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Posts
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Plant/Storm/Levi Controller IMHO.
Plant/Storm was always strong but since I got Leviathan Mastery it bacame insane.
Creepers+Roots+Freezing Rain+Tornado+Water Spout+Lighning Storm tears through enemies like a horde of spines scrappers xD -
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Quote:Because a well played Controller or Dominator can shut down so many targets it makes the Tanker look like a bad joke in comparison.The tank forum really needs to stop crying over the aggro cap. You don't go to the Blaster forum and see them crying that they can't do their job by not hitting over 16 targets with an AOE or the controller forum saying they can't do their job if they can't control over 16 targets. It's only the tanker forum.
My Mind/Mind Dom has Mass Confusion, AoE Sleep, AoE Hold and AoE Fear, most of those on recharges between 10 seconds and one minute.
I can shut down 64 Enemies with my first wave of AoE CC... and thats not just theory I did that many times now. -
How about adding a giant Rikti Monkey (with footstomp etc.) as a Great Monster to the RWZ? When he dies he could leave an enormous cloud of ape gas which deals something like 250 dps. toxic dmg and causes this vomit effect like tear gas.
We could call him Bananus The Mighty and I think this would be realy cool! -
As we all know Tankers get some improvements in form of "Bruising" and higher HP caps.
While I wont deny those are nice things to have, they dont solve any of the main problems tied to the Tanker AT. Tankers give up offense and get enormous survivability in return... The problem however is this survivability goes pretty much to waste except on very few occasions.
I myself am convinced the Tankers greatest enemy is the aggro cap. I remember before aggro cap Tankers where loved because only they where capable to survive the massive punishment of multiple bosses and hordes of lt's and minions at once over extented time.
Dont get me wrong, I'am not totally against the aggro cap, but in its current form it is just plain bad for Tankers because it makes their greatest strength go to waste: to survive massive punishment.
Thanks to IO's almost any Character in this game can be made tough or powerful enough to deal with 16 enemies himself, which is a wonderful thing. This 16 enemies limit however also means that once you reach a certain level of mitigation to survive those 16 enemies, more mitigation goes to waste.
A good example for this would be my Spines/Fire Scrapper, which is considered a very squishy combo. Regardless of being squishy IOs made it possible for me to dive into most +2 x8 spawns and coming out of it alive. There are a few enemy factions like Maltas, Arachnos or Vanguard which faceplant me with ease, but those enemies are a special case because they have such insane debuffs or other abilities which enable them to drop almost any tanker secondary just as fast. In groups it becomes even worse... just give my Scrapper some stuff like fortitude and I can tear through my enemies without ever having to bother about the Healing Flames Button. Give the same buff to a tanker and what happens? Most likely nothing worth mentioning because... hes pretty much immortal to anything 16 enemies can throw at him anyways.
There are a few specific situations like the Nictus ambush in the ITF where the survivability of a Tanker realy shines. While my Fire Scrapper will faceplant almost instantly if all those dwarfs and novas just look at my way, a good Tanker will survive and live to tell glorious storys about how he defeated all those enemies by himself while everybody else was dead.
But why was everybody dead if the Tanker was alive and well? Did he fail in his job to protect his team? The answer is no, there was just nothing he could do to save them. His defense was powerful enough to tank all those bosses but yet it was worth nothing because anything over his aggro cap simply ignored him and pummeled his team-mates into bloody pulps. Some people may argue the team failed as a whole, but I dont think so... not every AT is designed to take such levels of punishment, even if this can be bypassed with IOs.
My experience is during normal gameplay a Tanker is kind of a waste... even if I enjoy mine a lot, I just have to admit any Brute or Scrapper with some decent IOs can handle such an ordinary +2 x8 spawn just as well but also dish out a lot more damage during doing so. Even on the few occasions where the incomming damage is to much for others to take my survivability goes to waste because such situations are almost always tied to enormous spawns which exceed my aggro cap, so that I cant do anything to save them. Its just frustrating when you use your taunt on those enemies and they simply ignore you and tear your team-mates apart. Even if I run into them and stomp on the ground I only accomplished to lose 10 random enemies on my tail in turn for ten new ones
So how could this dilemma be solved? At first one could say increase the aggro cap for Tankers, but I think that would make them overpowered in terms of farming etc. A Tanker could herd large spawns and kill them AFK with his AoE set on auto or he could team up with a Blaster to steamroll through missions.
But then I had an idea how about tieing this aggro cap increase to Gauntlet and make it work like vigilance?
~The Tankers determination to protect everybody rises through his sense of responsibility: For every team-mate which is not a Tanker, Scrapper, Brute or Stalker the maximum number of foes the Tanker can attract rises by 2.
I think this would be an wonderful solution to make this AT more desirable and enjoyable. With a lot of Squishys on his team the Tankers potential to protect those rises and solo play wouldnt be effected at all because the Tanker would still be limited to his 16 enemies like everybody else.
What do you think ? -
The mentioning of knockdown or even knockback as means of tanking when you are already at the aggro cap is just silly.
Sure something like footstomp can knock some enemies down, but it will only buy something like ~3 seconds at best. You will also add those enemies to your aggro list because you attacked them, which means you will lose some others which where already on your tail, making everything only more chaotic.
Enemies which ignore you due to aggro cap also tend to scatter, which means you would have a realy hard time hiting all of them with the footstomp or whatever else. KB would make it even harder to distinguish which enemies are pointing their guns at you or someone else standing behind you.
It would be much more effective to simply use this footstomp to actually kill some of those 16 enemies around you and then just taunt those which are attacking your team mates.
The fact you even mention single target CC or even CC with a CHANCE to proc is even more silly... seriously, are you trying to tell me a good tanker should behave like some kind of pseudo Flash which is running around with super speed from one enemy to another in hopes his hit will knock that enemy down or stun it?
I understand your desire to point out stuff which seems "skilled" and wasnt considered by me to make me look bad, but this is just silly... -
Quote:It is pigeonholeing because the only powersets capable to CC on a scale which would make a difference are Dark Armor, Stone Melee, Ice Melee and the Stone Ancillary Pool.Advising a tanker to supplement his attacks with crowd control abilities is not pigeonholing. The tanker's job is to keep mobs from attacking his teammates, and he should use all tools that are available to him to do so.
So only a vast amount of 4 powersets is capable to fulfil your grant vision of "tanking". If CC was part of a tankers job he would have it as his secondary instead of attacks.
Quote:Enforcing some sort of misguided idea that a brute needs to tank is pigeonholing. -
Quote:Yeah... and you tell me something about pigeon holeing again. If bruteing isnt tanking then CC sure as hell isnt. Also, I'am not alone on a team and throwing around gimped mag2 CC is a total waste because thats the job of controllers and dominators.Many tan powers, especially those found in ancillary pools, afford controls, either knockdown, sleep, or hold. These enemies are not attacking teammates and therefor sufficiently "tanked."
Quote:Once at the aggro cap, new enemies can be added by shedding aggro of old enemies. By attacking hard targets like bosses more often and using heavy attacks to finish minions quickly, the most dangerous aggro around can be effectively controlled.
Quote:tl;dr Learn to play, Valkyrie. -
Quote:One could say that... but thats just nitpicking again ;pSo you're saying that since the aggro cap came in Tanks are in fact Bruting?
I play both AT's the same way: I charge in first, I use my AoE's and then I focus with single target attacks on the bosses until the AoE's are ready again. When I see someone is in trouble or there are some adds while I'am not at the aggro cap I will use my Taunt. Concerning tanking there isnt much more one could do right now. -
Quote:Problem is there is this little thing called "aggro cap". If you dive in first with your aggro aura and open with some kind of aoe attack which hits 10 targets you are most likely to hit the aggro cap of 16 enemies. Its impossible to tank absolutely everything, no matter how hard you try.Taking the Alpha != Tanking.
Tanking is about continuely soaking up aggro, focusing on rounding it all up at the expense of doing maximum damage, pulling it off their fellows and generally trying to act as a giant Hate Sponge.
Back then before there was this aggro cap I would agree with you that bruteing and tanking is different, but not in the current game. -
I never judged anyone here, if you want FACTS here are some for you:
1) "I'am not tanking I'am bruteing" is nothing more then nitpicking. One doesn't even need that so much hated Taunt Button to tank in this game (although taking it will surely benefit a lot of teams). If you run in there first and stomp on the ground you are already tanking at least 10 enemies which is more then half of most spawns.
2) A brute which doesn't want aggro because he thinks he is some kind of damage dealing squishy and has a hard time staying alive only because of aoe damage alone is a bad brute.
3) Most brutes with this "I dont have to tank" mindset fall into that category.
4) You don't even have to discuss something like this with a good brute because he knows having at least the biggest chunk of the aggro is part of his AT. Thats why they get aggro auras, thats why they get punchvoke and thats also why they can pick an AoE Taunt in their primary.
5) I never judged anybody, I just made my definition of a bad brute and spoke out my opinion.
6) I'am sure most posters in this thread dont even fall into "category 2" and yet I'am the target for some stupid "brute is not a tank zealotry" and I'am being told I'am such a bad player and what not.
7) Honestly, I dont care about point 6 because I knew it would come down to this even before I wrote my first post in this thread. But its amusing none the less. -
Quote:Not that I care... but an impression you might get from a few forum posts has nothing to do with "facts" and you are in no position to judge my playstyle.It's time to face facts, you are as bad or worse of a dom/corr player as you feel these alleged "don't want to tank" brutes are.
Quote:AOE Immobs are a waste of End if they aren't back-up to a harder form of mez, you'd be better off not doing anything at all. All most AOE immobs is interfere with other players forms of controls like knockdowns. -
So what? He's missreading my posts on purpose and HIS ideas about me are just as wrong, so I dont see why I shouldn't return the favor ;p
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Quote:But this is not what most of those "I dont want to tank" brutes do, they behave like some kind of squishy.A Brute only needs to 'tank' insofar as taking alphas because that's the most effective way to build Fury.
A good Brute is going to have the aggro of most, if not all, of a spawn anyway because they're running in, dropping their AoEs which have punchvoke and running their Taunt auras (either for damage or survivability). They do this because a) as above, aggro = MOAR FURY and b) because Brutes are a damage AT.
Anything worth 'tanking' like AVs or whatever is going to be 'tanked' by the Brute punching it in the face. -
Quote:After something like ~10 seconds one could assume the brute should have enough time to build up aggro and that its save to throw an immob into the mobs without worrying. Hard CC isnt ready for every spawn during leveling you know...Also lol at you saying you run in with your Dom, use an AoE immob, get the aggro of the entire spawn and promptly die. That's like the archetypal example of a bad Controller or Dom.
Also this was just an example. If an Corruptor throws in his fireball its the same result... and most Corruptor secondary's dont have hard control either. -
Quote:Thats just an unsocial and selfish way of tanking... but tanking none the less. If its in your power and requires very little effort why wouldnt you help a teamate out? Sorry but thats something I will never understand.Tanking is never part of my job while I am on a brute. Brute-ing is.
Sure if he steals your aggro then its his own fault... but more often then enough there are things like adds and ambushes or some boss is running rampant because he somehow escaped from your reach. Would you let the team wipe or have some losses in such an situation instead of saving it with just one simple klick on the taunt button only because you are not a "tank"? -
Yes... its only an issue with bad brutes. But in all honesty, I never encountered one of those "lol I'am not going in first I'am not a tanker!" brutes which was a good player. You dont even need to discuss a topic like this with a good brute cause he knows tanking is part of his job... and with tanking I dont mean standing around and spaming taunt like some people here assume
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Quote:The numbers dont matter if the approach is pretty much similiar... I think there is a reason why you snipped out the part with "through damage dealing" from my quoteExcept there is clearly a difference. If nothing else, read through the stats on Red Tomax. Numbers don't lie.
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Quote:I'am not going to argue with a person which dosnt even realy read my posts. Never did I say a brute should act like a taunt bot and neither did I ignore the damage bonus the brute gets, I only said their approach is very similiar. But if your idea of a "well played tanker" is being a useless taunt bot with granite then yes, thats not how a brute should be played.Yes, let's completely ignore the +150% damage buff the brute gets for attacking hard and taking the alpha. There's just no difference 'tween them there tanks and brutes! Again, any team redside that hasn't already decimated the spawn in question before the brute needs to start acting like a useless taunt bot is Doing It Wrong.
Quote:Any corruptor on any team I make that isn't blasting As Much as he's using his secondary gets kicked. Any dom that isn't blasting/punching as much as he's laying down the controls gets kicked. I will not tolerate a bunch of pansies on any team I create pretending that this game is WoW. -
Quote:Problem with this is enemies have ranged attacks... or they are missed... or they arent effected instantly because they are bosses etc.As for your scenario of a Dom with multiple bosses, etc coming after him: that Dom messed up. Sounds like he opened with an AoE attack instead of an AoE control.
I had this more often then enough: I throw an AoE immobilze into the enemies and a few seconds later I'am dead because the brute isnt using taunt, aura or even aoe because he prefers to punch something with his single target attacks cause he "isnt a tanker". -
In my first post I mentioned all I said was in regards to at least +2x8 setting and that it dosnt matter on lower difficultys.
I'am well aware "tanking" with squishys is possible, I have a few of those myself and they are great fun. But this involves certain powersets and enhancement sets... not every powerset is capable of that and even less of them are capable to do this on the lower levels.
Regarding the difficulty being to high: In our SG most of the players set their difficulty to +2x8 from lvl22 on at the latest, just because it is to easy otherwise. Of course its stupid to blame only the brute if a low level group wipes on such a difficulty, obviously everybody in the team has to contribute their abilities to make it work nicely. But if everybody plays in a good, beneficial way and only the brute thinks he has to behave like some kind of pseudo blapper THEN of course he is to blame ;p -
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Quote:My perma dom can solo almost everything on +2x8 but thats not the point... an (lets say lvl30 on standart IO's) dominator will be screwed when multiple purple bosses and orange minions come for him and his domination and AoE CC isnt rdy (and he cant have this ready for every spawn except maybe plants). When those enemies use cc themselves it becomes even worse.Bingo. Anything short of a PToD EB or AV that gets in the face of one of my Doms will soon regret it, no tank required. It has never ceased to amaze me how many people still after all these years try to pigeonhole the redside AT's into the blueside roles. They aren't the same AT's, they don't play the same way.
For a brute with a little bit backup in form of buffs or heals or even in form of cc taking those enemies on shouldnt be a problem... I know what I'am talking about since I was tanking AND damage dealing even with my energy aura brute from lvl1 to 50.
So... if an AT is capable of this what reason is there to let this potential go to waste?