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Quote:That should be "Victory Forum", sir!Didn't seen anyone say it, so I'll through out this piece of advice.
Join the global channels. It's basically how teams are formed and information is disseminated.
- The Main Victory Channels are:
- Victory Server (you'll get auto silenced when you join but a mod will un-silenced you soon enough.)
- Victory Badges (this may bee too full to join)
- Victory Badges 2009(basically created because VB was full, but it has it's own personality)
There are other channels, but you'll discover those on your own. -
Quote:Negative sir, just knockdown and damage: [Pets_Lightning_Rod]I thought I recalled Lightning Rod having a chance to stun too, but I can't verify that ATM.
(Against, assuming an identical transfer.) -
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Quote:Tenebrous Tentacles doesn't gives its targets knockback protection like Mu Mastery's does. They would be immobilized, but would still be scattered.Well on the aoe immobilize they do have access to Tenebrous tentacles in /dark epic to stack with all that. I did not even think about TT at the time
Assuming, of course, Lightning Clap (Thunder Clap is from Storm) is ported over identically. -
Quote:I was on my Fire/Stone Tank a few nights ago and she has ~113 or ~115 max end, but the proc still only reported giving 10 back in the healing channel. That could be a display error, though.Did we ever determine for a fact if it's 10% of real end total or 10% of base end on that proc?
/FPAPF!!
The only way to concretely test it that I can think of is to have your recovery floored while detoggled, then watch the Combat Attributes to see how much end it gets when it fires. -
Quote:I've actually considered this in the past, but there are several snags that kept rearing their face to me.One last little thought.
There actually exists an effect in game right now, that works out to being the same as increased DPS that scales upward with the rank of the target. It doesn't work out to a lot of damage in day to day work, but it absolutely ensures that you will eventually defeat your target as long as you don't die and don't run out of endurance.
That effect is -regen/-healing.
If the debuff is too weak, it will be of questionable value. If made too strong it still wouldn't stack (since one would flatline everything's regen) except against AVs, where other ATs would be better anyways. I considered making it a smaller, unresistible regen debuff, but that means it would probably be small enough not to be noticeable against anything except AVs. It would be a huge boon to soloing AVs, but that wouldn't be the point of it.
I like the idea behind it and that it would be a static dps boost instead of amplifying all of the Tanker's damage (as +dmg would do)... but I'm not sure it would help Tankers where they need it. I'll have to think about it some more.
[edit: How the debuff is applied isn't simple, either. Debuffs can be set to not stack from the same power from the same user, but afaik not a single debuff from the same caster. If they make the debuff a short duration, but stackable (like Defiance) then it would benefit quick animating sets more than slow ones. If they want to make it just long enough for a Tanker to keep 1 on (say a 2.5 to 3.5s duration), then if the Tanker stops attacking for any reason (Taunt, BU, etc) the debuff would fall off. Considering the efficiency issues of Tankers, that's pretty harsh.] -
Quote:A low level Rad Defender can run Rad Infection and Enervating Field indefinitely as soon as they get them without end reduc and still gain end. (This is while AM is down to boot.) What would drain their endurance? Attacking, offense.Tell that to an early level Rad Defender who's debuff toggles drop because they ran out of end or to a MM who can't summon his pets back in time.
Master Minds are a quirky beast because they can, if they so choose, get their damage for free by letting their pets do all their damage for them. They don't have to raise a finger and could save all their endurance for mitigation or summoning pets. I know I can't play that passively, but they can.
At any rate, this has relevance to how end management relates to Tankers, how? If you want to go down this line, I may as well say Assault is awesome because Master Minds have up to 6 pets benefiting from it.
Quote:You define "fail" as a faceplant. I define it as a mission taking an inordinate ammount of time or effort to complete. As I said before, that could be becuase of a faceplant or it could be because the AT kills things slowly, I don't care the reason.
Your opinion is that one is worse than the other. Good for you. That's not my opinion.
Yes, that is my opinion and nothing more. Likewise what you're writing is your opinion. So long as you recognize it as such. Of course, an opinion alone isn't enough justification for a change.
Quote:Then I would suggest you not play Blasters if you don't find them enjoyable or go to the Blaster forums and try to convince Castle to revisit them.
However, for the sake of discussion, I rarely play Blasters because I don't enjoy them. I play characters that I get joy and satisfaction from playing. I will not play characters I don't enjoy or am not in the mood to play. I have an Ill/Therm Controller idling at 44 or so. It wouldn't be too hard to push her to 50, but why bother if it's not fun? I also rarely visit the Blaster forum at all except for when a dev posts there, there is an interesting topic title from the forum list, or I'm bored. -
Quote:I absolutely agree. I think making Invuln Brute/Scrappers wait until lvl28 for Invincibility is really lame - it's been a big gripe of mine for a while. It could be a turn off for some people to wait that long before your set comes into its own.If there's one thing I'd like to see changed for tankers, it's moving Invincibility to an earlier level (say, switching it with Resist Elements). No other tanker primary gets its aggro aura later than level 8, and if you actually want to tank for teams before level 18, you are very disadvantaged as an Invulnerability tanker. (Brutes and scrappers may also appreciate not having to wait until level 28.)
Having said that, I know that changing the level powers open is considered a last resort, so I don't really see it happening. -
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Quote:Personally, I like this Dev Digest substitute better...
[edit: Oh what the hell, let's go for the gold with Twitter, too.] -
I like the fact that there's no more SK 'tether.' Now when SKed to someone you won't spontaneously die when your mentor is halfway across the map. Not like I know anyone who does that!
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Quote:Recharge can boost both, yes, but it always boosts attacks. Also, Regen aside, I wouldn't say it increases survivability anywhere near the level it increases damage. (Speaking of Regen, recharge isn't even enough because it doesn't improve Regen's weakness, so people heavily layer it with defense, too.) Something like perma DP is nice, but you will not convince me it has the same impact as it does on attacks. (I say this because one of my high Recharge Tanks is Fire/Stone - a set which would benefit greatly from recharge due to Healing Flames.)I wont deny Tankers benefit offensively from IOs. I simply think other ATs benefit more from the mitigation.
Recharge and Endurance I count as being neutral. They improve powers in both areas.
I've always felt damage procs are better suited to ATs with faster attacks due to their fairly low chance to proc. That's not the majority of Tanker sets. Also I'd like to remind you that while purple sets may have better chances to fire, you can only have one instance of that set in your build
Accuracy, as you say, is situational. Accuracy bonuses wont improve an Inv/SS's performace for example.
Endurance management doesn't improve survivability one bit. You could load up a Tank with Tough, Weave, Maneuvers, Combat Jumping, and Aid Self (note, no Fitness) and an SO of end reduc in each. You couldn't do much besides just sit there and Taunt / heal, but your mitigation wouldn't care at all. No, end management is an offensive boost.
As for Accuracy, Super Strength being the one of the few sets that operate like that. The other would be Dual Blades due to Blinding Feint. All the rest? No large, constant tohit buffs. I can get close to, or reach, 95% tohit chance with attacks against +4s. That's very helpful, to say the least.
Quote:See, opinion.
For me, it's not. On a Blaster I can pop three medium purple inspirations and death takes a holiday. On a Tanker, popping three red inspirations wont allow me to demolish a hazard sized spawn of Cimerorans in seconds like a Blaster can.
Here is the wrinkle, as I said before, the Blaster may get into a situation where they need to eat 3 purples to stay alive. A Tanker will never be in a situation where they must eat 3 reds or fail. I take that back, there are a very select few instances I could see it happening (like fighting Biff in AE, a Villain only EB/AV), but not even anywhere close to as often. (Btw, a Tanker eating 3 reds would have a damage mod of ~1.107, that's essentially a Blaster's damage mod without Defiance.)
Quote:It's not full protection, no, but you can't deny it improves Blaster survivability and perfromance significantly. If you wish to argue it isn't significant, tell it to Castle.
That's my experience. I wager the higher damage mod and the +dmg per attack gave a similar damage boost. Of course, it'd be impossible to decide by datamining which helped more.
I brought up IOs in the first place because Johnny mentioned them only as offering mitigation, not damage. I say that's bogus. -
Quote:You're painting an extremely one sided picture here. You cannot count IO sets as offering mitigation without also counting them as offense. IOs have had a huge impact on Tanker damage output; it's night and day.The second front being that it's easier for Blasters and Defenders to obtain more survivability (a weak area for both of them) than it is for Tankers to obtain more damage. There are simply more pool powers, IO sets, temp powers and inspirations that will improve defenses and damage mitigation (both direct and indirect) than there are the will increase a Tanker's damage. Most (all?) pool attacks are inferior to Tanker standard attacks for damage purposes. Hasten is really the only option, with Assault being laregly an endurance hogging waste for a tiny boost.
- Recharge is everywhere with IOs. I'm not just talking about generous recharge bonuses, but actual enhancement value itself. It's very easy to cram 8-9 SOs worth of enhancement into a power. For example, I have Greater Fire Sword slotted with four lvl33 Kin Combats and the lvl50 Mako triple/quad. That gives it 62.19% acc, 95.57% dmg, and 79.12% end/rech. Too expensive? Okay, five lvl35 Crushing Impact (all but dmg/end) and a generic lvl50 end reduc IO. That's 59.64% acc, 95.14% dmg, 78.19% end reduc, and 59.64% rech.
[edit: Change the dmg/rech for dmg/end and the lvl50 end reduc for a lvl50 rech and the numbers will be the same except for 78.19% rech and 59.64% end reduc. I was just copying the st slotting from my Fire/Stone Tank.] - Endurance management is also through the roof. This counts extra recovery and end reduction (such as the enhancement value mentioned above). Why mention this as a damage boost? Because a Tanker that doesn't run out of endurance can deal a lot more damage than one that does. Heck, the difference between having Stamina and not should be a good example of that. It's why many people consider it mandatory, even on sets like WP or Ice.
- Damage procs should not be ignored as an option, either. I'm not personally a big fan of them, but their effect over time (such as hard targets) is undeniable, especially some of the expensive procs like those in purple sets.
That's not even mentioning things accuracy/tohit boosting effects, either. In the general case this may not be too important, but fighting high def mobs (Rikti Drones), ones with tohit debuffs (Death Mages), or up level mobs shows how important it is.
Mix all that together and you can make some absolutely frightening characters, offense wise. For all the Tanks I've invested in IOs (even very minimally like my Ice/SS with only 4 sets of CI) I cannot understate the improvement over their baseline. It's almost like playing a whole new character.
Note: I'm not trying to discount how much mitigation you can get with IOs, I'm well aware of the silliness you can do with IOs in that regard. However, you are vastly downplaying how much offense you get from IOs.
Quote:Says you. Considering what I said above, they got unquely screwed. I also consider soloing being slower because you have to slowly chip away at enemies to be just as bad as soloing being slow because you faceplanted.
Power can be defined as the ability to affect the world around you or conversely the ability to resist the world around affecting you.
Blasters and Defenders being powerless to stop themselves from faceplanting is the same as Tankers having impotent damage.
For me, death is far more frustrating that the slower kill speed. Death can cost me zoning time (twice), travel time, and the frustration of dying in the first place. My biggest problem with Blasters is not always just dying, either. Rather, dying because I missed something, the foe had stupid high burst damage, or I was out of inspirations. I hate surprise deaths like no other as much as I hate being chained to my inspiration tray. I just recently pulled out my lvl33ish Ice/MM Blaster for a few missions. After using the last of my inspirations to kill a Freak Tank, he rezzed and promply killed me. I logged out after that, don't think I even finished the mission.
A Tank killing slower? I'll take that any day because I know I'll be able to get the job done, even if I don't have a blue or red. I can't say the same for Blasters. That is my opinion. I'm sure Blaster players would disagree with me.
This is just a clarification / double check, but you know that Defiance isn't mez protection, right? All it allows them to do is use 3 powers while mezzed (t1/t2 primary powers, t1 secondary power). Blasters still can't move, toggles still suppress, and offensive toggles still shut off. It's a nice perk, but most certainly not true mez protection by any stretch of the imagination. - Recharge is everywhere with IOs. I'm not just talking about generous recharge bonuses, but actual enhancement value itself. It's very easy to cram 8-9 SOs worth of enhancement into a power. For example, I have Greater Fire Sword slotted with four lvl33 Kin Combats and the lvl50 Mako triple/quad. That gives it 62.19% acc, 95.57% dmg, and 79.12% end/rech. Too expensive? Okay, five lvl35 Crushing Impact (all but dmg/end) and a generic lvl50 end reduc IO. That's 59.64% acc, 95.14% dmg, 78.19% end reduc, and 59.64% rech.
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I'd also suggest swapping the Armageddon / Obliteration in Shield Charge / Foot Stomp. This will help your end consumption since Shield Charge costs less end and is used less frequently than Foot Stomp and Armageddon has more end reduc in it. As an added bonus, it would mean more chances for the better proc to fire.
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Quote:If you want another annoying wrinkle to the door problem, it doesn't even effect everyone equally. I've commented on vent about a door being bugged** only to have a couple people remark "the doors are open on my end."I've heard multiple reports about issues with doors. I can't fathom what might have changed that makes them no longer functional, but I'm looking into it. Problem seems to be inconsistent, which means it's much much harder to pin down the cause. I'm also unclear on whether these are doors inside instanced missions, or doors to enter buildings/missions.
That boggled my mind pretty good.
** The specific door was in the LRSF right before you fight the Vindicators (Mynx, Malaise, Luminary, Swan, and Valkyrie). That'd be the fourth mission, iirc. -
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Quote:Sure [Chain Induction] can, unless you were talking about the chained parts and not the initial shock. In that case, you'd be correct. I don't think setting those powers up to crit would be hard, just make them summon a new pseudo pet with the crit baked in.Well, for starters, Chain Induction and Lightning Rod both work better for Brutes than they do for Scrappers (or Stalkers) simply because those powers can't crit. I honestly hope that something can be done to fix that.
Of course, for Stalkers LR has the added benefit of not breaking Hide, so that may be their compensation for the crit... -
Quote:Taunt alone won't do the trick, you need to deal damage in order to peel mobs off. I've noticed this every time I tested the aggro cap. Go to monkey island in PI and herd up 17 mobs and try to Taunt more - they will not come to you. Use a low damage ranged attack (like the crumby origin attack) and they'll suddenly be able to aggro onto you. (This is also when you'll lose one that was previously on you.) My suspicion is this is to prevent aggro capping youself (to say minions) then attacking a much harder target (EB/AV) without them being able to attack back.Have you tried? Because that's not how the aggro cap works. If you see a team-mate in trouble, you can taunt his aggro even if you are at the cap. This guy will turn to you, and the guy that you have not touched the longest will ignore you and go for the next guy in his aggro list.
Now, on a team it's possible that a mob dies and the fresh mob you Taunted will come to you, but it's not a guarantee (if mobs are taking a while to be put down or whatever). -
Quote:Ahah! That would be the biggest problem I think you're seeing. Greens offer very little by way of survivability to WP. There are a couple reasons for this. First off, WP relies heavily on regen for survival.For CoT - The mass Acc debuffs are really killing me, from the togle debuff the bone dragon puts up, to all the Negative dmg hits with built in -acc. Now I think my main problem was I do not carry purples, which will change now. I always carry greens but with what you said it makes me think I wouldnt need those greens if I werent getting hit in the first place, and maybe the -Acc wont become a problem if they arent stacking the attks on me like crazy ( will also get Focused Accuracy at 47 just incase it is still a problem)
If you're taking more damage than you're regenerating, you will die eventually. Greens offer a temporary relief, but not much. This is why purples (or oranges against Romans) are so useful. Instead of delaying the inevitable, they actually improve your effective regen. If you regen, say, 100 hp/sec and have 25% def, you can absorb ~200 dmg/sec without losing life. If you eat a purple and go up to 37.5% def, that number jumps to 400 dmg/sec. Much better!
Secondly, greens give a static health boost. Since WP higher hp thanks to HPT, a green won't give as much as you'd expect. Suppose a normal Tank has 1000 hp, a small green would give him 250 health. A WP Tank (with unslotted HPT) has 1200 hp, but a green is still only giving him 250 health. Yuck!
That said, I normally keep 2-3 greens/blues for emergencies (since WP doesn't have a self heal), but almost everything else becomes purples.
As for the tohit debuffs, yeah they're a pain in the butt. The reason I didn't list them previously is because they decrease your damage output, but shouldn't make a big dent in your survivability like Arachnos do. Since you were talking about teaming, I figured it was a non-issue. Soloing is a completely different issue. (FA should really help against them, but be warned it costs a lot of end. Turn it on, get business done, turn it off.)
Quote:Carnies - When I defeat them they explode and destroy my endurance, and with the heavy endurance drain of all my togles, and the high endurance cost of Energy Melee's attacks it can cripple me if it catches me off guard. Ofcourse, the psionic of the mobs you mentioned are a problem as well.
Oh, against the Ring Mistresses, if you see them ahead of time, eat a purple or two to hit 45% ne defense, that will help you avoid the debuff. (I monitor my regen/recovery as well, so if it hits, I can see when my recov goes positive again.)
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Your attacks are a little light on damage enhancement which will hurt when soloing, but should be decent for teams. I'll defer to someone with more EM experience for that though. (I normally slot 2 acc/3 dmg/1 end with SOs. It's slower killing, but more end efficient. Fewer attacks necessary to kill and all that.)
--edit to add--
I wouldn't suggest Presence. Tough/Weave will help more due to the way res/def stacking works mechanically. Remember what I said above about how much of an impact a single purple had? Same idea. The best part about Tough/Weave is that they will help against tougher foes like EBs/AVs/GMs, Presence won't help a bit. -
That's very peculiar - my QoL went up considerably once I had Tough/Weave, which you say you do. For the three groups you mentioned:
- CoT - Since you're 45 and past the dreaded Earth Thorns, I can't think of any reason CoT should be giving you problems. Can you give more info on which mobs are being problematic?
- Arachnos - The Banes / Crabs have defense debuffs. If you're not careful, in large groups they can crash your defenses.
- Carnies - The normal mobs shouldn't give you too much trouble, they deal a lot of smash/lethal damage which your resistance works well against. The normal mobs have a bit of def debuffs (the sword wielding ones), but nothing terrible. The only two mobs that should be that troublesome are the Ring Mistresses (Mask of Vitiation significantly debuffs def, regen, recov, and your end). Master Illusionists are annoying because it's possible for them to stack enough holds to break IW.
I have one suggestion that should help a lot (if you're not doing it already). Monitor your defense. I personally monitor Base, Smashing, and Energy. Base so I know exactly how much def debuffs are on me, Smashing so I know how far down my lower s/l def is, and Energy for exotics. If you see your defenses crashing / going red, eat a purple or two to stabilize it. If you're going into a nasty fight, eat a purple or two to soft cap your def to the damage type the mob is dealing.
For WP, purples are your friend. You can also convert other insps to purples to keep you ready for rough times. The only time I'd advise differently is when tanking Cimerorans - SoW / oranges are awesome there. (The goal is 85-90% lethal res. I monitor that, too.)
That's about as much general advise I can give. It may help if you could post your build, there might be something in there that could be tweaked to help you out. -
Question: What is your intent for posting the guide here? Are you looking for feedback or are you just posting it here before the guide section? I ask because there are a few things in the guide I don't agree with at all, but I won't elaborate unless you're looking for critiques.
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Quote:If you search the Archetypes & Powers section for "energize" you'll see a lot of threads about it. Someone logged onto Test and wrote the following (before Test was locked down to just I16 testers):Elec armor getting a heal? Really? Linkage? I wasn't enthused about elec armor (only elec melee) but having a self heal will change my mind for sure!
Quote:Instead of a ~120% end discount like the brute version, it has a 60% end discount, but a 100% regeneration increase and a hefty heal (468 HP @ level 50 unenhanced) The end discount and regeneration buff last 30 seconds, and the power recharges in 2 minutes. Doesnt look like there's a crash or anything. No word if the recharge time is unenhanceable like SoW.
Thread from the Tanker Forum
Thread from the Brute Forum (Alternate)
Thread from the Stalker Forum
As always for things on Test, it's subject to change. -
I have a mixed opinion about the subject.
On one hand, I think having high defense is more acceptable than defense because, as mentioned, defense isn't completely reliable. It's also more likely that mobs will have ways to bypass the defense since there are more ways to cut through def than res (def debuffs, tohit buffs, autohit powers).
On the other hand, due to the way def mechanics work, def allows all ATs to attain much higher survivability than possible with res. (This is because the def soft cap is 90% mitigaiton whereas the most common res cap is 75%.)
I think the current system is whacked with the size and availability of +def (BoZephyr, wtf), and adding even more mitigation (this time in the form of +res) could be dangerous. I'm positive there are builds out there that would attain a large amount +def and +res. So while it sucks for sets that would really enjoy +res bonuses (Fire and Elec Armor, for example), I'm also extremely leery of the consequences. -
Quote:Correction to the cottage rule: It's not what was expected, it's what the power actually does now.I'm going to envoke Castle's own "Cottage Rule" in this case.
My interpretation of the rule is that if a power described to do X, supposed to do X, then one day it shouldn't suddenly build a little cottage.
Correct? It's a question of expectations.
Well in the case of Tankers we have an AT that's supposed to be like X. And X has been described by the devs in that quote as being like comic Tankers and according to the official description is supposed to be "a devastating hand to hand combatant".
Ex:
The cottage rule states if Build Up is currently a dmg/tohit buff, it shouldn't build a cottage tomorrow.
The cottage rule does not state that a power named Build Up that currently builds a cottage (despite people expecting a tohit/dmg buff) should be changed to a tohit/dmg buff.
So, to apply that to Tankers, it means that Tankers being high def and medium offense should stay that way (and not be changed into Blasters or something).
It does not imply that people expecting Tankers to be X is reason for them to be changed to that. -
Well, I manually constructed that quote block. I found the post, the post number, and plugged it in. Looked fine in the preview, but I was just being doubly careful.
Quote:Firstly, Castle looking forward to the i11 beta puts this quote at quite some time ago, circa i10. July or August of 2007.
At that point, all ATs were still reeling from IOs in i9 only a couple months before. Castle's data was obviously from previous to that. The landscape of the game changed quite a bit in the time period. IOs definately affected statistics. It's not too much of a leap to suggest Tankers may not compare the same then as they do now.
I'm not dismissing your quote, but I am saying that's quite some time ago. Things have changed in the game massively. Things can easily have changed with Tankers.
And also, Castle says:
Quote:My focus is on those AT's who, as a group, underperform.
Besides Corrs and Defenders, Tankers are really the only ATs left because that leaves Scrapper, Brutes and Controllers.
- Relative performance. In other words, how different sets/ATs compare to one another. So, if they improve everyone's performance except one, that one will be at risk of under performing.
- Absolute performance. In this case, they have a static set of performance metrics they're aiming for. So, if they're looking for performance between X and Y, Tankers could be said to be averaging at Y+1.
I don't know which model accurately depicts Castle's methodology, however. I mention this because if he does use the second model (which seems to make sense to me, model 1 would be very vulnerable to power creep), just because other ATs got boosted doesn't immediately mean Tankers are under performing and need buffs.