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Quote:That's not the -point- of it. It's supposed to be a constantly renewing resource you balance between attack and defense, something you have to manage in order to be effective.Says who? That is exactly what it does -- it provides an upper bound on how fast you can solo. DPE for almost all attacks is equal, so your sustained damage output is limited by DPE times EPS.
Quote:I wouldn't cite protection paladins or protection warriors in WoW as a good example, since Blizzard has acknowledged that their mana/rage recovery mechanics are problematic (the classical example is tanking content that these specs outgear) and keeps tweaking them endlessly.
Quote:Conversely, one thing that they explicitly have stated that they like are the retribution paladin mechanics, since they can perform their standard ability rotation indefinitely without running out of mana and only run into mana problems if they deviate from that or run into other problems (off-healing, spamming Consecration, mana-burning mobs, etc.).
Quote:And no, you do not "have to do that". "Everybody else does is it" is a reason for lemmings, not for humans. In order for it to be good game design, you have to provide a reason why it makes the game better.
Because giving costs and challenges make for a better skills based game. If you have everything you ever want handed to you for free and without some form of cost, it no longer becomes a strategic choice to use an ability, but merely an automatic one.
Quote:Endurance doesn't encourage you to watch your bar or to strategize between attacks and defense. If that is its purpose, it fails. Hard. There is no point in pacing your attacks: Almost always, the most effective approach is to burn through your endurance bar as fast as possible, then recover afterwards.
Quote:DPE for almost all attacks is equal, so there is little point in picking one over the other, even. CoH has way too little relevant resource-related decision making for endurance constraints to be seriously called a resource management system.
Else, why would we ever discuss Claws?
Quote:Note that I am not saying that you cannot have a resource management system. I am merely saying that CoH's is poorly designed, since it does not actually create interesting decisions about how to manage your resources. "Attack more slowly" is not an interesting decision (not to mention generally not the best choice).
There's a lot more to the game than 'turn toggles on, spam attack chain, watch endurance go away'.
Quote:An interesting decision would be something like "use a slow-casting, mana-efficient heal, and risk that the target dies before it lands" or "use a fast-casting, mana-inefficient heal that is all but guaranteed to land in time but risk running out of mana" (a common trade-off for healers in fantasy MMORPGs). It's not "use a high damage attack that uses mana" vs. "use a low damage attack that recovers mana" vs. "trade health for mana, then recover health afterwards" (WoW warlocks). It's just "don't use more endurance than you have". That's a decision-making model that's perhaps interesting for a (patient) six-year old, not for a mature adult.
Quote:And creating a dependency on teams is a principle of MMORPG design that went out of fashion with EQ. There's no reason why people should be punished for soloing. -
Quote:Knocking them -into- a taunt aura is an even better option than above. Then unleash hell on weak foes once your debuffs make them easily defeatable.Knocking them out of a taunt aura is still a better option than constantly firing at enemies that will kill you instead of who is tanking - that taunt usually lasts a little bit depending on the set - you want to attack the mobs that are aggroed to the tank/mm/brute/scrapper.
Energy blast is a great set... for blasters. Corruptors not so much. You are always knocking enemies away from your secondary power effects/debuffs/etc.
Knocking them out of a taunt aura has a tendancy to knock their agro off the taunter if they haven't generated damage. When I tank, I don't care, that was your choice and you can handle the agro. If you can't, that's not my fault.
And if you can kill the mob quickly with your Scourge before that is a problem, then you're doing your job well. If it causes you to faceplant, and then they attack someone else who can't take the agro, then you have caused the group problems when I have to clean up your error.
But... then again... if that -was- a problem, after you knocked the enemy off my aura, why didn't you knock him back on after he agro'd you?
I can't make this determination for you, that's a playskill issue.
But, there IS a way to turn knockback into knockdown. Hover. Use it. -
Quote:Endurance isn't supposed to be a cap on soloing speed, that's not the point of it. It regenerates -really- quickly in comparison to other mechanics. I think that Rest or some equivalent could be up more often, but it's not as big a problem as you think so long as you learn how to manage Stamina.I had stated myself before that endurance works as an effective cap on your soloing speed; however, the point that you are not addressing is that it is an extremely poor solution. Certain powersets/ATs can fairly easily bypass it, and on most teams it just disappears because there are so many +recovery powers in popular powersets (e.g., Speed Boost, Transference, Recovery Aura, Accelerate Metabolism, Heat Loss). In short, endurance it is a limiter on effectiveness that does its job poorly (because it can be bypassed so easily on teams) and is a poor fit for the genre (how often do superheroes really get too tired to fight while at full health)?
An interesting comparison is with other games that also have similiar systems. Ever play a Protection Paladin in WoW? You get (and use) your mana at about the same rate as endurance flows in this game. It's hardly a problem if you manage it right. Perspective is in order. You have to spend something to get something, you have to have a resource to manage.
Endurance is supposed to encourage you to either watch your bar, learn to strategize between attack and defense, and cause you to value teammate buffs that increase your efficiency in the same way you appreciate recharge, damage boosts, and regeneration.
Quote:There is not much to learn about "tackling the problem of endurance". In your build, you grab Stamina and/or Quick Recovery, and you slot for endurance reduction where applicable. It's not rocket surgery.
Seriously, CoH is already easy enough. If you have trouble reaching level 20 in short order, I don't know what to say.
Quote:But that doesn't mean that it wouldn't have been a better design originally. (I'm not blaming the original developers here; they had to create a huge powers system from scratch, so they didn't have the luxury of debating for months over how to perfect every aspect of the game mechanics, so they obviously had to cut some corners to put out a playable product.)
The big game at the time CoH was released was Everquest. Everquest (and games like it) had a mana system that works surprisingly like CoH. You spend mana on spells, and regenerate it over time. Sounds exactly the same, right?
The thing is, EQ's mana regenerated.... very.... very... slowly.... so you'd be meditating (a skill you had to level up by literally staring at your spell book for a few minutes) and then you'd be good to go to unleash your big bad voodoo. As a result, mana-regenerating buffs were literally refered to as 'crack' and if you were a magic-using class, you begged for your crack before you went out to level.
And it took a LONG time to level.
CoH was one of the first games to revolutionize this. It gave the players the ability to regenerate their endurance (same as mana, remember) from lowest to highest in sixty seconds, rather than minutes. You also got this rate of replenishment in battle and outside battle. No looking at a status screen! And on top of that, every so often you could reduce that time down to mere seconds.
Oh, and your powers use about as much endurance for what they do as a mage's spells did in EQ.
And yet, on top of that, you -still- have 'crack' available! You can get buffs from other players, or even supply your own by purchasing some powers.
In this respect, CoH was revolutionary, and was one of the forrunners in minimizing down-time by making sweet sweet endurance flow like water for all classes and builds, by giving melee classes abilities and techniques same as the ranged spell-types do, and by making buffs matter for the level they are cast.
Since then, powers have had their endurance costs cut, and cut again, and still people complain.
Complaining about the flow in of your primary resource for ability use is a mainstay of MMO communities since the dawn of time. People complain in WAR that Power doesn't come back fast enough. WoW players complain their rogues and druids don't recharge energy at near the rate they 'should'.
The only thing I think could stand to change is more availability of some equivalent to 'Water' like they have in WoW to keep downtime to a minimum.
Short of that, seriously. You don't have much downtime as it is. Ten seconds doesn't kill your soloing rate. Learn to manage. -
So wait.
Wait.
Agro cap is 17.
Name a MMO where you can tank 17 mobs, other than this one.
Seriously.
If you're going after spawns bigger than 17, bring a second tank, or a scrapper.
It's like agro-management isn't a party-based skill any more.
Problem solved. -
It doesn't -always- knockback!
Or do much of anything else really. -
Thank you, devs, for fixing my Ice Arrow so that it no longer has that insane delay between hitting the button, firing the arrow, the arrow hitting, and then -finally- the ice forming and holding the mob.
Shortening the last bit makes the power a lot less aggravating to use.
Now can we fix Oil Slick so it works correctly in AE content? -
Quote:I can shoot my firey arrow of damage at my oil slick of damage. It goes boom. Then enemies fry.I got question, did they fix that where you can't us Oil Slick Arrow with the Blazing Arrow anymore?
Explosive Arrow should have a fire component tho to the damage, I feel. Then it'd be nice. -
I was in a team, and I let my openning salvo out of jump in, Shield Charge, then AoEs from Axe, and the other tank (invuln) sends me a tell
'Holy crap, you take a lot of agro for a Blapper, how are you surviving it?'
'Not a Blaster.'
'You're a -Tanker!?!'
So he starts to herd larger spawns, and when the spawns got there, they had a shield bash to the face waiting. He could herd beyond the agro cap with safety for the party.
Glorious. -
I took a Shield/Axe to level 50.
Endurance is going to be a fairly major problem, so I took Conserve Power, 1wtS, and got the Croatoa accolade. Endurance is only a problem if you run out, and these three powers, combined with smart slotting and Stamina, will keep you from running out.
Before level 26, you're going to be focused on single target. Invest early in Swoop, it's the best ST attack and will serve you well. Avoid Whirling Axe, even slotted it does mediocre damage, and takes too long to animate.
If you -must- slot Beheader, slot it with procs.
At level 26, your life changes completely. Shield Charge is the most powerful attack you have. It's a reason to Hasten. It's your alpha strike, and fully slotted, it will wipe out spawns who will crumble beneath your wake. This is when you make your transition to an AoE based build, with this and Pendulum. Placement for pendulum is -easy- because SC is also a teleport. Set it -exactly- where you need to. You -will- use this power every fight, and you will -want- to. The damage is so good it's worth bringing against single hard targets.
You go, Build Up, Shield Charge, and Pendulum, and most of the spawn will be very slim pickings indeed. If they are tougher mobs, then a couple Cleaves and Swoops will take care of them for sure. As well, you'll have a LOT of agro from the survivors, even before Taunt auras kick in. It'll be hard to peel off you before you use your actual tools. -
Shield Charge is a great taunt.
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But endurance is -good- for the game. It sets limits on what you can accomplish in a given time frame, and forces the player to make strategic and tactical choices within the resources they have.
Learning how to tackle the problem of endurance is a part of learning the game itself. When you have endurance 'problems' you learn how to manage your resources effectively, making you a more effective player than if you simply learn 'faceroll to win game.' -
To be fair, if you're taking 17-18 enemies out of a fight, unless it's the whole fight, the tanker's not able to agro them all anyways.
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Skipped most of the thread.
So... some ******'s trying to say the English don't know how to spell English properly?
THE LANGUAGE IS NAMED AFTER THEM FOR A REASON YOU TWIT. -
Quote:Actually it really -isn't- that hard for a newb to figure it out. It's pretty obvious.And none of what you just said is relevant to the OP. It's not readily apparent to a new player to slot end reducers in attacks. You need to be a frequent visitor to these forums to get that information, and you need to have some ability to understand statistics to understand why it works that way.
Hell, a new player, would probably mistakenly over slot their primary powers, thinking that those primary powers would be more important than their secondary powers. They'd be right about that, except for low level tanks.
And again, we are not talking about veterans, the OP (I believe) was talking about new players. It is kinda hard for us veterans to think that way, it's hard to un-learn what we've learned about this game.
I'm using too much endurance.
I have the means to reduce my endurance use.
Therefore: I do that.
The logic is so simple it's obvious. I'm not exactly a 60 month expert and I figured it out right away.
Endurance Redux isn't exactly some arcane thing, an accolade you have to search long and hard for in order to properly apply to your powers. It isn't like 'Go to the Bank Mission, get a travel power' that the game doesn't tell you about. Endurance Redux is not only available at every store, it also drops on a very regular schedule.
Seriously, End Redux -is- a noob answer, because it's the -first- real answer a noob gets. Not 'Stamina' and not 'Whine on the boards.' -
Recall Friend's a great power... when you're level 6. You've sort of outgrown it, and it's not completing your build much. At that level, you're better off with Maneuvers and Tactics. Assault doesn't help you so much, it's a pittance with Brutes on the team.
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When you get a good group, friends the people you like, and let them know. They'll likely friends you. Then, they'll remember 'hey this was a guy who didn't suck' when they're forming a team. When you're working your way to the higher levels, the most important AT is 'This player doesn't suck.' People know this, and will form a 'suboptimal' team with people who don't suck rather than an 'optimal' team with those that do.
Build a network as this, then the invites will come to you when teams are forming. -
Another thing to consider is that SD is not only taunt-capable but also is an offensive set, so you'll be keeping a lot of your threat through sheer damage outlay.
Taunt's a good tool to have, however. It helps you get aggro from things that have left your zone of taunting. -
Actually it makes sense. Three SOs of stamina give you .42 end/second. If you use one attack every second, then a single TO, being 8.3%, will reduce your endurance use of that power by 7.6%. In order to get a saving greater than .42/second, you'd have to be using end at about 5.5/second. Now look at most of your attacks. Most of them actually consume more than that, and if you have a sustained attack chain, assuming approx 1 sec activation time, 5.5/second is EASY to get before enhancements.
So, decreasing your powers by an even level TO will affect your build more if you are end-heavy. And the heavier your end, the MORE it affects your build.
Besides, Stamina doesn't help you pre-level 20, which is what this thread is about. Pre-level 20, slot for End-red and Accuracy. It makes a greater difference than less-than-an-SO in damage will. -
Also, if you want to give advice on how new players should play, the words 'Sands of Mu' or any other veteran power is somewhat pointless to give or display.
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If you're having trouble with a guide, just copy/paste it into the search forum function. You'll find where it is hidden.
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Quote:I do not see a single drop of Endurance Reduction in your attacks. Those are the main cause of endurance problems. You have, in fact, neglected your endurance reduction.This screenshot shows the character's current slotting, which is probably unusually good for a level 14 character; she's been twinked by my craft-badger. I have neglected neither accuracy nor endurance reduction. A character without those resources would probably still be mostly slotted with TOs.
Do you slot damage into your weak attacks, or your strong attacks? Obviously, the strong, because that's how you get more bang out of them. The same goes for endurance, does it make more sense to slot endred in your small draining toggles, or your heavy draining attacks?
It's not hard.
If you have endurance problems in combat, it's because your attacks are causing you endurance problems. Slot for simple quality of life. -
That explains a lot. And also, does not displease.
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I think that going for this sort of 'toggle' idea is going -way- outside the design of the game, and pidgeonholes Tankers into roles that might be at odds with their powersets.
That said...
1) Too many tankers take only 1, 2, or 3 of their attacks. No wonder you're not contributing to the team. It's just like when defenders don't take their blasts.
2) I agree that there should be more dovetailing involved in the class. To that end, look at Shield Defense, which is designed with this in mind. You have a PBAoE -DMG debuff which, even if you're not taunting the mobs, still reduces the damage of the team and makes the primary tank better. The only complaint about a power in this set is Grant Cover. If it gave the user more than a small defense debuff resistance, some reason to take it, then you'd see it more in teams. This -too- makes your other tank better. If they're a resistance tanker, then this helps them avoid hits more.
As well, look at Fiery Aura, which is effective at burning the opponents even if you're not grabbing agro.
3) Use your second build. Set one build for main tanking, second build for side tanking/offense, and you're good to go. Seriously. -
Alright, I'm working a Shield/Axe guy right now, and I have -great- news for you, Le_Blanc.
It -does- get easier. A -lot- easier. Grinding up to 20 is a bit painful, concentrate tho on taunting mobs and using the occasional axe hit to knock them up or finish off mobs. Always, -Always- run your taunt aura. That's extra damage right there.
As well, Croatoa. Get the accolade.
You don't need a complex chain for Axe. You're not a continuous damage set, but an occasional big damage set.
Stamina changes -everything- and allows you to bite off a bit more. However, you start to realize the genius of this combination once you get Shield Charge. At this point it's less about leaking end through your ST attacks, but suddenly you're an AoE beast. Your tier9 is a +recovery, Geas is a +recovery, so your end problems seem to go away.
But here's the best part. I was teaming with the supergroup, and there was another tanker herding for us. It was fun, and so I let loose with a Shield Charge, and just starting going crazy with the heavy attacks. He sends me a tell:
'Holy crap, what build Blapper are you!?! That's -crazy!-'
My reply:
'I'm a tanker, that's me taunt.'
With all the AoE knockup, and all the damage you are going to end up being -crazy- fun. So suffer through to Stamina. It's -worth it.-