NobleSavage

Apprentice
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  1. I think we are all in for a surprise when PvP is implemented.

    "Oh what did you say tanker?"

    *short circuit*

    "Uh oh! No more toggles? Muhahahahahaha."
  2. NobleSavage

    Tanker Update

    States,

    The changes sound very good, just one question. Is there a possibility of getting some kind of mobile mez protection for the entire tanker AT? Or will that be adressed when the devs start looking at individual powersets? I understand that right now INV are damn near unkillable and our only weakness is stuns (and toxic!!!), and this is a very prominent issue for balance especially for PVP. But perhaps a very slow movement rate for US and rooted, something along the lines of when I am on caltrops. Or if that is not a possibility. Perhaps tankers can get a natural magnitude resistance to stuns, sorta of like boss or LT's.

    It's just that when fighting malta, carnie, rikti...etc etc (and when the update goes live perhaps more)..well the battles consist of US, never being able to move. Now it sounds good about the AOE taunt effect for our attacks, but battles where if I have to move for any reason = death is just not cool. This doesn't sound like game balance to me, it's just no fun. I guess I could always click unstoppable, but....ummm....yeah (god I'd love to see unstoppable just be a mobile mez protection click for two minutes without the downside). I also know about inspirations, but those only go so far, and I simply can't carry enough for carnies. I was chained stunned by two BLUE carnies the other day. I was walking down PI and suddenly two blue carnies appeared, I jumped away, but one of them hit me with a stun and I didn't get far. They flew over and the battle went like this.

    Carnie 1: Stun
    Carnie 2: Spectral wounds
    Carnie 1: Spectral wounds
    Carnie 2: Stun
    Carnie 1: Stun
    Carnie 2: Spectral wounds

    Just basically very uncool.....and I kid you not, they were blue cons.

    Like I said I know that I'm sure that this is a balancing issue for PVP. But as far as that goes. Right now for PVP if I fought a controller I can just sit in US while he hover/kills me and uses his pets, or I can drop US and jump at him to be chain stunned to death.

    Again, great changes. But I think the entire tanker AT would really like to see some mobile mez. And of course buffs to stone/ice (But that falls under individual powersets). Thanks.


    *Edit: Just wanted to know what the possibility of this was, so I know whether or not it was actually a valid request.
  3. I think handclap is fine. Maybe give it a minor DOT. But changing it into a provoke alternative negates what it was meant for. Taking into account that the devs doubled the KB on handclap (and Hurl), would seem to agree. I think using it as an "oh crap" power is how it should be. Admittedly some builds don't alway need an "oh crap" power. But I am sure in some situations it would be useful, I have used it as such myself mainly for my other team members though. Though it's usage would be rare, those few occasion where you need it, I am sure it would be very valuable.
  4. Good discussions here, especially with Handclap. What I was wondering was, since all our attack powers have a magnitude 4 taunt built into them, would it be feasible to give handclap a minor DOT. The idea behind this is that each time it ticks it does another taunt, effectively keeping the mobs on you for an extended period of time. Just a thought. Don't even know if it is possible. I think handclap should stay melee though, otherwise we'll negate taunt and provoke completely, which I don't think the devs would want to do.

    So if there was anyway to link a DOT with a taunt effect each tick. You could use taunt/provoke to get them close, and then Handclap to keep them close (since KB has been reworked). I know right now the secondary taunt effect on attacks isn't linked to the damage, but I guess it is possible. But since Footstomp is being reworked with KD, this might all be redundant.

    But then we don't want to make super strength better than the other sets, just up to par. So an additional aggro hold might not be fair, unless something similar was given to them.

    *So Stateswoman, what AT is Statesman?
  5. What do you mean clash? Just some info, but if you clicked rage a little bit before Unstoppable, you could completely negate the stun effect for rage. So, I guess technically you could stack the rage and unstoppable end drain so you only get drained once. But how would that be any differn't than completely negating the stun? Plus don't forget the -def.
  6. Alright guys. Just got a private message from CuppaJo. She has made this the official Super Strength thread (scroll up to the first post and read the red). So no further need to PM her. Thanks.