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Posts
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Joined
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If all melee ATs end up with the same powersets, which I consider likely, the flavor must come from the differences. Upping tank damage in any way shape or form simply makes the AT more of the same old same old.
And you can leave that AT description somewhere dark and humid. That entire pamphlet has virtually nothing to do with the game after 5 years of evolution.
I, and many players like me, play tanks specifically because they provide control and mitigation for the team as a whole.
Every stinkin "point" you try to make comes down top one thing JB. You seem to want to be some kind of team MVP. Soloing everything needing nothing. Go play a brute or a scrapper already and stop telling me what I should want from my already favorite AT. -
Synapse will start at 9EST 6PST, and yes there is always room for more splat trollers.
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Many thanks to all the folks who have turned up the last couple weeks. Well over 30 new PCs are really makin the pot boil!
Now that the 2xp craziness has settled down, I"m switching back to a regular schedule.
So tonight I'll be hosting a Synapse 15-20 Justice Heroes.
As of this posting 6 slots are open. Drop me a line here, at the RO forums, or ingame @abnormaljoe to save yourself a slot. -
Quote:Very much yes. The flavor of the AT is already in control not damage. I would much rather head further down the same road if we change anything at all.leave tankers firmly in the role of melee controller. I believe that as a melee controller it is possible to marry the comic concept with the MMO role in a way that will represent both effectively. This will also create more balance within the original 5 archetypes. We will have ranged damage, melee damage, ranged control and melee control with the defender in the center making all of us better at our jobs.
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I tend to agree with the two problems more or less as stated. I really feel the suggestions need to be kept a simple as possible to have any hope of inclusion.
RE: end usage. Tanks have a substantially longer green bar and we are familiar with the effect that has on mitigation. What if we simply lengthened the blue bar for tanks by say.....20 points. No buffs no complex calculations just a slightly larger base for the combined recovery buffs to work off of.
Tanker stacking is a far thornier problem. Nothing of substance to contribute there atm. -
Not quite a standard build but here is my fire/ss/pyre.
He self caps his damage when rage is double stacked or when FE is up.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance[*] (3) Impervious Skin - Resistance/Recharge[*] (15) Impervious Skin - Endurance/Recharge[*] (17) Impervious Skin - Resistance/Endurance/Recharge[*] (19) Impervious Skin - Status Resistance[*] (43) Resist Damage IO[/list]Level 1: Jab <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (43) Touch of Death - Damage/Endurance[*] (50) Touch of Death - Damage/Recharge[*] (50) Touch of Death - Accuracy/Damage/Endurance[/list]Level 2: Healing Flames <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (3) Doctored Wounds - Endurance/Recharge[*] (7) Doctored Wounds - Heal/Recharge[*] (11) Doctored Wounds - Heal/Endurance/Recharge[*] (23) Doctored Wounds - Heal[/list]Level 4: Haymaker <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (5) Touch of Death - Damage/Endurance[*] (5) Touch of Death - Damage/Recharge[*] (7) Touch of Death - Accuracy/Damage/Endurance[*] (25) Crushing Impact - Accuracy/Damage[*] (46) Recharge Reduction IO[/list]Level 6: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 8: Consume <ul type="square">[*] (A) Obliteration - Accuracy/Recharge[*] (9) Obliteration - Accuracy/Damage/Recharge[*] (9) Obliteration - Damage/Recharge[*] (13) Cleaving Blow - Accuracy/Recharge[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Karma - Knockback Protection[*] (11) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (36) Luck of the Gambler - Recharge Speed[/list]Level 12: Plasma Shield <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance[*] (13) Impervious Skin - Resistance/Recharge[*] (15) Impervious Skin - Endurance/Recharge[*] (17) Impervious Skin - Resistance/Endurance/Recharge[*] (19) Impervious Skin - Status Resistance[*] (43) Resist Damage IO[/list]Level 14: Health <ul type="square">[*] (A) Miracle - +Recovery[/list]Level 16: Taunt <ul type="square">[*] (A) Perfect Zinger - Taunt[*] (33) Perfect Zinger - Taunt/Recharge[*] (33) Perfect Zinger - Taunt/Recharge/Range[*] (34) Perfect Zinger - Accuracy/Recharge[*] (34) Perfect Zinger - Taunt/Range[/list]Level 18: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 20: Knockout Blow <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (21) Mako's Bite - Damage/Endurance[*] (21) Mako's Bite - Damage/Recharge[*] (23) Mako's Bite - Accuracy/Endurance/Recharge[*] (25) Crushing Impact - Accuracy/Damage[*] (46) Recharge Reduction IO[/list]Level 22: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (27) Performance Shifter - EndMod/Accuracy[*] (27) Performance Shifter - EndMod/Accuracy/Recharge[*] (34) Performance Shifter - EndMod/Recharge[*] (36) Performance Shifter - EndMod[/list]Level 24: Maneuvers <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 26: Fiery Embrace <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 28: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[/list]Level 30: Blazing Aura <ul type="square">[*] (A) Obliteration - Damage[*] (31) Obliteration - Accuracy/Damage/Recharge[*] (33) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (36) Multi Strike - Accuracy/Damage[*] (46) Eradication - Chance for Energy Damage[/list]Level 32: Vengeance <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 35: Temperature Protection <ul type="square">[*] (A) Impervious Skin - Resistance/Endurance[*] (37) Impervious Skin - Resistance/Recharge[*] (37) Impervious Skin - Endurance/Recharge[*] (37) Impervious Skin - Resistance/Endurance/Recharge[*] (39) Impervious Skin - Status Resistance[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Obliteration - Damage[*] (39) Obliteration - Accuracy/Recharge[*] (39) Obliteration - Damage/Recharge[*] (40) Multi Strike - Accuracy/Damage[*] (40) Multi Strike - Damage/Recharge[*] (40) Cleaving Blow - Accuracy/Recharge[/list]Level 41: Char <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (42) Basilisk's Gaze - Accuracy/Recharge[*] (42) Basilisk's Gaze - Recharge/Hold[*] (42) Basilisk's Gaze - Endurance/Recharge/Hold[/list]Level 44: Fire Blast <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (45) Devastation - Damage/Endurance[*] (45) Devastation - Damage/Recharge[*] (45) Devastation - Accuracy/Damage/Recharge[/list]Level 47: Fire Ball <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (48) Positron's Blast - Damage/Recharge[*] (48) Detonation - Accuracy/Damage[*] (48) Detonation - Damage/Recharge[*] (50) Recharge Reduction IO[/list]Level 49: Super Jump <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet -
Once again I will point out the difference between concept concerns which are purely a matter of the individual player's perception. And game mechanics where there is this pesky thing called "balance".
Concept is dealt with in costume design, backstory, ingame RP chat, and soon power customization.
Mechanics needs to address the affect of a change vs the game content, across powersets, across ATs, and across the level spread.
It is foolish in the extreme to promote mechanical changes to solve perceived conceptual problems.
Mechanics affects every player. Concept is a fairly personal thing in this MMO. JB wants to run around as Supes, I want nothing to do with the bland creations of Marvel and DC.
I want an AV to be an epic struggle I have to recruit friends for.
I am sick to death of this "cut loose/hold back" BS. Thats RP you don't need to overhaul my favorite AT to RP.
Any push for a change to mechanics needs to have numbers backing it up. Not some stupid youtube link to a cartoon written by someone who never got within a leapin lightyear of a videogame design studio. -
Confirmed with my DA scrapper.
Full AE spawns with proc in OG. -
There are three melee ATs you can go toe toe on four if you include stalkers.
All of em smack stuff.
Only tanks can take the brunt of an AVs fury with only SOs and no external teamate support.
Only tanks can reliably mitigate damage for an entire team through an inherent and two power picks(taunt/aggro toggle).
Call me what you will I agree with _Castle_ tanks are fine mechanically as an AT.
How well they hold up conceptually is dependent on the imagination of the player, not the devs.
For those with argumentative ADD. CONCEPT HAS NOTHING TO DO WITH MECHANICS. -
23 new trollers joined the ranks tonight and much mayhem was had.
If we missed anyone on tonights run I hope to see you over the next few days. -
I'm sure we'll be on most of the night. I'll be looking for you.
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A little over two years ago a supergroup was formed on Justice for folks who wanted to exploit the power that is storm.
It was dubbed Pressure Cookers and grew to include Fire/Storm, Ill/Storm, and eventually Plant/Storm controllers.
Tonight we will be doing a relaunch event of sorts. So if you ever wanted to try out one of those combos come join us while we do all the normal lowbie fun. Sewer runs, temp travels and general zone hijinks.
The first baby teams roll out at the AP sewers entrance at 4:30 EST and will continue till we are all pooped.
This SG is part of the Repeat Offender Network so holler in the global channel for an invite. Or you can contact @abnormaljoe or @Cyan Spike for more info.
Hope to see you there! -
A little over two years ago a supergroup was formed on Justice for folks who wanted to exploit the power that is storm.
It was dubbed Pressure Cookers and grew to include Fire/Storm, Ill/Storm, and eventually Plant/Storm controllers.
Tonight we will be doing a relaunch event of sorts. So if you ever wanted to try out one of those combos come join us while we do all the normal lowbie fun. Sewer runs, temp travels and general zone hijinks.
The first baby teams roll out at the AP sewers entrance at 4:30 EST and will continue till we are all pooped.
This SG is part of the Repeat Offender Network so holler in the global channel for an invite. Or you can contact @abnormaljoe or @Cyan Spike for more info.
Hope to see you there! -
All other comments aside I like gauntlet. The ability to affect aggro is what gives tanks their feel and it is something I badly miss when I play any other melee class.
Damage is where it should be in my opinion aggro control plus survivability plus any increase in damage whatsoever would simply be too much.
Tweaking gauntlet to intensify it's ability to mitigate for teamates, particularly in multi tank situations is another matter entirely. But not by any means at the cost of it's current aggro control capability. -
You either need fiber, sleep, or a little "companionship" try getting all three and see if your still so set on beating this dead horse.
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I went the whole burn/footstomp route a while back. It works after a fashion. The juggle from the stomp makes them stick around for a couple more damage ticks. As mentioned though fireball is much better late game.
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The simple fact is you cannot adjust a AT to a point where everyone is happy. If you up the damage on a tank and "adjust" the mitigation level accordingly you MIGHT interest folks who normally play brutes and scrappers but you WILL alienate folks like myself who play tanks for their aggro control and mitigation levels.
To be perfectly frank there is no need. If you like more damage with slightly lower mitigation play a brute or scrapper, with side switching coming out there is no reason not to.
Put very simply.....
Making tanks into a third damage centric AT leaves the players who enjoy tanking now with nowhere to go. -
First off thanks for the submissions so far. It's been a joy to play many of these player created arcs.
To date I have completed 5229, 197183, 207266, 100045, 151099, 137561, and I'm approaching the end of 1356.
This is a substantial chunk of the arcs already so I encourgae anyone with additional 20-35 range arcs to post them or drop me a line. -
Ice/DM unlimited green bar, unlimited blue bar, easily softcapped defense and top tier aggro control.
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I will be starting on these tomorrow, feel free to make additions, even if I don't get them all done on this scrapper I can always do them on the next toon.
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This is a "I love my tank" thread.
The "I hate my tank" thread is over there---->
Being able to survive entire waves of minions, lts, and bosses, or even bigger game while defeating the same foes as everyone else screams super hero louder than any other AT in the game.
Who needs superman, I play this game to play my creation not DCs. -
Thanks for the recomendations. It's been very nice having new stories to level with after all most four years
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I am currently leveling a scrapper soley through AE missions, as I imagine many others are. The low levels went very smoothly thanks to a thread here (now purged?)containing a list of lowbie arcs.
I would like to request your arcs for the mid game. Levels 20-35 or 40. I'm not interested in farms, challenge arcs and the like. While I'm not a reviewer per se I always rate the arcs and try to provide constructive feedback if I see a need.
Thanks in advance.
joe -
I think you just summed up my love of the AT Sailboat.
Too bad it won't fit in a sig.