Sarrate

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  1. Sarrate

    RTTC - Change?

    There seems to be a misconception here as to how MAG effects taunts. It doesn't amplify threat or anything of the sort, it's only used as an on/off switch, just like CC. For example, bosses have MAG3 protection against holds, so a single MAG3 hold will have no effect. Two of them, however, will stack to MAG6, which surpasses their protection and stops them dead in their tracks.

    That's exactly how taunt MAG works, except instead of only having 1-2 powers that apply taunt effects, Tankers have 8-9 (BU doesn't count) in their secondaries alone - AoEs even due to Gauntlet. (Not to mention Taunt, which can be enhanced to last for ~80 seconds.) The likelyhood of a Tanker being unable to surpass the taunt protection of a mob is incredibly small. If a Tanker does run into a mob that they can't bypass their protection, the chances they're not able to do it by MAG1 is infinitesimal.

    I'd argue that MAG is one of the least important stats for taunts, especially for Tankers.

    -----

    CMA, for your example of the BS/SD Scrapper doesn't surprise me one bit. AAO is one of the strongest auras in the game due to having 8 different debuffs on it, not to mention the damage buff it yields. Also, unless the Tanker Taunts, I'd argue that every Tanker will lose aggro to an equal Invuln/Shield Scrapper or any Brute. The taunt durations of their auras are identical while their damage output is much higher. (In the case of Scrapper, they deal more damage than their lower threat mod of 3 reduces it. ie: ScrapperThreatMod (3) * ScrapperDmgMod (1.21) > TankerThreatMod (4) * TankerDmgMod (0.8).)

    What it boils down to is that if you want aggro on your Tanker, and (Invuln/Shield) Scrappers or Brutes are on your team, you have to Taunt. That makes the weaker aura a fairly moot point, to me and my playstyle.

    A longer duration on RttC would make it more user friendly with non-taunting ATs, but would not solve the issue of (Invuln/Shield) Scrappers and Brutes stealing aggro off you. Considering how debuffs affect threat computation, I wouldn't support any boost to RttC that would remove the debuff from it.
  2. Quote:
    Originally Posted by macskull View Post
    Nope, but people generally don't leave Sprint running as it's a colossal waste of endurance once you get up into SO levels. Luckily most of my characters have the stealth IO slotted into Super Speed, which I tend to leave running, but for those who have it in Sprint my options are either run a more or less worthless toggle constantly for the stealth benefit, or respec to move a single IO around (and there's no guarantee I'll even have an open slot to put that stealth IO into).
    I know you've been around for a long time, but this strikes me as very odd. You're complaining about the end cost of Sprint, yet you leave Super Speed (which consumes 55.5% more endurance) on in combat? Not to mention that the stealth effects of both SS and Stealth IOs suppress in combat anyway, so keeping them running while fighting won't help you not get seen.
  3. Quote:
    Originally Posted by Grey Pilgrim View Post
    Debuffs do affect aggro. I can't recall the formula (really should save it somewhere), but I'm sure Aett or one of the other more knowledgeable types around here can fill it in for us. So, I don't remember how much it helps, but it does help on top of damage, etc.
    The highly simplified equation can be found either on ParagonWiki:

    Quote:
    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
    Or City of Data (Digest):

    Quote:
    Damage * ToHit Debuff * Defense Debuff * ToHit Buff * Defense Buff * Heal * Regen Debuff * Hold * Stun * Immobilize * Sleep * Knock Back * Threat Modifier * RemainingTauntDuration * AIPreference * RangeMod = Total Threat.
    I say highly simplified because the game doesn't use a straight up formula like that - it's a long, complicated piece of code that does the computation.

    Quote:
    Originally Posted by StratoNexus View Post
    I am not sure how or if the damage debuff affects aggro. Enemies sure don't seem to like my Kin when I hit Fulcrum Shift. If the damage debuff adds to the tanker's threat level, this set may be more useful for holding aggro, which would be a good thing considering the focus of this guide.
    I haven't played the set, but I'd strongly suspect KM becomes one of the aggro kings. Damage (and by the same rationale, resistance) debuffs are 8 different debuffs at the same time, after all. (Smash, Lethal, Energy...)

    I suspect it's the real reason why AAO is such an obscenely strong taunt aura.
  4. Sarrate

    RTTC - Change?

    If you had proposed this a while ago, I would have whole heartedly agreed with you. Now, however, I believe a change like that would make it more user friendly, but be a nerf to maximal threat generation. The threat equation uses "RemainingTauntDuration", so I believe that a longer taunt effect (ie: Gauntlet, Taunt) would make the longer taunt duration redundant. Not only that, but RttC losing the debuff would lose the threat multiplier it caused which the longer duration couldn't account for.

    This is my understanding of the extremely simplified threat equation Castle gave us and what I've experienced while playing WP. I've yet to run into a Tank that could consistently hold aggro over me, Taunting Invulns included. I've run into a few that would cause the target (a GM) to yo-yo between, but that's it. If Invincibility was stronger than I should have lost aggro. (That is not a brag, mind you - just my experience and why I'm saying what I am.)


    The other complication is removing the debuff would require the removal of tohit debuff sets from being slotted into it.
  5. Quote:
    Originally Posted by Republic View Post
    Aett has the right answer! Apparently I was running 1.6. I updated to 1.8 and the numbers all match up now.

    Now then the question begs, is it possible for me to get anywhere close to the numbers I had with 1.6??!!
    I bet 1.6 defaulted to having PvP Mode turned on and 1.8 defaults to PvP Mode off. It's the only way you were hitting 70.5% psi res.

    So, the answer is no. Sorry!


    [edit: To be clear, even with 1.6 you couldn't get those values in PvE.]
  6. Quote:
    Originally Posted by Johnny_Butane View Post
    I personally tried out Bruising extensively on a very expensive l50 Inv/SS build, a l10 WP/EM, a l28 Fire/SS and a l5 SD/DM and couldn't really percieve a change from Live. I even ran some loose trials with the Inv/SS to see if the number of attacks needed to drop a l50 Rikti Boss had decreased any. It hadn't from what I saw.
    Note: Counting the number of attacks used isn't a good indication of whether things have changed. It's possible to hit a target with more attacks but kill faster due to higher dps/dpa. Do I know if that happened in your specific case? No, just saying that's a flawed metric.
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    Brutes get to tag along on those same TFs and get the same cut of the rewards of the Tanker, whether they work as hard or not.
    You know, just because an AT is "dps" doesn't mean their role has to be easy. Other games have content that can win or lose based off the performance of their dps. If their damage output is too low, the encounter will defeat them. If they play poorly (stand in fire, steal aggro) they waste another class's resources (ie: healer's mana) and/or could die (leading to a wipe due to lack of dps).

    Do "dps" characters here have less responsibility currently? Yes.
    Does it have to be that way? No.
    Would people welcome such a change? Most likely not.

    For example, there are circumstances where that happens now where low dps can cause problems (can't out damage Ghost Widow's heal, Reichsman's regen while phased/Unstoppable, etc), and people find that quite frustrating.

    The side problem is that buffs/debuffs in CoX are much stronger than they are in the other games I spoke of. Don't have enough "dps"? Buff/debuff until what you have is adequate. Group too squishy? Buff/debuff it until survival is trivial.

    Of course, tweaking a game to be difficult like other MMOs would do irreparable damage to non-min/maxed builds. Am I saying CoX should be designed like other games? No, just pointing out that "dps" doesn't have to be an easy role.

    Of course, there is always the "end game content" looming in the horizon. Who knows what that will bring...

    --

    On a completely different note, just because someone is playing a Tanker doesn't mean they're playing any harder than a Brute. I've seen more than my share of Tankers who don't play any differently than a Scrapper or Brute.
  8. Quote:
    Originally Posted by EvilRyu View Post
    This and also strength of will needs to be checked for this.
    From the looks of CoD, SoW looks fine to me, on all four ATs:

    Brute
    Scrapper
    Stalker
    Tanker
    Quote:
    • Recovery +0.3 for 120s
      Effect does not stack from same caster
    Compared to Unstoppable / FoN:

    Brute
    Scrapper
    Tanker
    Quote:
    • Recovery +1 for 180s [Ignores Enhancements & Buffs]
      Effect does not stack from same caster
    Blaster
    Quote:
    • Recovery +1 for 180s [Ignores Enhancements & Buffs]
  9. Quote:
    Originally Posted by Castle View Post
    Somehow, that never ended up on my radar. I'll add it to my list now, though.
    Castle while you're looking at FoN, you may want to look at its (and Unstoppable's) Recovery boost. It's currently flagged as unenhanceable even though the power accepts End Mod enhancements. It's been this way since at least the Combat Attributes window was added, if not release.
  10. Quote:
    Originally Posted by Q_Candy View Post
    Really now a well built scrapper can tank as well a brute and do almost twice the damage, so how is that balance? I am sure the scrappers are happy but how exactly is that balance?
    They can do neither of those things.

    A Brute with 0% Fury and not using BU is still dealing ~61.2% the damage of a Scrapper with a 10% crit rate (non-minions) and using BU. Or to put it another way, the Scrapper is dealing ~163.38% the Brute's damage, still less than twice.

    A Brute is always more survivable than a Scrapper because they have 12% more hp. They also have higher res/hp caps, so sets like Elec, Invuln, etc really benefit. Finally, Scrappers can't "tank" as well as Brutes because Brutes have far more taunt capabilities (taunt auras on all sets sans EA, Gauntlet-lite, and Taunt instead of [edit: Challenge]).


    Note: I'm not saying you have to like the change, just what you're saying is wild hyperbole.
  11. Quote:
    Originally Posted by StarGeek View Post
    Worse than that, your computer might get infected.

    Important note about City of Heroes wikis.
    Yeah, that too. I didn't have the time to find the link to that when I posted.
  12. I'd suggest you don't use that site, Colossus. It's out of date and supports things such as gold selling. The good news is there is a different, player run wiki that is far more up to date and clean of the "icky stuff": ParagonWiki
  13. If there was more content that fully utilized Tanker survivability, would their lower offense still be perceived as a problem?

    Just some food for thought...
  14. Quote:
    Originally Posted by BrandX View Post
    And something I remember, was the scrapper being off in the distance, taking on a Cyclops, being surrounded myself, I clicked on the Cyclopes and taunted it multiple times, and it still stuck on the Scrapper.
    This is expected. The Scrapper was generating exceptionally high threat (taunt from AAO while dealing damage) and the only threat you were generating was through Taunt. While it has a long duration, that alone won't let you pull agrro. (Keep in mind that there is a range modifier for threat, too. Generally, the farther away you are, the lower the mod.)

    Quote:
    Originally Posted by BrandX View Post
    4.96 seconds - 5.16 seconds...so roughly 5 seconds.

    No one else was stripping aggro away from Romi. What just suprised me about it was that it was happening. I was under the impression that Ice Tankers were the one tanker who could rely on CE to keep aggro off everyone.
    Nope. Chilling Embrace, while one of the stronger auras, isn't good enough all by itself to counteract Brutes and Shield/Invuln Scrappers. Using this equation:

    Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)

    Tanker
    Threat = 0.8 * 2 * 4 * (AI Mod) * (Range Mod) * (13.5 * 1,000)
    Threat = 86,400 * (AI Mod) * (Range Mod)

    Scrapper
    Threat = 1.2 * 2 * 3 * (AI Mod) * (Range Mod) * (16.875 * 1,000)
    Threat = 121,500 * (AI Mod) * (Range Mod)

    This is a very simple example, but illustrates why 'DPS' ATs with taunt effects will steal aggro from a Tanker without Taunt. With Taunt:

    Threat = 0.8 * 2 * 4 * (AI Mod) * (Range Mod) * (80 * 1,000)
    Threat = 512,000 * (AI Mod) * (Range Mod)

    The Scrapper would have to be dealing roughly 4.2 times as much damage as you were. (So if you did 47.6 dps, the Scrapper would need to deal 200 dps - which may be easier than I originally thought since the Romulous fight has plenty of AAO fuel).

    (Btw, good luck if you run into a Taunting Brute. Assuming 50% Fury and an 80s Taunt, they'd be pumping out 723,000.)

    ---

    Actually, I did think of one other possibility - were you buffed by any stealth effects that include a -threat mod (de)buff that the Scrapper didn't have (ex: Super Speed)? If you did, that'd be giving up your threat mod advantage, lowering you from ~512,000 to ~384,000. The Scrapper would only need ~3.16 times your dps to out threat you.


    NOTE: These are simple examples/calculations, and likely not entirely accurate. I don't know it debuff threat multipliers stack, this doesn't count threat generated by CE's faster pulse rate, threat decay, etc. They'll give you a ballpark idea, not high precision results.
  15. (QR - haven't read the thread)
    For me, it's less about whole sets as it is with specific powers. Some animations are just horribly played out. For example:

    Attacks:
    Air Superiority
    Haymaker (granted, an alternate exists)
    Bonesmasher
    Havok Punch
    Cremate
    Seismic Smash

    Misc:
    Hotfeet
    Enervating Field
    Lingering Radiation
    Melt Armor

    That's 10 different powers off the top of my head. (I realize 'just' giving 1 alternate animation for each would be as much work as redoing a whole new set.)
  16. Quote:
    Originally Posted by Silas View Post
    Yeah, it was probably just that he was doing boatloads more damage.
    Well, a single debuff can double threat generation, so if debuff threat multiplications stack (2x for one debuff, 4x for two debuffs, etc), then the Scrapper would've had to be dealing 2 to 4 times as much damage as BrandX.

    [edit: If debuff threat multiplication doesn't stack, then they were even in that regard.]

    Quote:
    Originally Posted by streetlight View Post
    Shield Charge carries a 13.5s Mag4 Taunt effect that - combined with Fire Scrapper damage, melee range, build up & AAO - could've easily grabbed aggro. It's easy to get SC cycling at 33s or less (I have one planned build that hits around 25s), so the Scrapper could've grabbed aggro fairly often, too. Follow up with GFS & Incinerate and you've got a combo that, to my knowledge, is the best blueside aggro-grabber in the game. And that's without factoring in any potential crits.
    The taunt on Shield Charge is inconsequential - Against All Odds has a longer duration, so that's the one that would be used in the equation. BrandX's Taunt duration should be in the 77-81 second range. (That's 4.5 to 4.8 times the threat multiplication.) Not only that, but Scrappers have a lower threat mod than Tankers too.

    I've seen Shield Scrappers steal aggro from Tankers all the time, but it's usually ones who a) don't have Taunt b) aren't using it enough or c) don't have it slotted well enough. This is the first case I've heard of someone using a very well slotted Taunt, dealing damage (even if at Ice Melee standards), and failing to hold aggro.


    BrandX, out of curiosity, whats Taunt's recharge in your build?
  17. Thanks for all the work you've put into MIDs, Stoney. In fact, this goes to all those whom have worked on it over the years. Lord knows how many hours I've spent using it over the years trying to make builds "just right," even if they were never realized in game.
  18. Quote:
    Originally Posted by BrandX View Post
    I had two taunt auras (CE slotted with just ENDRED and Icicles slotted with 3 Cleaving Blows and 3 Eradiacations), and Taunt (6 slotted with Mocking Berratement)...attacking with Ice Melee and Ice Mastery attacks...and losing aggro to the shield scrapper. And I was taunting regularly.

    Though it was a survivable Scrapper, so all in all, not to much of a problem, but still, I was surprised at it. I even had initial aggro.
    Quote:
    Originally Posted by BrandX View Post
    Didn't pay attention untill the last mission 4 of the ITF, and we were fighting Romi.

    I had the taunt toggles going (CE and Icicles), using taunt when it was up, and laying in with the single target attacks (Ice Blast, Freezing Touch, Ice Sword, and Epic Ice Hold).

    Sometimes he'd turn his attention back to me, but he was pretty fond of the Shield Scrapper (who I think was Fire Melee).
    That's very peculiar, indeed. I've held aggro off Tankers, Brutes, and Scrappers using a similar tactic on my WP/Fire (heavily slotted Taunt, used on cooldown and dps in between.) In fact, I've held aggro off all four Patrons on the STF against a Shield Scrapper before.

    There are only two possibilities I can think of:

    1) The Fire/Scrapper's damage output (being Fire/Shield of all things) was just outstripping yours (being Ice Melee and dropping an offensive attack for the hold) by a larger amount than your threat multipliers could compensate for... but you had far more debuffs being applied than the Scrapper. (Not sure if debuff threat multipliers stack or not.)

    2) He was using Confront.

    Very peculiar...
  19. Quote:
    Originally Posted by Halon View Post
    So...nevermind for the moment why I would want to do that, what, if anything does an endurance mod IO do in unstoppable? Looks like nothing, and therefore it's an error/bug that unstoppable allows endurance mod slotting?
    As of the last time I checked, you're correct. End Mod enhancement does nothing for Unstoppable. It's a bug. I think it's been like that since release, but I confirmed it back in the beginning of 2008.

    [edit: To be clear, the error is that the recovery buff is unenhanceable, not that you can slot for it.]
  20. Quote:
    Originally Posted by Heraclea View Post
    The magnitude is not the real issue; it only comes into play when you have a scrapper or brute with a taunt of equal magnitude and longer duration.
    The lower magnitude of the aura really isn't the real issue - it has surprisingly little to do with holding aggro. For taunt effects, MAG works just like it does for holds: it determines whether the mob is effected by them or not. Once you have MAG higher than their protection, any more is superfluous. Since the MAG from auras, Gauntlet, and Taunt stack, besting a mob's protection is trivial. The main reason WP requires more work to hold aggro is the duration.

    -----

    (I realize you didn't ask for tips on how to hold aggro, Gloryboy, but I habitually wrote the below before realizing it. I'm including it anyways, since I figure a casual observer might see it and find it useful.)

    There are a few tricks I have for holding aggro over others with taunt effects:

    1) Get to the spawns first, preferably 5-10 seconds before everyone else. (I try to leave the current fight while the team is cleaning up the stragglers.) Not only is it easier to hold aggro than it is to take it (you need double the current threat leader), but it also gives you time to set a nice long taunt duration on 5-10 foes via Taunt, with 5 more soon after.

    2) Make sure your Taunt is well slotted. The default slot in Taunt isn't enough for heavy duty tanking these days. I like a good mix of both taunt and recharge enhancement, favoring taunt. (I personally use 5 Mocking Beratements, for ~95% taunt and 75% rech.)

    3) Taunt often and different targets. If you just Taunt your primary target, then you'll only be hitting the same 5 or so targets over and over again. Imagine being surrounded by 15 mobs. The goal is to try to taunt 5 targets, taunt 5 different targets, taunt 5 different targets, then refresh the taunt effect on the first group of 5. With a well slotted Taunt (#2) the effect lasts long enough to do this and keep the duration high on all of them (60+ secs).

    4) Don't skimp your attacks. This cannot be stressed enough. A big component of threat is damage output. The less damage you deal, the less threat you generate. The less threat you generate, the harder it is to keep (or take) aggro. For example, I don't consider 4 Kin Combats adequate. Also, when in a group of mobs, AoE your heart out. You may want to spread the AoE love a bit (similar to Taunt) to keep your threat generation up on all targets, rather than mostly those in front of you (from Cleave / Pendulum).

    5) Don't give up. As mentioned in #4, damage is important. If someone has aggro on something nasty and Taunt alone didn't do the trick, start dealing damage to it. If you're Taunting and dealing damage but they're not turning to you, it doesn't necessarily mean you're doing something wrong. Remember, you have to beat the current threat holder by a significant amount, which (depending on who has aggro and how long they've been engaged with the mob) can take time.


    Quote:
    Originally Posted by GloryBoy View Post
    Heh, again, I know why/how to manage aggro (how it works for the most part) and do it fine; I was just hoping for an answer as to why the disparity between the mag i guess x.x
    To the best of my knowledge, it was included to be WP's Achilles Heel, so to speak. I can't remember if that was explicitly stated or not.
  21. Sarrate

    WP v's Inv & GR

    Quote:
    Originally Posted by Vitality View Post
    It's such a small thing...but I cannot stand being this nigh-unkillable tanker that cowers in fear. It's absurd to think that someone who is Invulnerable would be scared of anything.
    Does that make it absurd that spiders make my skin crawl? I'd say I'm pretty much invulnerable to the variety in my area (small, non-venomous). There are lots of irrational fears like that - logically they make no sense, and yet...

    Of course, most of the fears our characters face in game aren't natural - they're forcefully induced. We're talking Prof Xaviar entering Juggernaut's mind and stopping him in his tracks, kind of scared. They could be anything - reliving warped past events to vivid images of C'thulhu (and all the effects he is meant to instill).

    To me, it's not hard to imagine someone who is invulnerable to be feared in that context.
  22. Quote:
    Originally Posted by streetlight View Post
    Never played WoW, but familiar with the concept. I'd say it applies here, as well. Some builds just don't work as well as others for given purposes. WP doesn't work as well as others for aggro management. Better is better.
    I've managed to out-tank pretty much everything I've stumbled across in the game sans a Taunting Brute, which I've never run across. In the case of a Taunting Brute, I'd loose aggro anyways because of how threat mechanics work. (Damage is a large portion of it, and a Brute has the same threat mod, taunt duration/mag, and deals substantially more damage.)

    The biggest factor in aggro generation isn't a Tanker's aura - it's Taunt. A stronger aura can make things easier against allies w/o taunt effects, but it will be quickly overwhelmed by allies that do.

    Quote:
    Originally Posted by streetlight View Post
    Mechanics are what they are and that's what we're working with. Tankers are melee controllers in large respect and Controllers are certainly capable of similar (better really) effects. A Controller limited to Mag2 holds and immobs isn't going to be very good at controlling. A tanker limited to a Mag3, tiny duration taunt aura isn't that good at controlling either in comparison to his peers.
    That'd be true if the aggro aura was the only tool a Tanker had at holding aggro, but it's not. As mentioned above, Taunt trumps auras, and not by a little.

    Quote:
    Originally Posted by streetlight View Post
    Which is a GearScore argument if ever there was one. Are you IO'd? If so, how heavily and how properly? Are you built to handle the threats the team is planning to face?
    Don't misunderstand, I said that to ensure we weren't talking about different things (ie: SO vs IO), and adjust what I was saying if we were. If we're talking about SOs, then all "corner cases" become much larger. Sure, s/l may be a bigger deal when WP only has 13% s/l def (HS + Weave), but exotic damage becomes more an an issue (not insurmountable, mind yoU) on Invuln.

    I'm not saying you need IOs - I've tanked on an Ice Tank in the 18-22 range in SOs before the I7 critter accuracy change (ie: higher lvl/rank mobs got tohit buffs instead of accuracy). I won't lie and say it was entirely smooth sailing, but doable. I've even tanked Lord Recluse on a (not-defensively built) DM/Invuln back in I9/10 before we knew the specifics of all the towers.

    To be honest, if we include team buffs/inspirations/etc, most of these corner cases are easily mitigated.
  23. Quote:
    Originally Posted by streetlight View Post
    I wouldn't say it's impossible for them to hold aggro, just difficult. And making it difficult means that any WP/* is always in danger of failing at half of his job description. I much prefer teaming with a tank that can get by without all the extra work and time, assuming the tank is in a tanking role and not just scrapping or off-tanking. Even AOE-heavy, heavily-IO'd WP/* builds have problems on teams with Scrappers & Blasters. When you're teaming around a tank (not a necessity, but helpful, IMO), that tank needs to be able to lock down aggro without effort, despite what comes in from teammates. Anything less is, well, less.
    You know what this reminds me of? GearScore in WoW. Players there can't always rely on a player's skill, so they opt to grade people based on their gear instead. They hope that, in the absense of skill, the gear will carry the person through the fights.

    In this case, you can't rely on skill to hold aggro, so instead you rely on super powerful threat auras. I can't really blame you, since the number of people who really get threat mechanics is pretty small. To be honest, the people who lose aggro on WP Tankers are the same ones that lose aggro to Brutes and (Invuln/Shield) Scrappers.

    I can regularly hold aggro over other Tankers, (Invuln/Shield) Scrappers, and Brutes on my WP - including fights like the STF where I herd all four Patrons - without worry. I'm fully aware that I'm the minority and not what you'd expect if you invited a random WP to your group.

    Quote:
    Originally Posted by streetlight View Post
    Think about it this way: if the Tanker's phone rings or the dog needs to go out in the middle of a fight, what are the odds of that Tanker losing aggro and having the pack fall apart? An Invuln or Stone can get up, handle whatever needs handled, grab some food and a drink, and come back to a happy, healthy team. WP won't. It may be alive still - the set has great survivability - but one or more teammates likely won't be.
    I have two things to say about this:

    1) The afk Tanker can hold aggro on a maximum of 10 mobs (compared to the 17 cap) and only if they're all within the radius of his aura (possible, but not guaranteed).

    2) I don't think a Tanker should be able to take a bio break mid combat and hold aggro. That's a ridiculous assertion. A Blaster can't be expected to wipe out mobs while afk. a Controller can't control mobs while afk. Etc. You don't find it at all depressing that you're holding aggro on up to 10 mobs by just being there?


    The more I get involved in threat discussions, the more absurd CoX's threat mechanics appear to me. (I should write a longer post about it, sometime..)


    Quote:
    Originally Posted by Sailboat View Post
    But the assertion was that Willpower was in all ways superior to Invulnerability, and I am pointing out that there is a conceivable "corner case" where Willpower might be overwhelmed by something that Invulnerability (or Granite) would shrug off. And in the era of Mission Architect, it's impossible to say "But this never occurs in game." I've seen some very nasty missions that appear to be designed to bring down Tankers.
    Ahh, I see. In that case, I'd say that's the same for any Tanker, then. Throw in some Psi damage (especially if you're using MA as a metric) and you'll be able to drop Invulns and Granites easier than you'd drop WP due to burst s/l. Again, it can be at the the 90% cap 2 min out of every 5 min. (I'm assuming we're talking about IOed builds here.)

    What I'd say is a more real weakness for WP is def debuffs mixed with exotic damage. Pure s/l def debuffs (like Cimeroran's) aren't scary. Cimeroran's and Nicti though? That's where things get interesting!
  24. Quote:
    Originally Posted by streetlight View Post
    Survival is only half of "tanking" though. You have to be able to hold aggro and I have yet to run with a WP/* tanker of any sort who could hold aggro sufficiently in a primary tank role. Stone, Invuln and Shield are currently the best running right now, IMO. If you don't have to worry about maintaining aggro (or just don't care), then WP is a great set.
    WP requires a much more active approach at holding aggro, but it can be done - even over Brutes and (Invuln/Shield) Scrappes so long as they don't use Taunt. I won't argue that most don't know how to do it. (They'd likely be losing aggro against Brutes and (Invuln/Shield) Scrappers on a different set, anyways.)

    Quote:
    Originally Posted by Sailboat View Post
    But it's NOT 90% S/L resistance...which you cannot reach...and if you take enough alpha, 1.7 BILLION regen isn't enough. What you're saying here is that at less than the most dangerous content, WP is the equal of other sets. No one disagrees with that.
    Are you insinuating that WP isn't survivable enough because it doesn't have 90% s/l res? That's hardly a fair metric because a) most Tanker primaries would fail under that criteria and b) if SR Scrappers are soloing +4/x8 content, then I think a Tanker with "just" 70% s/l res, soft capped (or close to it) defense, 50%+ more hp, and a healthy dose of regen will be able to manage.

    Seriously, alpha strikes stopped being a concern after adding Tough/Weave to my build in SOs.


    By the way, WP can hit the res cap while under the effects of SoW, which is up 40% of the time.
  25. Sarrate

    Invincibility

    Quote:
    Originally Posted by fallenz View Post
    So my slotting is okay?
    There is no easy answer to this question. Unlike SO builds where the slotting of each power could stand on its own, IO builds are very interdependent upon the slotting of all powers. The power may sound like it's slotted fine on its own and still be suboptimal within the context of the whole build.


    For what it's worth, I wouldn't put more than 4 LotGs into a defensive power. Four pieces should pretty much max out defense enhancement and the last two set bonuses (5th: hold res, 6th: 3.13% psi res) are throw away / mediocre.