RetiredPlayer

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  1. [ QUOTE ]

    By those numbers, it is pretty hard to keep foes taunted with simply attacks.

    [/ QUOTE ]And that's why you mainly use your aura.
  2. You should easily rival most defenders for ST damage assuming you've slotted your /NRG powers. In AoE damage you're going to suck of course, but a set like /fire would do well in that.
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    that's not entirely true while yes taunt works of 5 targets your aura works differently as it makes use of gauntlet

    [/ QUOTE ]Gauntlet=Taunt. There is no cap of 5 foes taunted, simply an AoE cap of 5 foes hit on one use on the Taunt power.

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    Um no it doesn't they are different powers gauntlet has a much shorter duration than the taunt power for a start

    by your logic brawl is the same power as total focus cause there both melee attacks

    [/ QUOTE ]They're not the same, but they're both damage powers, since they share the same effect, even if in different quantities. Your post made it seem as if the game engine has an effect called gauntlet that somehow works differently from taunt, which is simply false.
  4. Post deleted by GhostRaptor
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    You misunderstood me, I'm not saying that Vigilance gives any uberness at all - what I'm saying is that a buff that also applied when teamed would take all Defender teams (Rad/ in particular) to astronomical levels.

    [/ QUOTE ]Any half-decent all-defender team is going to have nearly capped endurance constantly, so making vigilance also give a boost based on your own HP would have absolutely no effect on them.

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    Only if there one of the defender sets that have a endurance boosting power.

    [/ QUOTE ] Bolded the important part for you.
  6. [ QUOTE ]

    And yes, Tankers do even less damage than defenders. Or it sure seems like it. -sigh-

    [/ QUOTE ]Entirely dependant on powerset choices and build.
  7. [ QUOTE ]

    that's not entirely true while yes taunt works of 5 targets your aura works differently as it makes use of gauntlet

    [/ QUOTE ]Gauntlet=Taunt. There is no cap of 5 foes taunted, simply an AoE cap of 5 foes hit on one use on the Taunt power.
  8. [ QUOTE ]

    As far as I was aware from reading wiki once something is hit by taunt then effectively it is taunted until the end of the taunt duration. So this would only work if the taunt duration lasted exactly until the mob reached the tank, otherwise the first taunt would still win the tug of war.

    [/ QUOTE ] Actually, you can overcome an existing taunt by applying a taunt effect that's twice its size.

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    The only time a tank should lose aggro is when ranged mobs wont come into the aura and you havent got enough time to taunt them all into range before the squishies open up on them. As mentioned you can only taunt 5 at a time so you may have 5 in aura range that will stay there, 5 taunted on one side of you and then maybe can't taunt the 5 on the other side until taunt is back up which could be 5 seconds. So in those 5 seconds you have 5 mobs quite ready to attack the first person who hits it.

    Of course even then you could move to get those 5 into taunt aura range, but granite is too slow to get there and RttC will stop taunting mobs the seconds they leave aura range so the 5 that were in aura range would become untanted again. Other tanks should have no problems with this tactic (Not sure about shield).

    [/ QUOTE ]This is why you take teleport as a stone tank, and don't roll a WP for serious tanking. Not that you should roll a stone for that either, really.
  9. [ QUOTE ]

    You misunderstood me, I'm not saying that Vigilance gives any uberness at all - what I'm saying is that a buff that also applied when teamed would take all Defender teams (Rad/ in particular) to astronomical levels.

    [/ QUOTE ]Any half-decent all-defender team is going to have nearly capped endurance constantly, so making vigilance also give a boost based on your own HP would have absolutely no effect on them.
  10. <QR>

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    Shield tanker, lvl 10 or just below. Running in first, check. Hitting, check. Explain why a mob STILL runs away?

    [/ QUOTE ]Either you're not running your aura, or it's as useless as RttC (which CoD would suggest it is). Can't say since I quit at I12 and never tested shields.

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    My main Hero and my only blueside 50 was a tanker. I remember with him that, until taunt, aggro was not as guarenteed as you claim it to be.

    [/ QUOTE ]What type of tank?

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    thats because retiredplayer is trolling i dont care what the maths says should happen its not what happens in game

    [/ QUOTE ]If you fail at applying those maths properly, then yes.

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    and im claiming this as a non retired player who still plays tanks

    [/ QUOTE ] What makes you think that?
  11. [ QUOTE ]

    thus it is wise to throw the tank in first

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  12. [ QUOTE ]

    Nice you turn up claim to be a old player but choose the board name retiredplayer instead of your old board name (or something close)

    [/ QUOTE ]Now where would the fun in that be?

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    As your a old player when was the last time you played? holding aggro with your attacks and aura is not easy the aggro generated by these wares of pretty quickly and as some one pointed out once its off and the mob is locked on a higher damaging AT its very difficult to pull it back off.

    [/ QUOTE ]I12, and it's quite easy, you just need to either stay mobile or learn to lock down groups.

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    yes it may be built into the power but its still classed as the ATs inherent and could be removed.

    [/ QUOTE ]Yes, however removing Gauntlet (as in the power) itself would have no effect.

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    so the taunt cap is 5 that makes it even worse 8 man team spawns are normally over 5 on heroic never mind any other difficulty there for taunt is even more useless

    [/ QUOTE ]Taunt's AoE cap is quite insignificant since you should be using your aura as your main group aggro tool anyway. And apparently you don't even understand how notoriety works, Heroic spawns are just as large as those on rugged and invincible.

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    taunt is not a absolute effect and can be over come by a high damage AT with IOs allowing blasters to reach even higher amounts of damage its even easier and as i said earlier once you loose a mob they tend to stay lost unless you can plant a taunt on them of course this means stopping taunting those that surround you

    [/ QUOTE ]If you were able to deal out enough damage to overcome the taunt multiplier you would be killing AV's in a few hits. It's not technically a binary effect, but it practically might as well be (At least in the blaster vs tank scenario, assuming blaster doesn't have Provoke or Challenge). And taunt duration, even unslotted on your aura, is more than long enough to allow grabbing stray mobs without losing your current aggro.

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    yes every tank has a taunt aura some even have more than one but not all taunt auras are equil.

    [/ QUOTE ]With the exception of Willpower (which you should never be rolling for a serious team tank anyway), they're all more than sufficient, although fire does suffer slightly from the ToHit requirement.
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    I hadn't realized how much the level of these boards had fallen

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    Yes, we have anonymous posters now

    [/ QUOTE ]Pseudonymous, technically, just like we've always had.
  14. <QR, quoting several different posters>

    I can't believe I had to make a new account to post to this, but the amount of misinformation and bad players in this thread is just massive.

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    Tanker inherent is either useless or way under-powered. Even if you wade into a mob first and start cracking heads before the teams has moved in, enemies will STILL rip off after that nice squishy blaster and normally pulp them all across the floor. This is low level, before taunt. Once you HAVE taunt, why in the name of all that invulnerable do you NEED the inherent?

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    You obviously need everything you can get since you can't play your character right. Holding aggro with just attacks an your aggro arua is [censored] easy, taunt is just there to grab the occasional mob from range.

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    I don't think you can take Gauntlet away from Tankers without breaking them in team play. Punchvoking and holding enemies with Mud Pots etc only work because Gauntlet makes all Tanker powers Taunt. Without this, enemies simply flock to the first blaster that hits them with an AoE. (As the Blaster's damage makes the Tanker's look feeble.)


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    Actually, all Gauntlet does is give you a fancy icon in your buff tray. The taunt effect is built straight into your powers. The same applies to Cont/Corr/Scrap/Stalk inherets.

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    taunt limit. (16 IIRC)

    [/ QUOTE ]The aggro cap is 17 mobs, the AoE cap for taunt is 5.

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    To a certain extent this is as much the failing of the Blaster as it is the Taunt effect. In my experience it's a common delusion that Taunt is an absolute effect.

    [/ QUOTE ]If the tank doesn't suck [censored], it is an absolute effect, or at least close enough that the few mobs that might occasionally break free aren't a threat to the rest of the group.

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    Sorry. Got a bit carried away earlier. First of all, I should confess that my only tank is a Stone/Energy. I suspect Mud Pots is one of the better powers for holding aggro. (It's an auto-hit toggle.) I should have remembered that other combinations might behave very differently.

    [/ QUOTE ]Every tank primary has at least one aggro aura. In the case of Invul, it's Invincibility.



    I hadn't realized how much the level of these boards had fallen until I saw this thread and that nobody was correcting all these blatantly ignorant posts. I guess I might as well completely give up on reading these soon.