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Posts
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Quote:Yep, that's definitely true.I actually agree about the Pounding Slugfests; I usually don't go that route either, but it is an option for those who are looking for other set bonuses. As for slotting with 2 CI vs 2 Mako, I suppose it comes down to personal judgment as to whether the 89% recharge/end red you'd get with the Mako's is worth the extra influence over the 62% you'd get with 2 CIs.
Quote:Even discounting those two, Shadow Maul has only 33% end reduction as slotted. It just seems odd to me since you put so much emphasis on end reduction in your other attacks.
Quote:I imagine there's another Scirocco's that has extra recharge; personally I'd go the 3 Erad/3 Scirocco's route. I've come to hate that quad--it's only readily available as a level 30 enhancement at 30-50 million. It's not just the influence, it's the hassle of trying to find one since recipes are so rare, so I've learned to work around it.
If price is an issue, dropping those for something else would be just fine.
Quote:Heh, I don't even put Boxing in my power tray. And as someone who has bought a lot of KC in the past few months, I hope the predictions that I16 will increase supply a bit are true!
Another way to get them would be random ticket / merit rolls. My problem was that I wanted a very specific level range (32/33 for exemplar purposes) and rolling would have given me 35s. Bah! -
Quote:For cost, you're right, Makos can be expensive. If cost is a problem, then there are other options (like CI) that would give similar bonuses. His original build wasn't cheap, so one of my assumptions was that cash wasn't an issue.IMO, what a KC set needs at minimum is Accuracy and Damage. Those Mako's will certainly more than do the job, but there are less expensive alternatives. A single Crushing Impact Acc/Dam/Rchg or Acc/Dam/end will do the trick, as will a Focused Smite Acc/Dam in a pinch. If the OP wants to use two slots, a couple of Pounding Slugfests (one should be the Acc/Dam) are a good choice since they give an 8% regen bonus.
That said, I feel that the boost from ~40% to ~80% rech/end isn't trivial. Attacks are the main source of endurance issues, so keeping their end reduc high is a priority. The build (as I posted it) doesn't have Stamina, so end could be a problem in st fights like those with AVs where DC won't be at full strength. Recharge also allows for a tighter attack chain, allowing you to deal more damage. You can get by with less, but I don't something as minor as 8% regen (or 24% with 3 sets) is worth it.
Quote:Now, the sets with low endurance reduction are Eradication and Obliteration; the most end red you can get is 15%, even 6-slotted. (And the one enhancement with end red, the quad in both sets, is very expensive and very hard to find.) So I'd recommend slotting a little more end red in the sets with Eradication, especially Soul Drain and Dark Consumption.
The main reason I put the quads in was for the extra recharge, not the end reduc, since you want both of those powers up as frequently as possible.
Quote:Also keep in mind that if you have a attack that is going to be used solely as a bonus mule, as Boxing seems to be in Sarrate's build, you don't have to try to slot it fully. I'd swap the KC KD proc for either the Dam/End or Dam/End/Rchg, since both are expensive and hard to find, and don't sweat the enhancement levels, either. -
Quote:Bingo! I like my Tankers to be able to pack a decent punch, so underslotting my attacks generally isn't an option. (I'm not terribly happy with the Siphon Life slotting, for example, but I think the s/l def is probably worth it.)They're not picked for the set bonus. They're there to add to the Acc/Dam/Rech/End stats of your attacks. This is something people often skip, they'll underslot powers only to get some bonuses.
Kinetic Combat is very low on Accuracy and quite low on End and Rech, so it wouldn't be very smart (IMO) to skip adding slots to better those stats.
Also, keep in mind that if you get all the +hp Accolades, my build will have capped hp, so adding more would be wasteful. (If I like a character enough to spend that kind of money on them, I like them enough to at least get those Accolades.) -
I've always had a bit of a tanking mindset in games. I like to have appreciable damage, but I'd rather be a little slower killing than a glass cannon. My first taste of Tanking was a lvl50 Paladin in DAoC - I enjoyed it a lot in PvE. (Not so much in PvP, switched to a Friar eventually.) My first lvl60 in WoW was also a Paladin before I realized all the problems with their tanking ability. (I was kind of okay with it though, since until raids I could go alternate between dmg, healing, and tanking as necessary. I love hybrids, too.)
In CoH, however, my first love were Scrappers. Why? Tanker damage back then was too low for my tastes. (0.65 mod vs 0.8 now. Ick!) Now, though, things are better, esp with IOs. I also like how helpful I feel in a group. Everytime I hold aggro or taunt a stay mob before it eats a squishy I can see the impact I have on the group. I can set the pace (to keep things moving) as well as trade blows with the toughest mobs in the game. It feels very super. (I used to fancy my DM/Invuln Scrapper as a bit of a Tank with better damage - esp with Invin holding aggro. No longer! There is no comparison between an Invuln Scrapper and a Tanker (esp with Taunt, which I never skip).)
My current favorite Tanker, nay, character, is Brimstone-Preacher (WP/Fire). He originally started as a gag villain (Fire Melee/Stone - fire and brimstone from the Old Testament and all that), but I could never get into Brutes. When WP hit I saw an opportunity to remake him (I felt guilty making him a villain in hindsight), so I did. I like how solid his defenses are, that he can switch from AoE to st damage seamlessly, and that I've been able to learn to hold aggro on him over some sets with superior aggro auras. About the only thing he can't do is solo AVs. (Okay, I did beat Adamastor, but to be fair he has a 25% vulnerability to fire and lethal damage.)
Two of my proudest moments on him: First was a smooth STF run where it wasn't until the leader wanted me to herd the AVs that he realized I wasn't Stone Armor. Slightly misleading name coupled with an awesome group... hah!Second was a 4 man Khan TF I did with 3 friends. At one point I was tanking up to 3 AVs (when they weren't confused!). Finished that run in about an hour flat.
I have other Tankers, but I don't play them as much for many reasons. I'm getting a bit long winded anyways, so it's a good stopping point anyways. I don't want to bore you guys any further.
Quote:Those two are awesome. I laughed when I read Easter Island and Stone Armor. Good show!Ironclad: Another one that was name-driven. I'm a Civil War buff. As soon as I got the name (yay!) I knew I had to make a Tanker; the question was, what sets? Stone was (and still is) the hardiest; but the look wouldn't work. Fortunately you can do metallic skins very nicely and the shiny Invulnerability graphics don't detract. A clouds-of-steam aura at level 30, some rust on the extremities, and a cannon muzzle mounted in the chest (the "ring" chest decoration, tinted black), and the look is done. Super Strength works for the set (a hand weapon would be weird) and the Hurl power can serve as my cannonball, with a little imagination. Recent changes to Inv have made the character much stronger defensively; with (significant) IO investment, this guy can face anything any other character can face. I bring him, or the next one on the list, out for the nastiest content.
Easter Island: Stone/Fire, of course. Wanted a tough tanker to protect my friends during heavy fighting. In the medium-old days, post-GDN but pre-IOs, that meant Stone. Fire was the best area damage available for a primary that needed no mitigation from its secondary. Once I decided on the powersets for these game-mechanic-driven reasons, I found a concept to fit. I like the concept, though, and the character gets compliments, so it worked out well (I have to like the concept in order to keep playing the character for long).
Quote:You really hear that? Only Stone for the ITF? I guess the idiots are everywhere.
To be fair, though, a stock WP w/o Fighting will have a lot rougher time than a powergamed one. I wouldn't be surprised if the average WP Tank on a PUG got slaughtered, despite how well they can perform. No, nothing in the game needs a Granite Tank, but I could see why an average player might think so. Let's face it, just because we can make builds here that can tank multiple AVs, unaided, doesn't mean everyone will. (Could be a time investment issue, or a concept vs power issue, etc.) -
Quote:There was an SG for that? Huh, I didn't know that. I think that channel I was talking about was created by KayConstantine, not sure if it was related to the SG or not.Probable still in a couple of my tabs as well ... the sg still exists too (on Infinity), though its pretty much just myself and a friend who check in from time to time. Oldest join dates stand at January 10, 2007.
GRETA-003 (Claws/SR)
of Scrapperlock, an all scrapper supergroup on Infinity.
Wait, since when did Scrappers use cruise control instead of rolling up their sleeves and doing things the hard way? Does this mean that Scrappers are in direct opposition to their very nature?
Ahh, gotta love paradoxes. -
I remember this was tried a while back (back around CoV release, man has it been that long?) using the channel called "Scrapperlock," I believe. I never did quit that channel despit it becoming defunct, but I moved it to a tab I never monitored "just in case."
I hope yours takes off and lasts, Umbral. -
Quote:It's not just Scrappers, either. My WP Tank with near softcapped defenses (39% s/l, 42% exotics) got cut up pretty darn quick if I tried to straight up tank it. Those Pain Doms' +tohit is nasty, esp when coupled with other nastiness like Kinetics and their positional only buffs/debuffs. Ungh.AE arc 9713 by Arcanaville. [color
range]Specifically designed as a nearly-impossible stress test for scrappers.[/color] Looks like it may have had some updates since I last tried it.
Quote:The main lesson it hammered home was that if I want to be an AE badass, I need better than soft capped defense. Pets and enemies with to-hit buffs just hit too hard. So I planned out a build for my Broad Sword/Shield Defense with 81.5% melee defense that I think could handle it and leveled to 50. But I just keep playing other alts. So, like so very many projects of mine, finishing Arcana's challenge may remain out of reach.
It has been a loong time since I've tried that arc, though. -
Quote:Paragon Protectors use a completely different MOG than players. Theirs drops them to 10% hp with somewhere in the ballpark of 90%+ res (I've never tested it in game and I don't know what their Melee_Res_Dmg table looks like) that lasts for 45s.Believe it or not, 15 seconds can be a long time. Ever played against a Paragon Protector? There are 2 types, claws & blaster, one has "unstoppable" and one has "moment of glory". When they hit those powers, it becomes a tedious takedown... those few extra can seconds seem like forever.
Huh, I always thought their MOG had the standard 2-3 min duration. -
Why are you focusing so heavily on melee defense? It's an incredible waste on a WP because you're throwing away all the def that already comes builtin to the set. (Positional and typed defense don't stack.) Not only that, but you have several powers with sub-par slotting just for the extra defense. Soul Drain with no accuracy? HPT with only 58% heal enhancement? QR with only 69%? All your single target attacks? Heightened Senses? As far as I can tell, you picked many of the powers from Pyre just for the +def as well. (RoF and Char, at any rate.)
I'd rework the build away from melee def and more towards typed defense. You can get a much better all around spread by doing it that way. I'd try something more along these lines:
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- If you think the s/l/e/ne defense (the most important types) is enough, you can swap the Reactive Armors for Aegis.
- I removed Pyre since it looked like it was only set mules.
- In one of the two free powers, I'd recommend SoW (for the STF/ITF, mostly). I'd probably use the other for a travel power.
- Exemplar friendly down to lvl30ish, with the recharge staying till lvl22.
- Don't forget to add the Accolades, if you were planning on grabbing them. That will get you to the hp cap, some extra hp/sec, and end/sec.
[edit: Note that I didn't modify which level the powers were picked at. I'd definitely do it a lot different than how you originally planned it. Also, I assumed that your budget wasn't small, since you were using other costly IOs like Obliteration.]
[edit: Oh, if you wanted more stable recovery, you could probably drop DC for Stamina, then move the slots to CJ / Travel Power and place 2 Zephyrs in each. That'd recoup most of the lost e/ne def.]
[edit: One other potential problem: keeping all the mobs Taunted. I manage without Taunt enhancement in RttC by liberal use of AoEs (which DM doesn't really have) and Taunt (which is a shorter duration for DM). If you want more aggro management, you'd have to give up something else. Last edit, I swear!] -
Quote:All of this, but also remember your base tohit drops from 75% for a +0 to 39% for a +4. So if your build doesn't have substantial +acc/+tohit, you'll be losing a lot of dps to misses.Well, the purple patch is going to reduce your damage by 52% before being further reduced by resistance so that's going to hurt you. I forget how many hit points a level 54 AV has, but I know that they've got more they regenerate more hp/sec than a level 50 AV. Assuming a regeneration rate of 105 hp/sec for a level 54 AV, you would need to be dealing 218.75 to stalemate. More would be required to defeat the target at all. Assuming roughly 27k hp (probably closer to 28-30k), with 250 DPS, you'd be taking nearly 14 and a half minutes to take down that AV, assuming you can keep it up for that long.
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Quote:I just thought of something...Xp is becoming way to easy to get, I am not sure why "the powers that be" are moving the game in this direction. I can only guess that the feedback they are getting from the masses is that leveling is too slow (is that even possible now with rest xp, lowered xp requirements for levels, xp bonuses for large teams).
What if Going Rogue has a lot of lvl50 content? Maybe it's a way to help people (heavy alters or people with constrained schedules?) move up and hit 50?
Just a stray, completely baseless, thought. -
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Quote:Well, think about it this way, Werner:Well, not “forget” exactly. But it does seem a little... foreign. Now, my Broad Sword/Shields is rocking just fine at 50 with only common IOs, SOs and frankenslotting, but Broad Sword definitely improves the survivability of Shields. So all of my experiences with Shields are either my own, which is extremely solid on a budget, or top tier builds on the forum. So while I know that in theory, Shields is and was intended to be one of the squishier sets, it's still difficult for me to think of it that way.
With the standard Shield toggles, Weave, and CJ all fully slotted, topped with a Steadfast IO you're looking at ~33% def. Between Deflection and Tough, 23.4% s/l res. If they have taken and slotted Grant Cover with just normal AD (no Membranes, 1 stack) they'd only have ~60.5% def resistance. True Grit would off up to +20% maxhp. Don't forget it has a taunt aura, too.
So take that against mobs that heavily debuff defense, deal heavy damage, and can crit. Probably not too bad solo, but on an ITF that is jam-packed with romans?
Ow. -
If you can only pick one, choose Quick Recovery; it's better in every way. You can pick it up earlier (lvl12 vs lvl20), it has no prerequisites (0 vs 2), and it's stronger to boot (30% vs 25%).
As for whether you'll want/need both, that I cannot answer since I don't have a WP/DB. You mentioned potentially dropping a primary power, the only one I'd suggest is Resurgence. (Some people debate SoW, but I personally think it's invaluable for the STF and ITF.) -
Quote:That should be pretty easy to fix, actually. If you open up the demo in a text editor and search for your character name. It would look something like this:Well, the problem with /demorecord is that it's bugged. For some reason, it doesn't like to show Kheldian shape-shifting back to human form from one of the other forms... That's my only problem with my non-UI footage... I have footage where I'm running around in dwarf form with super speed on, because the demorecord playback won't switch the dwarf form back to human...
"The One"
Code:0 1 NEW Polymorphism 0 1 COSTUME 1 aad2f6 -12.955290 -0.742962 0.000000 -0.291235 -0.802721 -0.253417 -0.568551 -0.040377 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0 1 PARTSNAME shorts skin_tights bikini_3 ababab 003d3d 0 1 PARTSNAME Tight !Chest_V_Fem_Skin_TankTop_01 !Chest_V_Fem_Skin_TankTop_01_Mask ababab 003d3d 0 1 PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !Face_Skin_V_Fem_Head_62 v_asym_swirl ff894c 003d3d 0 1 PARTSNAME Schoolgirl_01 skin_schoolgirl_01 skin_schoolgirl_01b 1f1f1f 003d3d 0 1 PARTSNAME Flat !X_Enforcer_Boot_02_Mask !Boot_V_Enforcer_02_Mask ababab 990002 0 1 PARTSNAME V_FEM_BELT.GEO/GEO_Belt_Enforcer_01 !X_Enforcer_Emblem !Emblem_v_Enforcer_01_Mask ffffff 660000 0 1 PARTSNAME V_Fem_HAIR.GEO/GEO_Hair_Beau_Monde_01 !SF_Hair_Beau_Monde_01 !SF_Hair_Beau_Monde_01_Mask 0038aa 003d3d 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME Collar_Spike Collar_Spiked_01a Collar_Spiked_01b ffffff ff894c 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME Miniskirt_02 Plain !Hips_V_Pattern_Dagger_Skirt_01 ababab 990002 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000 0 1 PARTSNAME none none none 00000000 00000000
Code:0 1 NPC Kheldian_Nova_Peacebringer
Code:0 1 COSTUME 1 aad2f6 -12.955290 -0.742962 0.000000 -0.291235 -0.802721 -0.253417 -0.568551 -0.040377 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0 1 PARTSNAME shorts skin_tights bikini_3 ababab 003d3d 0 1 PARTSNAME Tight !Chest_V_Fem_Skin_TankTop_01 !Chest_V_Fem_Skin_TankTop_01_Mask ababab 003d3d ...(The rest here, truncated for readability)...
Just in case, here is a zip with two examples. It contains four files:
(My first Frost Fire attempt. I didn't have breakfrees. Fail!)
poly_ff01.cohdemo
poly_ff01_modified.cohdemo
(The Hopkins "fight" and some trash. Unslotted Dwarf attacks, fail!)
poly_Hopkins.cohdemo
poly_Hopkins_modified.cohdemo
The first is an easier example (just search for 'costume'). The second has more crap in it, but includes the Dwarf form and a couple more non form moves (instead of just being held :P). The demos themselves are fail, but I never claimed to be an awesome Kheld player.
Quote:Advice? No, people on YouTube do NOT want to see the UI. Even on a high-quality video, the UI clutters things up, unless you are deliberately trying to show names or numbers or chat. Otherwise, leave it off.
If it's supposed to be just gameplay, or showing off impressive stunts, not having the UI is a major detraction, for me. Being able to see health bars, for example, makes things exciting when you're cruising the bottom 25% of your health bar and still pull off a win - for example.
If you're trying to make a cinematic piece though (story, quick clips timed to music / beats, etc), then I'd agree that it's better without the UI.
In the case of the all Kheld highlight reel? I think I'd want to see the UI. -
Quote:Well, I don't know for certain that it's a targeted AoE, but the Controller Epic version is, so I'm assuming. On other ATs I try to avoid using AoEs against single targets because they're such end pigs. I suppose things could be different for Doms due to Domination's end fill.Well, it was said that it was a melee-heavy set. That's likely to be a problem with AV's, unless you plan on darting in and out of range.
I wasn't really aware of Fissure's Targetted AoE nature, though, that kind of suprised me. Maybe it's intended to be a compensation for its lack of other ranged attacks. High End cost, maybe, but the truth is I regularly use AoEs on single targets. I slot them for End because of that.
The Primary could also take up some of the slack, possibly even Lift, Propel, or Levitate.
Quote:Quote:Definately makes me wonder, though. What would an Earth based Sniper attack even look like, or would such a thing even exist?(Ice has no Sniper, so it's not like they're required)
HEEEEEEEEEERE'S the windup....and...BOOM! Rock to the head!
For added comedy, make it throw a brick, because, hey, everyone loves a brick-shot. -
Quote:Small Mallet? Stone Mallet (faster recharge, lower damage) is the overhead swing, while Heavy Mallet (slower recharge, higher damage) is the "golf swing."*Sigh*
I was hoping they'd get rid of "out golfing" (small mallet).
Quote:I'll admit that I'm a tad, just a TAD, mind you, disappointed in Stone Spears. I hope they change its animation, or that of Fissure, so we don't get two of the same foot stomping animations (three if you take Earth Control for thematic synergy). A little variety while I'm beating the daylights outta people would be nice.
--
This may be a silly question, but the set seems a little odd in the fact it only has two st ranged attacks. Couldn't that be problematic in tough fights or AV battles where you don't necessarily want to be in melee range? I ask out of ignorance since I've never been able to get a Dom past the 20s, so I don't know. (I suppose you could use Fissure for that, but that'd be an end sink, blowing an AoE (repeatedly) on a single target..) -
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Quote:I don't disagree that Tankers have end issues, which is why Tanker efficiency is usually stated as a problem. There are many ways to go about easing Tanker end constraints (decrease end costs, increase max end, give Tankers an end management tool click / passive, etc). It's one of the two main problems Tankers have, I think.My experiences with tankers left a bad taste in my mouth after Inv got turned into a pygmy in I5 all the way up untl the WP set came in... and when I try to play non-WP tankers I cannot handle it for long - they feel weak to me. I can choose to either be super-defensive and take damage and... yeah that's it... or leave half my toggles off and be able to actually chain attacks without becoming a "need END!" junkie... but then die like something between a scrapper and a squishie.
The problems can be mitigated now with Stamina, CP, Accolades, IOs, etc, but some of those come late in the game (CP, Accolades) and the other (IOs) aren't (as far as I know) balanced as baseline. End-game Tankers with end under control are very nice, but I don't think we should have to wait that long for it.
Quote:Even in the traditional medieval MMO space, the tanker class is usually something like a paladin that has something in addition to *just* having the claim to fame of "I soak damage and don't die TOO fast" (holy damage / bonus vs undead / etc)... I would say tankers could use something else to help them along even if it's not specifically this suggested damage boost.
Having said that, some sort of non-damage perk to make multiple Tankers more attractive on a team? I'd listen to the ideas. -
Quote:This may just be me being exceptionally nitpicky, but you don't recover 10% faster, you just recover 10% more. For example, if it took you 40s to go from 0 to full end, it would still take 40 seconds with the Accolades. Just, instead of getting 100 end during those 40s, you'd be regaining 110 end.Because endurance recovery is based off of maximum endurance. If you have 10% more endurance, you also recover 10% faster.
This is the same general principle that regen operates under, too. Higher regen = higher hp/sec due to ticks happening more frequently. Higher maxhp = higher hp/sec due to each tick being bigger. Having both is the best, of course. -
Quote:Here is a problem with giving Tankers the ability to change functions, especially to the degree you seem to be implying (apologies if I misinterpreted): crossing too far into the damage role. Let me to explain.I guess I was trying to imagine a way that could help for the goals of the people looking for such changes while thinking of the so-called Comic World tanker-types, and at the same time suggest something that would hurt their primary function in giving them a stronger secondary function.
Right now, Tankers have a role in a group, stronger than I think some give them credit for. They take the alpha, hold aggro, cluster mobs for AoEs (damage and debuff), and set the pace for the group while dealing decent damage. (Many sets offer a significant amount of control, too.) Yes, a buffed Scrapper can take the alpha and possibly set the pace, but they don't cluster mobs or command aggro like a Tank does. I've been on teams that have been support light, buffer overload, and many things in between. I've found groups with a Tank (esp a good one) really helps a lot.
On the flip side, Scrappers have a much more ambiguous role - dealing lots of damage and light tanking duties. (I'm speaking in general here, so Scrappers take no offense. They're still fine teammates.)
Now, if you add the potential to deal heavy damage to the Tankers repetoir, the Scrapper's role is marginalized. Why take a Scrapper when you could take a Tanker instead? They may not deal as much damage, but they're a helluva lot sturdier and they have the ability to perform the above roles as well.
That's the problem with adding straight up damage to Tankers.
Of course, right now Tankers don't stack quite as well as other ATs and they have endurance efficiency issues, but if those are to be addressed, they should be in a unique fashion rather than just "more damage."
Quote:(I would say I fit best in the camp of "Tankers don't *need* changes"... except when I'm playing a tank with a non-WP primary)
To be fair, the other Tankers I've played to high level have had some form of end management (Consume, EA). -
Quote:A change like this would destroy my current favorite character - a WP/Fire Tank. Right now I have heavily slotted and use Taunt as crucial method of holding aggro. This is not only as compensation for RttC, but also as a way to hold aggro over Brutes and Scrappers (with aggro auras). Further, I frequently use it as a way to shape the shape the battlefield with the range debuff - something I couldn't do without the 5 target cap.*How about making it so that Taunt is changed into just single target like the Scrapper "Confront", and when it hits its intended (now only single) target, not only does it give you a damage buff (and perhaps moreso than what was initially suggested here)... but on the other hand, the tanker loses aggro (drops any "gauntlet" aggro that has been generated) and loses the ability to generate any more (beyond the single target currently "challenged") so long as this special "challenge" effect is in place?
Then you could justify giving the tanker significant extra damage for that temporary duration... maybe even closer to our commonly envisioned "superman" strength levels, and also in line with comic-book protector-types with crazy super power... when they decide to go berserker with a foe, they are no longer in the mindset of protecting others for that period of time and as such there is a risk to the team.
Of course if it's an AV and you have already cleaned up other foes before he does this, he still has the aggro of the AV and then it would not be much of a (new) problem.
It would also help soloing tanks who dont need to be protectors of anybody else... and are often without good damage capability
/rare poster but 36-monther between issue 1 and now
/not noobified
I can't speak concretely for anyone but myself, but I suspect that I'm not the only one who loves playing Tanks for the aggro control (among other things). Changing Taunt in this manner would be a very unwelcome change to me - possibly to the point of shelving my Tank(s) - my most played AT I'm recent months.
Players who want to deal more damage have other options, but those who enjoy tanking do not have other equivalent options. -
Quote:It works just like the old forum:(ugh, and let me know how to get links to embed with text... not sure how it goes with the new forums)
[url=http://www.WebAddressHere.com]Link Text[/url]
If you didn't know, there is a WYSIWYG editor for posts that you can enable in the options somewhere. I pretty much always write out my posts in code anyways, so the forum migration didn't effect my posting much.
Quote:it really looks a lot like Cryptic trying to make a CoX 2 from the videos I've seen. So really, just the same thing, but with different graphics and missions. I know the setup is a little different, but looking at power lists and even the character selection/creation screen bugs me, as it is SO like CoX.
I'm not in beta, so I don't know for sure, but screenshots and a video link seems to point towards that. (Heck, NPCs have a big i and ? over their head similar to WoW.) -
Quote:I'm fairly certain that "doing quite well," or as Castle put it "do better than average" is with respect to earning rewards. Those rewards could be xp, inf, drops, etc. (I'm sure Arcanaville would be able to explain it better than me.)I've bolded the problem point. See it's very subjective. "Doing Quite Well" could mean occasionally soloing an AV to one person, and something much lower to someone else. The devs have never (to my knowledge) quantified what "Doing Well" means to them in terms of AT performance.
What murkies the waters even more is that there are some ATs that do much better than tanks. The devs have as much as said that debuffing ATs can be too powerful, but they don't have any balance fixes in the works for those.
When this happens, you get "Haves" and "Have Nots." Even if the "Have Nots" are "doing quite well" according to someone's opinion/metric, they see what the "Haves" have, and naturally want it.
I'm tired, and have little more point than one person's "doing quite well" is not everyone's.
The problem with a lot of the opinions of people on the board (myself included, no doubt) is we're seeing the game through the lense of a powergamer. People may look at a Scrapper and say "better damage, buffable (buffs/IOs/etc) to have more than enough mitigation," or even do something like tank the STF with a Scrapper. It can be done, no doubt, but it is far less common than we think it is.
You have to be able to step back and try to picture the game populace as a whole - powergamers, concept, casuals, marketeers, farmers, PvPers - all of these people are being data mined. Everytime you read a bad PUG horror story realize those are the other side of the game compared to the people here. I'm positive there are far more of them (people who aren't min/maxing things to the teeth) than there are of us.
Taken from that point of view, it's not too hard to see why Blasters would be underperforming - they're extremely unforgiving. It may not even mean death, it may be as simple as getting low on health a lot and having to wait for it to regen. (As much as people gripe about end problems, health problems are a lot worse. Don't forget it takes four times as long to comeback from low health than low endurance base.) Tankers may be slow, but they're far more stable and forgiving of mistakes - both build and playstyle.
I'm not going to say that Tankers are perfect, they're not. I just don't find it hard to believe that Tankers are doing "quite well" in the grand scheme of things. If not "quite well," at least "above average."
(Oh, as an aside, Tankers can solo AVs. Maybe not every build combination and not as fast as other ATs, but it can be done. That could be said for several ATs, actually.) -
Quote:Interesting, but what would happen when it's a city zone? Would those higher level trials and story arcs go away? That would kind of be a shame to use all that dev time on a zone and all its content for it to vanish when it becomes a normal city zone. At any rate, they already said that [edit: level] restrictions on hazard zones are going away anyways.I always thought that a good idea for end game content was to add hazard zones that would only be available to level 45 - 50 characters to start. Set them up something like the Rikti War Zone where a beachhead of sorts has been established and the higher level characters would spend time completing story arcs, TFs or trials in order to secure more of the zone. As time went by the zone would switch from hazard to city by degrees and then finally the zone level would be reduced to whatever level ranges were originally intended by the developers.
The closest thing to this that I've seen in an MMO has been in games like Guild Wars or WoW, where you go into different versions of a zone depending on what quests you've completed. This way you can see the world changing due to your actions. (That doesn't encapsulate your lowering the level barrier / progress being seen by others not participating, which is good and bad.)
Quote:Here's another thought, change the con system so that all mobs con to players like giant monsters. Regardless of a player's level a minion will always con as a minion, a lieutenant as a lieutenant, a boss as a boss and so on. This way if you make it to 50 without seeing all the content you can go back and grab an old contact and do their missions in any zone with using Ouroborous or losing powers in the process. Still allow players to increase their reputation but instead of it only upping mission difficulty it increases the difficulty of all mobs in the game for your character. You want to fight everything at +1, you got it! It's kind of the inverse of what they are doing with Super-Sidekicking.