I'd be penalized for teaming with a WP if they were a WP for sure because aggro would be everywhere but for the npc he'd be focusing on. Incidentally he shot off ahead but pugs being pugs went off on another route the blaster had been the only one of two to try and help him. -
Quote:I think out of them only the KB to Firetankers really counts, just on how the bigger need to do something about it yourself. Invulns can +hp at the least and pretty much almost get any defender to help them well enough with psi. Dark tanks don't need to run oppressive gloom if its a problem. Where else do Firetankers suffer? Well as I remember being lvl 22 in DA you could run in and be totally debuffed so your aura affected no one, all them damage ticks missed unless you acc'd well. Needing slots in other places to and dam and end reds in the aura and from that day onward I would never have a Firetank without Build up.Fiery Aura Tankers get knocked back, which can be counterproductive to people's ideas of fun. Invulnerability Tankers have trouble with Psi (and sometimes even other exotic damage types), which can be counterproductive to people's ideas of fun. Dark Tankers can have stunned foes wander off, which can be counterproductive to people's ideas of fun. And so on.
I'm trying to understand why Willpower should get special treatment.
Willpower in the first few seconds will have their aura autohit but then all mobs could end up being dispersed by someone and then they'd say taunt, which should by a storm shaman be probably -rechgd, their running speed slow too. Death Shamans should iirc reduce what tohit a Willpower tanker has and so they may not land hits. But its alright that taunt will rechg with whatever slotting they have around level 20-25 in say possibly over 10secs nobody has due to that -rechg. This is a downfall that is more likely to affect other players not just the tanker imo and unlike the Firetank, Dark tank and Invuln there is not as much that it can do about the aura. Firetanks can get kb prot and use build up, dark tanks don't have to run OP but could get quicksand one day and Invulns can get res to psi and def to psi.
I am going to have to test that with a new WP tanker as I have had mine, over well, since they come out and DA is a bit low for me. Exemping with overleveled toons is wrong as the slots will be there. Between 20 and 25 you can only use so many slots. I picked on DA as thats where Castle went with his Firetank and earned great xp, I did it but since I done it I see it as a great zone to see how well you put up with secondary effects.
Too much trade off means other people can get aggro too easily in the lower levels, particularly with new players I'd imagine. Hard to datamine that so a duration atleast so taunt rechgs again say an acceptable average of 5 secs might be alright. -
Not to me, I've read those sites, I am only interested in fun aspects. A lot of people don't read them sites, build and play their own way in game. Given that I'd be 100 % sure that sometimes someones RTTC will lose aggro when other types of tankers will not. This loss can be counterproductive to peoples ideas of fun.
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Quote:That's with Taunt Sarrate. I am talking about mobs say 17 of them, during the first few secs. The first few secs where you have taunted 5 and aura'd some and hoped that gauntlet hit. Gauntlet is not autohit now is it? You can't promise that that is going to always be there. Something for any reason is not in your aura all of a sudden due to a KB can suddenly remember or think of someone else in no time. That no time whilst taunt is recharging which is what I am getting at but it aint sinking in anywhere with anyone. That time under great amount of tohit debuff in Dark Astoria when tankers don't have that many attacks anyway and so gauntlet aura could be poo. Under slow conditions, likely in DA as you only have to check out what them Shamans can be packing for powers.It's an exaggeration. You just proved that WP has other options, and I've personally held aggro of all four STF Patrons through Ghost Widow's 30s Black Hole. To be fair, I don't think there were any aura Scrappers, but I was completely unable to do anything for 30s, yet I still succeeded, against +4 AVs no less.
Quote:You started this thread with the suggestion of removing the tohit debuff from RttC which would most definitely effect my threat generation in a negative fashion.
Quote:I'll be honest, would I trust a random PUG WP Tank to hold aggro? No. Is that frustrating? Yes. (I rarely PUG, mind you.) Do I think all auras should be so strong that their targets will ignore everyone else except them just by standing there? Probably not. (It'd make more sense to lower the duration on auras and lengthen Gauntlet.)
From what I understand of the threat mechanics, I think it could use a lot of refinement - but that's so deep in the belly of the beast that it's highly unlikely.
I don't know how many WP tankers are out there losing aggro or keeping it. I just know that now and then some people with RTTC are losing aggro to Scrappers or Blasters and wanted to know if its counterproductive to fun in anyway. -
Quote:If you've read any of my posts then perhaps you may of realised that I do know and saved yourself sometime on writing this.You do realise that every single attack you make taunts a radius around you for ~13.5 seconds, and at the same magnitude as you using the Taunt power?
Try, you know... attacking. Then they are stuck on you, even if you didn't attack them, for 13.5 seconds.
Tada!
This whole aura thing is waaaaay overstated, I wonder how many tanks are actually attacking if they are having these issues? -
Yeah I remember asking for more range when this first came out. I think rather than being able to add range enhancements they could maybe increase the range on it by a few feet.
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Quote:Other than that... Willpower needs to have something not going for it. It has a lot of bonuses already without much holding it back.
I think of WP as overall no better than Invulns really, no better than Stonetanks. If I get the slightest bit of lag and am a bit late on recovering something that has spent 1 sec out of my aura somebody else may have a problem. 1,25 secs don't even allow for lag conditions. -
Quote:I don't doubt it. I don't doubt it with most forumites. Would not RTTC be better with a slightly longer duration so that taunt is not so much of a needed power? If it doesn't make a difference to good players with good builds then would it not be more fun and paceful for players teamed with bad Willpower tanker players with bad builds if Willpower kept aggro longer?There's no question that WP's taunt aura is very weak, but as others have pointed out, every set has weaknesses, and this is one of WP's. Having said that, I've got a WP tank at 50 and I have no problems getting and holding aggro via attacks and taunt.
It's not penalizing Willpower players who don't care. -
Quote:On this a seperate post just to clarify. I asked my scrapper friend to turn off his aura and attack a mob whilst it was in my RTTC. I already knew he wouldn't pull what was in RTTC, the test was to see how long it would be before the NPC would forget me as soon as I remove my RTTC. It was immediate so as soon as something out of the aura it's potentially anybodies. I just don't think its a sacrifice for the WP tanker unless they pride aggro control and/or play in the pugs. It's practically a penalty on the pugs for playing with a WP tanker. Maybe it should be if they don't aim to keep mobs close to the WP tanker but whether they see it that way I am not sure.A Scrapper without an aura (Invuln / Shield) won't pull aggro off you. I can assure you, however, if you don't Taunt, a Scrapper with an aura will. I used to do it regularly on my DM/Invuln back in the days of SOs. (I'd steal aggro of Invuln Tankers who didn't Taunt, too.)
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Quote:Your disagreeing with me telling me stuff I already know, thought about and disregarded before starting the thread. I'm not interested in comparing tankers and their pay offs, I am just interested in whats considered fun and whats not considered fun.You are having an argument. You are disagreeing with me and presenting alternate viewpoints and opinions. It is OK, we are here to argue and learn from each other. Arguments do not imply screaming matches where we are angry or upset, simply that we want to discuss things and we are all coming from different viewpoints.
If your tests are just you standing there and letting your aura be the only taunt effect, they are worthless. We already know that RttC has a weaker taunt effect. It has been repeatedly acknowledged that Willpower has to do things other tankers may not in order to hold aggro (although the things that need to be done are usually things a good tanker player would likely do even on a non-willpower tanker).
TP? On top of the time it takes to shift-click, it has a two second cast time and is not end friendly. It works OK but is usually slower than another tanker would be, and you are using it to overcome your weakness, just like a WP tanker will need to use something to overcome its weakness.
Sure, Speed Boost overcomes the movement problem, of course speed boost also helps a Willpower tanker get its AoEs back faster as well as move faster so they can keep aggro better.
Stone tankers have a drawback that can be a detriment to the team just as much Willpower, IMO. Both can, of course, overcome those drawbacks and be a valuable team member.
Picture you on a blaster with a willpower tanker, somebody elses, they built their way, at 20-25 and then they play their way and consistently lose aggro quickly. How many times would you say get aggro and killed before you decide its not fun and leave? How too hard should it be to lose aggro? 1.25s is almost negligible when a tanker is moving. Gauntlet is negligeable versus -rechg, -tohit and eventually end drain. Taunt hits 5 at a time but you wait 5 secs between say if that if your lucky at 20-25, chances are they didnt pick up taunt and its on a 10sec rechg or longer due to -rechg. -
Reply to Sarrate.
You can probably dig up in search where I have said that I have kept aggro well enough tanking with a Willpower Scrapper objecting to a change needed in RTTC on account of QR. Gauntlet more. I don't like losing aggro to tanks. I tanked Lusca the other night having to keep tankers who were in that pug from getting killed. We had no defenders or controllers at all. It's therefore important that I personally don't lose aggro.
Other people do build and play differently which I think is nice and so for fun purposes would an increase to RTTC be beneficial. On naughty PuG teams where there is -tohit on tanker, -rechg on tanker, perhaps a slow and say an end drain all from which you can get from one group in the early 20s, is the price too much for the rest of the team to pay for Willpowers survivability?
I am a player who does sometimes team with other peoples willpower tankers lets not forget that. Do I deserve to eat floor for their abilities or lack off? Laying there doing nothing does nothing for my fun. With other auras NPCs are likely to momentarily still remember the Tanker the moment they leave the aura not instantly forget. -
I could probably go thru it again.
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Most people turn to Invuln/SS to create a Superman, you can softcap to all but Psi eventually and have capped resistance to bullets with tough just don't run around in Blue spandex, a red cape and wear red pants on the outside.