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Posts
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Joined
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Blasters should get a Defense boost as their Health drops. I think that would be more "Defiant" than the current "I'm taking you with me!"
And yes, giving Tankers their current Defiance would be super cool. -
Flight all the way, it just seems the most "super". Teleport is pretty cool too, and very fast. I rarely use the other two.
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A new twist to add to this thread, which explains the results seen by Dersk against Eochai: the inherent taunt of Pool Powers (Air Superiority, Kick, etc.) works on all critters for tankers. Brutes do not get any inherent taunt from these powers.
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Well, ain't that interesting?
Hopefully once all this Issue 8 craziness is over with, they can look at all the issues with aggro not too long after. It seems like (if this information is true) some changes were made haphazardly and others just left incomplete. -
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It seems to me that a simple solution to this issue would be to add AVs/GMs to the player target version of Inherent Taunt effects, so that the tanker has a set % chance of taunting with melee attacks.
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Totally agree, I was thinking the same thing. -
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I just rechecked this. It looks like Brute taunt auras (invincibility, mud pots) are exempt from this restriction. The inherent taunt of those powers apparently is set to work on all NPCs, but the Tanker equivalents do not.
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Well, I hope your "source" works both ways and gets that problem to a Dev. -
A lot of people don't like Taunt because they take it very literally- your hero throws out insults to get an enemy to attack him. But that's just one way of looking at it, everyone is free to make up their own concept.
When I was fighting the Lusca with a team one time, I stood behind the head, throwing out Taunt and taking the hits, making life easy for my teammates. Was I actually insulting a giant octopus? Nah, more like I was wrestling it to hold its attention. Sometimes when I use Taunt at range to peel an enemy off a Blaster I might imagine an insult, the "Why don't you pick on someone you're own size?" variety.
Just like my Tank doesn't actually shine like a disco ball (despite what the game's effects may say), not every Taunt represents hurling insults. -
I haven't noticed this problem because I always use Taunt on AVs, but I hope a Dev comments on it. Hopefully, if Gauntlet doesn't work on AVs at all it's just a bug that will be fixed. If AVs just resist Gauntlet when their "triangles" are up, well, that would still anger a lot of people but at least it would make a little sense, since Controllers face the same problem (and at least we still have Taunt.)
It would be nice if this discussion could be done with less whining and self-loathing, though. -
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How about slotting Laser beam Eyes and what about Flurry instead of hasten, we have anough attacks in our chain?
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I took Laser Eye Beams at 44 and six-slotted it right up. Five is probably enough though, I put a Defense DeBuff in the sixth slot more for fun than really being necessary.
Flurry I don't feel is needed at all. You should have enough attacks, and I don't think Flurry has that great of damage considering its long animation time. But if someone wants it for character concept reasons, go for it. I feel Hasten is a better choice because it helps recharge powers like Dull Pain and Unstoppable.
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Oh one more how about Focus Acc instead of CP??
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Focus Accuracy is only recommended for PvPers. With Inv/SS, you have so much Accuracy already that FA is a pointless End Drain unless you're going to be fighting other players on a regular basis (which I don't.) -
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Umm can I ask how does KO blow fit into attack chain. I think it goes AS-Jab-Punch-KO-repeat. But that may be wrong.
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KO Blow has a much longer recharge time than the other attacks, so it doesn't really fit in a "chain". You'll want to use it pretty much every time it's ready to go, but try not to waste it on enemies with a small sliver of health left. -
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Now, I know it's kind of counter to the theme, but you could you maybe, possibly, pretty-please work up an alternate build of the Supertank that uses the Super Jump pool power instead of Flight? I am a giant red cricket man, afterall.
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I have a hard time with Superjump builds because you have to squeeze in an extra power (Combat Jumping) and my build is pretty tight as it is.
Maybe I'll put one up sometime later, but for now I'd say you probably have to take Combat Jumping at level 12, so most of the other powers get bumped back up until level 30, where Handclap gets squeezed right out. So if you really like Handclap, I'm not sure what to suggest.
Whether you want to take Haymaker at level 6 or stick with Air Superiority is also up to you. -
Here is the Issue 7 build I'm going with (up to level 40). The main difference (besides swapping in Tough Hide) is I took the slots out of Health and Stamina to use elsewhere. I don't think it should make a huge difference while leveling up, and I have them both three-slotted by level 43 anyways. As always, feel free to adapt the build into your own concept!
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Tanker
Primary Powers - Ranged : Invulnerability
Secondary Powers - Support : Super Strength
01 : Jab acc(01) dam(5) dam(5) dam(11) endred(27) disdur(37)
01 : Temp Invulnerability endred(01) damres(11) damres(13) damres(13)
02 : Punch acc(02) dam(3) dam(3) dam(9) endred(21) tntdur(37)
04 : Dull Pain recred(04) recred(15) recred(15) hel(34) hel(34) hel(34)
06 : Air Superiority acc(06) dam(7) dam(7) dam(9) endred(21) recred(37)
08 : Unyielding endred(08) damres(17) damres(19) damres(19)
10 : Taunt tntdur(10)
12 : Swift runspd(12)
14 : Fly endred(14) fltspd(17) fltspd(33) fltspd(40)
16 : Health hel(16)
18 : Invincibility endred(18) defbuf(27) defbuf(31) defbuf(31)
20 : Stamina endrec(20)
22 : Knockout Blow acc(22) dam(23) dam(23) dam(25) endred(25) recred(36)
24 : Resist Energies damres(24)
26 : Resist Elements damres(26)
28 : Rage recred(28) recred(29) recred(29) thtbuf(31)
30 : Hand Clap acc(30)
32 : Unstoppable recred(32) recred(33) recred(33)
35 : Tough Hide defbuf(35) defbuf(36) defbuf(36)
38 : Foot Stomp acc(38) dam(39) dam(39) dam(39) endred(40) recred(40) -
Hey folks, just a quick Issue 7 update: I recommend fitting Tough Hide into your build now. I'll be taking it at level 35 with my free respec, bumping Resist Physical Damage to the late 40s. If you're a teaming Tank and don't solo as much, you may want to take Tough Hide instead of Handclap.
I might work on a new build later, so check back! -
Thanks for the guide! I recently started a Mind/Rad Controller, and wow, that's a sweet combination!
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I kind of feel sorry for Masterminds when I do a fly-by KO Blow on them... Then I remember they're evil, evil villains!
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I believe the Scrapper Invulnerability numbers should be exactly 75% of the Tanker numbers. But I can't guarantee that.
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PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
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So... it's a fear effect now? -
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what is the last build to make superman guyz??
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If you're looking for a new "Super" build, check out the "SuperTank" guide in my sig. -
Limiting myself to one idea:
Add a melee-only Defense power to each secondary. Since range is considered a "defense", it makes sense Blasters should get something to compensate when using their melee attacks. -
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actually its no longer auto hit...
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It's not auto-hit in Player-versus-Player, true, but you still can't slot Accuracy Enhancement anyways.
PvE it's auto-hit. -
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I was surprised that you only had 1 slot in Taunt. I usually run 4 slots (Acc, 2 x Taunt Duration, 1 x Rech).
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Taunt is auto-hit, it doesn't need Accuracy. It accepted the Enhancement? If so, I think that's a bug. -
Thanks, Crimson Cricket! And I'm glad you're enjoying your Tank!
As for levels 41 to 50, I figure by then players should have a good feel for their Tank and their own opinion would be better than mine. But for the record, I took Conserve Power, Laser Eye Beams, Hasten and Superspeed for my final four powers. -
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Do you think you'll reconsider the Tough Hide vs. Resist Ele/Ene decision when defense scaling changes?
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I was thinking about that. I'll check it out once the changes hit Test. -
Update:
Note that the Super Strength powerset (like all Tanker Secondaries) has been changed. Haymaker is now available at level 4, while Taunt has been moved to level 10. -
I posted my idea for Shield as an offensive set awhile ago ( Check it out here ), I'm really not sure how well it would work as a defensive set. Some of the powers (like status protection) would have to really stretch the concept, and I also wonder about how well Shield graphics would work with some of the other weapon animations. But the Devs may have already worked that out, who knows.
Although- my idea was posted months ago, but I put Taunt as the fourth power in the set, as it now is for Tankers! Was the change made in preparation of implementing my suggestion???
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Neat thread idea.
1) Nina Gordon - Straight Outta Compton
2) The Ramones - Rock 'N' Roll High School
3) Tegan and Sara - Underwater
4) Hot Hot Heat - Goodnight Goodnight
5) Tegan and Sara (again!) - So Jealous
6) Queen - Don't Stop Me Now
7) U2 - All I Want Is You
8) The Distillers - Beat Your Heart Out
9) Weezer - Say It Ain't So
10) Rancid - Ruby Soho
Wow, for a random list that turned out really good!