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On the other hand, I feel like it's not that bad. I joined a once-a-week group of hardcore characters, which means they are deleted after one defeat. This had two effects on our prestige: first, we stayed mostly low-level, frequently re-making "dead" characters, and second, few people joined us. So it was just a few of us, low-to-mid-levels, once a week. And in a surprisingly short time we had a large base with every teleport pad. I don't recall how short a time, but it came as a surprise to me when all the telepads went in.
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Well, since when we're talking about them collectively, a group of "wives and girlfriends" means essentially the same thing as a group of "wives or girlfriends" -- in fact, it's probably better, consider a sentence like "Look at the cows and bulls over there" -- I don't know how the "or" got there in the first place. Using "and" entirely avoids the unpleasant acronym and any confusion non-UK posters like myself might cause.
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Quote:"Wives or Girlfriends" would be WOGs. WAGs sounds like "Wives AND Girlfriends."I'm not sure about the USA but here in the UK "WAGs" are "Wives or Girlfriends"
In which case, I would definitely attract more WAGGRO than I could handle.
It's a nice punny construction though, so I'll probably use it when the situation calls for "wife aggro." -
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Also, I am under the impression that higher-ranked enemies alert their buddies in a larger radius. Shooting a boss will bring more guys to you from a larger radius around him than shooting a minion. Shooting a minion farthest from the rest is the way to minimize the number of people you're pulling. And watch that you don't knock foes into other spawns with knockback, which may alert them too.
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Quote:Because Fiery Aura isn't especially tight, I would lean toward keeping Swoop, myself. I generally drop Chop -- it's not a bad attack, but something has to go, and Swoop hits harder and the knockup chance is 100%, so it's better mitigation.Hey, I'm thinking of rolling a Fire/BA, but as I see it there are too many /BA attacks that are too good. So, which are skipables for a tanker? I'm thinking chop and possibly swoop if I need to skip another.
I like having Beheader/Gash/Swoop/Cleave as a single-target chain and Cleave/Pendulum/Whirling Axe (and in this case, Burn) as an AoE "chain," so I prefer to keep the other Axe attacks if possible. -
I looked for this last night on a Fire Tanker and I must confess I'm not sure where, or even if, Recovery Resistance would appear in the Combat Attributes listing. I didn't know where to look and I pored over the listings but did not see it. Does anything else show Recovery Resistance in Combat Attributes? If so, where is it?
Is it possible Recovery Resistance simply isn't displayed among the Combat Attributes? -
Quote:Assuming you meant s/l defense....One of the few concerns I do have is tanking mobs with a large defense debuff eg. on the ITF or the old clockwork. How much extra S/L res will I need as a buffer to prevent cascade failure?
My main Invuln Tanker has 50-51% s/l defense (I forget how it rounds) with one foe in range (it's a flat 40% with no one in range of Invincibility). Coupled with the 50% DDR and the fact that multiple foes in range will pump up the defense even further, he does very well on the ITF. I've seen him get debuffed down to 35-38% while surrounded, but the Roman sword defense debuffs wear off pretty quickly, and his defense doesn't stay there, but rises back up after a few seconds. He's never suffered a flat-out cascade failure.
So I'd say a 5% cushion, coupled with herding up enough guys to keep Invincibility performing well, and of course taking the two passives that give defense debuff resistance, you'll be fine. -
Quote:Well, I'd say that if it is not encountered anywhere in play, "the game" doesn't have healing aggro, even if "the code" has provisions for it. But that's a semantic argument, I admit.EDIT : Technically not true - (gah, forgot to post this :P) - the game has "healing aggro" - it's just not USED anywhere. For now.
Quote:I've observed the healer/buffer aggro screnario also, speed boost and "during combat" bubbling seem to upset mobs on occasion.
I'll pay more attention next time. -
Instead of having a real Tanker Tuesday, the folks on Virtue role-play that they're at a Tanker Tuesday.
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Quote:Veteran's Day is Nov. 11th in the US (I think it's Remembrance Day in the Commonwealth countries). "Before the holidays" could be very close!A few days ago I predicted we'd get I19 on either November 9th or 16th.
Your information appears to bolster my prediction.
Of course the "holidays" the Mod was talking about could have been Christmas/New Years. -
Quote:No, Castle said right out that the "problem" is that Spines has lots of nifty additional effects, moreso than other sets get, and is in his opinion overpowered. Consider that Spines attacks slow recharge and movement and add toxic DOT...and some of them also do knockdown or immobilize.Well, Claws needed additional tweaks, and they did them. They took a considerable amount of time to tweak Claws, and got what they wanted. So that wasn't an issue if they were serious about it. I suspect the issue is not performance tweaks, though, but code. There is something about the Spines code that makes it operate differently from "drawn weapons". That's why it couldn't be tweaked.
Removing the "baked in" penalties would speed Spines chains up, exaggerating the imbalance of the set. Castle said he'd be inclined to "rebalance" it (i.e. nerf the damage or remove effects like the slows) to compensate, and while he might still do that, it's not as urgent as it would be if he speeded up the set's attack chains. Of course it would be wildly unpopular, which may be a factor in his letting sleeping dogs lie. But it's a deliberate decision, not a technical limitation.
Quote:Well, my response is above. I think the point I was trying to make, though, is that even though Spines may still be "baked in", it is a mistake to assume there are still other weapon sets that have redraw time "baked in", and that the devs are neglecting to address them due to laziness or disorganization.
Quote:So in a sense the players did ask for it, since they could also have asked for all of the sets to have the redraw time "baked in", if that's what they wanted. But mainly it was fixed from being inconsistent to being consistent.
- Redraw feels like a penalty even when it's not, and so many people were already chaining attacks in such a way as to minimize redraw
- Once people saw the "new style" attacks without redraw "baked in" they realized just how many pauses were in the old style sets and found the dleays irritatingly unnecessary
- Redraw feels like a penalty even when it's not, and so many people were already chaining attacks in such a way as to minimize redraw
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Well, it should show in combat attributes. Other temporary resistances do, like the toxic resistance from Healing Flames and the immobilize protection from Burn.
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I am sorry to hear this. A brain tumor claimed my father. Best wishes for a better outcome for your friend.
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Quote:Correct. Perhaps I was too cautious in not asserting that I knew all the sets, but I know for sure that Spines appears to redraw your spines but that it does not make any difference whatsoever in your attack times -- because it was never changed when they changed the other powersets. This was expressly discussed by a dev -- Castle, iirc.Spines is still the exception. I believe it had to do with the set needing additional tweaks if they did so.
Although "redraw penalty" is a penalty that was added to the game essentially at player request, as Luminara says, it is a good thing, because we used to have the time penalties all the time, even if we were chaining the attacks, and now we only pay the time penalty when we actually do something that causes redraw. -
There's a lot of things in this thread that appear to me to be misinformation or flat-out wrong. Several examples:
Quote:A matter of opinion perhaps, but in many cases the inherent taunt (gauntlet) is by no means weak.Mmm...
2. Lately Tank using players do not taunt, they depend on their very weak class inherent taunt. This is rough on support classes.
Quote:4. Some mobs have enhanced perception, and their plus to perception is truly stupid, "I can see anything, period. you can be as far as the door entrance, even if I am the very back and there are walls in between us", such as Rikti Drones and Nemesis Marksmen.
I don't think that's necessarily the case. Ambushes just start out aggroed to you. Already aggroed mobs don't check perception, they just come and whack you. Stalker hate this, but they're not really being "spotted," per se, they're just being directly attacked.
Quote:6. Status Effect dispensing Mobs if not successfully taunted, will mez first support ATs. They seem to prefer Controller types over Defenders. They also know, that attacking melee ATs is pointless with Status Effects, can't blame them there.
Quote:5. You use a buff PBAOE, that is like screaming "Honey I am home"
Quote:7. Healing, if you heal the tank by more than the mob's damage, you really made that mob angry and he is coming to explain the errors of your ways right now! It seems also , that mob gets some kind of resistance to taunt as well, or at least thats my perception as death dashes towards me and I am screaming like a little girl, get him off me!, get him off me! Ge..I am dead; the group now enjoys a quiet moment... The trick is to heal for less than the mob's hardest hit on the target to that moment.
Quote:8. It seems some mob groups, to have mobs that focus attacks on healer or buffer types. Longbow Spec Ops are notable for this. They lay towards the side and allow the fight to ensue, the moment a player buffs or heals, they go into action.
I agree hovering and ranged defense will help. However, note that mobs generally do not auto-hit and typically hit you 50% of the time or somewhat better -- and never hit 100% of the time unless they are using a real auto-hit attack. -
Without more details, a story like this is not informative. What powersets did the tank have? Your Controller? What enemies were you fighting? Are you able to re-create this with different enemies? Different characters? What missions were you on. Trick-or-treating, zombie invasions, what?
It sounds from your description like it was only two things you tried, the Controller and the new character? How many days has this been happening?
It seems like precious little information to be making such sweeping generalizations about "how the game works now" and how some ATs are unplayable.
Especially since other people don't seem to be reporting this.
I also note your claim that buffing alone draws the aggro? That would be startling indeed, since the game has never worked that way and it wasn't working that way (for me) at least as recently as Thursday night. -
Quote:On the wiki, the Category:Invention Sets page is very useful.And what sets and IOs do you look to for the movement speed bonuses, besides the Gift of the Ancients global?
Note the difference between "Sets for improving X," which merely lists all the sets that a given kind of power can take, and "Sets that improve Y," which lists all the sets that give a particular sort of bonus, like movement. Click on that and you'll get a chart with sortable columns (click the symbol at the top of each column). This is a VERY handy way to make slotting decisions. -
One possible explanation for the dramatically different responses you got above (and may get more of) is that, if I understand correctly, in some powersets the redraw time is "baked in" and you will take the same time to use a power whether or not the redraw animation plays, but in other sets the power animations have been redone from scratch and redraw animations will add to the total animation time of those sets.
I'm ignorant of Corruptor mechanics, but with Scrappers, for example, redraw is still "baked in" to the Spines animations but not the new Katana animations. So a Katana user pays the animation-time price for redrawing (but, conversely, gets the benefit that a continuous, uninterrupted chain of Katana attacks is faster than before the animation change). A Spines user literally loses nothing by redrawing -- but that means he doesn't get the speed advantage. -
"There's that guy again! Behind me! He's always behind me! IS HE LOOKING AT MY @SS?!?!?"
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Quote:So....what could I do to level faster? What I currently do is just mostly solo door missions on default difficulty.
Any suggestions would be highly welcome.
ThanksQuote:Join a team and fight higher level enemies. It's much much faster than soloing, especially as a tank.
Then wrangle Task Force invites. Find your server's global channels (or ask what they are in your server's dedicated forum) and monitor them for Task Force recruitment -- or start your own Task Forces, you can use the Titan network's wiki to read about each TF so you know what to expect and what levels to recruit. It's not hard to lead a Task Force if you have some uninterrupted time to play. I always find TFs really speed the time by while pushing up levels steadily.
And while you're at it, leverage the social network.Note the players you liked playing with. Put a player note on them so you can recognize them again, and ask if they mind being put on one of your friends lists (either "server" or for the really good friend, "global."
This has worked really well for me. Characters I've been soloing always take off and mature quickly whenever I remind myself to make the effort to do this. -
Quote:Of my current two favorite Tankers, one has the Fire primary and the other has the Battle Axe secondary, so I understand completely.I've had this fire/axe concept character lying around for a long time who I really liked but was a PITA to play. I got him to the 30's by sheer force of will, but they he got shelved. Dusted him off to check out the FA changes and the next thing I knew he was level 42 and I was having a blast mowing through +0/x8 missions.
Quote:Since FA has no defense of its own, getting to the soft-cap--especially for both S/L and E/NE--will be a challenge. However, even 30% defense would have a very significant effect on your survivability.
(I did make an exception for Blazing Aura, using 3 Erads and some Multistrikes to get the end reduction enhanced more and ignore recharge enhancement).
Reactive Armors in the resist powers, and no sets in the build up/ fiery embrace powers that would interfere with their recharge (i.e., no Gaussian's). And the cliché but effective 5 level 50 Doctored Wounds in Healing Flames.
Kind of simple overall. [edit: let me clarify, I mean, the plan has a zen-like lack of complication, not "anyone could have figured this out, dolt."]
To reiterate, this is a medium-defense plan that maximizes offensive output (as much as a Tanker can, anyway).