-
Posts
697 -
Joined
-
I definitely don't min/max- I don't take the Fighting Pool on melee ATs (seems redundant) and before the Fitness Pool became inherent I didn't always take it (boring power picks).
-
Someone doing more damage is probably less survivable though, and I consider that a big part of feeling powerful. My Energy Blaster has big booming attacks that do a ton of damage, but still feels much weaker than my Tank.
-
-
Like I said earlier in the thread, part of the Tanker's power is represented as "threat", because straight damage would be overpowered. A lot of fudging is required to put Superman and Green Arrow on even ground, so don't take the numbers too literally.
Unless you role-play your Tanker as being weak. In which case, fill your boots. -
The older sets have several tricks- Tankers were designed like melee Controllers, and not just aggro. This has kind of been lost as new sets are designed for all melee ATs, which is a shame.
-
Shifter - Shapeshift, Sizeshift, Stretching, Absorption, Beast Form.
Yeah, it's probably not going to happen. -
-
Most people go for at least some set bonuses, especially Defense and Recharge.
If your damage is maxed out (and other stats are good) but you still have a slot empty, throw a damage proc in there (like Chance for Lethal damage from Mako's Bite, or Chance for Psi damage from Perfect Zinger). These especially make a difference on low damage attacks like Jab. -
Quote:The saddest thing is the dev post about Tankers possibly getting a mechanic like Fury was almost eight years ago. Kids have grown up and finished college in that time.Brutes did not steal Fury. Tankers never had Fury for it to be stolen.
Not to mention that Tankers got a significant damage increase instead of that idea, which was probably better because with Fury they would have kept the really low base damage. -
-
Scrappers, Brutes and Tankers are all easy mode (can't comment on the new Stalkers, yet). Other ATs like Controllers can be very powerful as well, but they require more involvement by the player. With my Tank, I can put Footstomp on auto and go get a drink. The melee ATs really don't need any help.
Tankers, like Defenders, give up some damage in exchange for better support abilities (aggro and defenses to survive it). Unlike (most) Defenders, Tankers can still solo very well, even at low levels (hint: slot your attacks!)
Tankers still fit the offensive powerhouse concept like Superman, they weren't given eye beams by coincidence. But for game balance reasons, some of that offense is represented as "threat", rather than damage. From a role-playing perspective, there is no difference. -
Is there any indication that Tanks need improvement in generating aggro? Keep in mind that Brutes want some too.
I don't really think Tanks need more damage either, but if the devs think they do, I don't think mini-Fury is the way to go. It's a pretty tired mechanic at this point, I'd prefer something new. Or just buff up certain attacks. -
I have it in Haymaker. With today's patch, the proc goes off pretty much every hit. It's easy to keep a double-stack up most of the time, I could probably keep it triple-stacked if I used Haymaker almost exclusively, but I like to Footstomp, KO Blow, etc.
-
It's not a great movie, but it is funny, so how much you enjoy it really depends on what kind of movie you're in the mood for.
And in case you're a fan of the original show, there is a lot of references and cameos. -
I think it would be cool if a pool of "gimmicks" could be created, and the named Boss of generic missions like radio/papers would be assigned one when the mission begins, so you would never know quite what to expect.
Small teams/solo would just get the regular Boss, obviously. And it could be argued that some Bosses like Master Illusionists already have enough gimmicks. -
I just got a Catalyst a few minutes before the disconnect, I hope it's still there.
-
This is going way back- capes.
When capes came out, I made a sweet new costume and my Tank became my main character. -
I have the proc slotted in Haymaker and I find it works pretty good as is, but I just see it as an added bonus so my expectations aren't that high. I get one stack fairly consistently, hitting two or three is just gravy.
-
Quote:Sounds like a mistake or bug, but I'm not sure, I've only played it once and chose the "I'm saving them both" response. I beat all the Bosses and both Sigil and Kadabra lived.I beat the last Knives of Vengeance boss right after the "30 seconds to go" warning flashed, and I received the system message "You have handled the Knives of Vengeance." However, Sigil and Kadabra Kill still died. Is this supposed to happen? Are they going to die no matter what your character does or how successfully he/she does it?
-
I really liked the final mission of the intro arc, where you have to defeat all the bosses in two minutes. I beat them with only seconds to spare, which made for an exciting finish.
I also got a Catalyst drop just two missions in, which was pretty sweet. Considering I only have one ATO slotted right now anyway (the Tanker proc), there's no rush for the rest.
So far, so good. I look forward to playing more missions this week. -
Confuse powers are so much fun. It's hilarious when a Storm Shaman summons a Lightning Storm and it immediately zaps him across the room.
-
I don't think Tanks really need to worry about the other Melee ATs nor do the other Melee ATs want Tanks to. Keep the aggro off ranged and support teammates and let them do their thing, and everything should work out fine.
In theory, anyway. -
I like Cardiac. The reduced endurance means you never have to worry about the Rage crash, and the extra resistance is a nice bonus.
-
Cool story. It's always fun to complete a challenge you know most would have given up on.