slainsteel

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  1. Quote:
    Originally Posted by preachmoore View Post
    forums are kinda space for open discussion, "hijacked" is total wrong word here.... also if u wanted only an answer of simiral times, you should post in "players question" section
    That is very good advise.
    Re-started this thread on that forum, with a more appropriate title.
  2. So we guys have been running some speed MO TF's after the incarnate content came out (mostly because we are REALLY bored of running trial, after trial, after trial, after trial, after...)

    These are our current times; none of them are really particularly optimized runs, but almost everyone was +3 (to mean that the at least had T3 Destiny and Lore powers, and hopefully a minimum of T1 judgement and interface) and fully IO'ed out. I wanted to ask people to see what times they've managed to have a benchmark to compare our future runs again. These are our times,


    MoSTF: 28m41s
    MoLRSF: 28m18s
    MoITF: 17m58s
    MoTin: 21m29s
    MoLGTF: 28m34s (this one was really slow :-\)

    [I didn't post screenshots because it's an absolute pain - let me know if for some reason you really want to see the screenshot]


    These are not the best possible or even close to the best possible, so I was wondering what people run these things on now? I'm guessing a sub 20-25m MoSTF is quite possible, people managed it yet?

    I am particularly curious for MoLRSF times, since 28m has to be really slow post I20 considering MoSTF took about the same time.


    If you've run faster than these, please do let me know so we can have an idea of what other people are running with the new Incarnate powers
  3. Quote:
    Originally Posted by MrLiberty View Post
    Slainsteel, your point is pretty much moot as you've clearly stated, you build teams where a tank isn't required. Anyone could just as easily put together a "speed" team excluding any single AT and still put up very impressive times. Yes that includes excluding Controllers, Corrupters, Brutes, anything.

    The point you are trying to make is a very old one, in that tanks aren't *required* but the point you fail to grasp, neither is anything else as far as an AT goes.

    I can remember putting together/being on 21 minute LGTF's (When we had a friendly rivalry going with Justice) 22 minute ITF's and 38 min MoSTF's back before bruising, alpha slots and +1's PvPIO's or any of that other incarnate stuff. I've heard people now do them in 14-15 minutes, with STF's around 25-27 minutes. Mostly it seems like people haven't really improved times... just the power creep that has happened in the game lets them go faster.

    The one funny difference being... rather than excluding AT's or builds from our teams, when the call went out the answer was always "Play what you want."
    I disagree on the point that there is 'no AT that is needed'.
    Debuffers and Kins are always needed; so are solid DPS toons.

    Run a heavy TF without them and your efficiency _will suffer. Run one without a tank (or a emp fender or a dominator or mastermind or even a blaster) and it really won't, as long as you replace him with a debuff, kin or solid dps toon.


    BTW, I've heard claims of 25m even 20m STF's, but it's strange that no one can really seem to provide me with screenshots. Honestly, our best STF time pre-i20 has been 29m, no offensive temps, no deaths and no tanks; I have seen *one* screenshot that beats that time by a minute and I believe they used offensive temps. Of course, our fastest pre-i20 MoSTF was 38m, but then, that was 'with' a tank, so that would account for the slowdown.
  4. Quote:
    Originally Posted by preachmoore View Post
    i quoted to another poster... and my post was not aiming to answer your original post
    I apologize. It's rather frustrating to have a post hijacked by people simply debating a rather unrelated concern simply because you agreed that it actually is a concern.
  5. Quote:
    Originally Posted by Liz Bathory View Post
    Totally agreeying here....

    If your main toon now is too strong!?
    If he is like Superman!?

    Time to roll another Robin!

    Try this again with a level 5 or do the same tf's at +4/x8! Or go without incarnate.. you can unslot them you know!

    Challenges I like too though. Although not in the speed area. More in the levels they have. Several years ago I already did the tf's at +3/x0. Now I like even higher. An ITF at +4/x8 ends up as a madhouse. Another tip is the good (non-farm) AE content. My arc below at +4/x8 will give you more challenge again. As the mobs are a bit stronger then the avarage.

    *roll eyes*
    For goodness sake; I don't care how easy or how hard the game is for the purposes of this post. All I want to know is what times other people have run.

    That's it.
  6. Quote:
    Originally Posted by Obitus View Post
    Patronizing much? You're making my argument for me, which is that in the so-called high-end teams you run, the only time that the offensive contribution of one Scrapper/Brute/Blaster even arguably matters is against AVs/GMs.

    The point is not that the Tanker has the overall damage potential of a Scrapper. The point is that in the situations you describe, the Tanker's disadvantage against trash mobs would be unnoticeable, and the Tanker's resistance debuff is arguably a net advantage against non-trash mobs.

    You can't have it both ways. You can't put on your my-teams-are-so-much-more-uber-than-you've-ever-seen hat, while at the same time twirling your one-team-member's-offense-matters-oh-so-very-much mustache. All I'm saying is that if your standard is an Illusion/Rad Controller in super-duper-stacking-debuff team, then just about any individual build is gonna pale by comparison. It was just odd to me that you would single out Tankers, which are perhaps the singular melee AT most well-suited to complement otherwise squishy-heavy teams.

    Arcanaville said it better than I have, though, so let me recap:
    I am not sure how to say this more clearly.


    Tankers, do less 'personal' damage than scrappers/brutes, I believe we all agree on that, even with bruising.

    Second, bruising doesn't help that much on a really debuff heavy team.

    Third, considering how often a team breaks up in high end speed tf's, personal damage is of major concern.

    Fourth, on my speed tf teams, survivability is not a concern.

    Fifth, considering all these points, the 'best' I can hope from a tanker is that he won't be a negative impact on our efficiency.

    Sixth, I am not just singling out tanks; I believe there are a lot of AT's out there that are even more useless to bring on a team.

    Seventh, in a post i20, fully IO'ed, Incarnate'd up toons, damage and -resistance is all that counts. Unless you can do solid damage (or increase other people's damage), or have solid -resistance debuffs, you are simply taking away from the team. Tanks are NOT top end +dmg, and their -resistance is only ST hence much less useful than many debuff toons that we can take along.


    So, why again would I ever take a tank on my team if I get to cherry-pick the AT's?


    I am hoping this should settle it, but I am sure, some one or the other still believes that tanks are 'oh so useful' and will want to argue further.


    If you really want to, run with us, and see for yourself. If a tank would help that much, believe me, I would insist on it. This is not an idealogical debate for me - I've been proven wrong about AT's before and I would like to be proven wrong if it helps my teams get things done more efficiently. There just doesn't seem to be any logic that would somehow make it clear that having a tank along on the teams that I run would actually in any way 'help'.
  7. Quote:
    Originally Posted by preachmoore View Post
    i agree with the above....also u can set your tf to +4 for more edge... also the incaranate system is designed in a way that ppl won't be bothered to take full incarnate powers to all their 50s..........so 2-5 OP toons of 20-50 (or more) is not such a big thing
    How does this help me know what times people have run? Again, did you read my original post?
  8. Quote:
    Originally Posted by je_saist View Post
    Wait.

    Let me get this straight.

    You gained new abilities.

    You gained new levels.

    You gained more buffs.

    You gained more debuffs.

    Then you ran...OLDER content...

    And you think that makes you overpowered?

    Okay, let me hit you with a little a clue-hammer here.

    Well not so much a little one. It's a big one.

    Exactly... what... happened in the past... when you got a mission at level 10, then went back and did it at level 15?

    What exactly happened when you got a mission at level 15 and went back and did it at level 20?

    Was it possible, however unlikely, that maybe because you advanced in power, that the enemies were easier to defeat?

    Was it possible, however unlikely, that you were able to somehow complete that mission in much less time than you did before?

    If you haven't gotten the point by now, maybe I need to make it a little clearer:

    THE ENTIRE POINT OF THE INCARNATE SYSTEM IS TO MAKE YOU MORE POWERFUL.

    Really. It's not that hard a concept to grasp.
    Did you actually 'read' my original post?
  9. Quote:
    Originally Posted by rian_frostdrake View Post
    i dont think he was really complaining, in fact based on his own comments, hes more looking for fellow runners to high five and see if he can squeeze a little more speed out of his runs.

    I recall when issue 20 went live and there was much wailing and gnashing of teeth about how the trials were too hard, the new powers allowed players to master that difficulty, new stuff will come that will probably be harder, and in time players will master that too. the old content is a lot easier, no question, but hardcore purple slotters already were grinding that up, i rather enjoy the current feel of seeing imperious or an aspect of rularuu and throwing down a cosmically amped up beating on him, its kind a fun. I'm no min maximizer so im not generally yawning through +4 X8. power that i dont need to maintain a spreadsheet for is fun, ya know? i still run with pugs, and difficulty still exists from occasional contrasting play styles(though since my pugs are all from my main server, most of us have been on the same page and done great things), but for the most part, the incarnate stuff was there to make us more powerful, just like even when ssk'd down, level 40 stuff is less challenging to a level 50, its progression.
    Thank you - that's exactly it. I would like to find fellow speeders and have something to benchmark my own runs against so I can make them faster.
  10. Quote:
    Originally Posted by Obitus View Post
    Tam speaks truth.

    I wonder how many people complaining that the game is suddenly a cake walk are running at +0? The game has been trivially easy for quite some time for anyone who made any effort to maximize their build, but the content is still varied enough to slow you down at higher difficulties, especially solo.

    Reactive rain powers are throwing the balance off a quite a bit, but meh. I ran +4 Barracuda a coupla weeks ago; that took awhile, even with all of the other goodies. (Before Reactive rains hit the scene, to be clear; those would have made the +4 ambushes a lot easier, but +4 Reichsman would still have been a hilarious bag of HP.)

    People like slainsteel are obviously entitled to their preferences; I would never tell him how to play, and in fact I admire some of the times he's posted for speed runs -- but it strikes me as a little disingenuous to admit on the one hand that you've gone out of your way to trivialize the game and then on the other that you've succeeded too well. It's a self-serving argument, though I'm sure slain didn't intend it to be.

    Me? I'll just continue to run in semi-PuGs on little old Triumph. Having a ball.
    My intention is neither to trivialize or non-trivialize the game. I really enjoy doing speed TF's, have for a long time; I only wanted to ask other speeders about their times.

    I simply admitted that yes, the incarnate content has made the game less challenging, which does give me less motivation to log on. I like 'pushing' the game, getting the most I can out of my toons and when that becomes really lacking in challenge, yes, my interest does wane. This post is not about that though, this is simply about speed times of the various TF's post i20.
  11. To clarify, I am not COMPLAINING about how over-powered we are; I am just 'conceding' that yes, it can make the game less interesting.

    I am simply asking how fast have *other* people been running these so I have some sort of benchmark to go on.


    That's it. Really.
    I don't quite understand where all this animosity is coming from; simply because of the title and the fact that I agreed that the game _has become less challenging?

    n number of posts and most of them seem to concentrate of 'everything' but what I had originally asked; how fast are your best times.

    Is it that so hard to get?
  12. Quote:
    Originally Posted by DarkGob View Post
    I'm mostly finding it harder to log on because missions in Praetoria are completely broken and unplayable. I wanted to work on my last remaining Praetorian and I can't without summoning a GM every other mission.

    As for Incarnates, I had assumed the devs would limit the powers to the endgame content only, which they did with the Incarnate Level Shifts, but that's it. I still won't be surprised when they realize that they need to limit which powers are available for regular content, nor will I be surprised when I see the very same people complaining about the game being too easy start gnashing their teeth at their shinies being taken away from them.

    Everybody loses.
    I am not complaining, nor am I upset with the introduction of incarnate powers.

    I am simply acknowledging that the powers make an already easy game even easier and, really, I am mostly just asking people what times they're running these in so I can benchmark my teams more accurately
  13. Quote:
    Originally Posted by Arcanaville View Post
    Fair enough. May I perform my own analysis of that data to confirm your results?


    Actually, I'm using your math and arguments, not mine. You're using math to attempt to demonstrate why a tanker would be hopelessly outmatched damage-wise by a scrapper, and I'm using nothing but your numbers and your own logical methodology for comparing the two to demonstrate that even by your own reckoning, tankers are not outperformed by the margins you claimed. By your own numbers, its impossible to witness a 10% reduction in offensive kill speed when by your own numbers the tanker is reducing team damage by at most 7% and most likely less than 5%.

    My own logical argument would be: in the speed runs you're talking about, its *less* likely the tanker's offensive underperformance would be noticable because its precisely in those teams that offensive firepower tends to generate overkill which supersaturates the foes - in other words more and more damage is landing more deader and deader things.

    At some point, even if the team breaks up and begins aggressive leapfrogging, the offensive firepower of a fast steamroller team becomes limited by the rate of movement between spawns, which starts to become a significant percentage of the total time of the run because it cannot be compressed as much as kill speed can. Kill speed can be compressed almost to zero in extremely ludicrous offensive teams. Movement rate cannot be so compressed to nearly the same degree, because most reasonably strong teams cannot move much faster than the unsuppressed run cap, and they tend to hit that much more quickly than they hit the offensive kill speed limit.
    True, in fact, zoning and out of mission travel are our major time sinks.
    So with teams that have a near 0 time for killing things, it is imperative that the bottlenecks not introduce a slowdown.

    It simply comes down to this; a scrapper can take down a cyst in let's say 10 hits, a tank would take 20 - that's about a 20-30 second slowdown, depending on animation time and lag. Now the generals, then the traitors; that time adds up to 1-2 minutes, which *is* 10% extra time on a speed ITF.


    Additionally, you have to account for tanks being built for defense, quite a few existing tanks need to sacrifice on damage in their builds, so the case I am talking about is probably an underestimation in the sacrifice in damage. A lot of really well built tanks do not have the slots to put procs in every attack. That is just how people build their tanks, particularly the good ones.


    That being said, if a Fire/SS tank decides to come along on an ITF, I am usually not bothered, particularly if they've built themselves for damage, since the discrepancy in damage is much lower. Now if you instead take a Stone tank, you might as well run with 7.


    Do consider one more thing; even on ST damage, we don't usually replace a tank with a scrapper, we replace him with a debuffer. Ideally we go with 3 DPS'ers, 1 kin, 4 debuffers. If a tank is replacing the DPS'er (particularly if it's a lower damage brute versus a high damage tank), the impact is lower, but if you're replacing one of the debuffers or the kin with the tank, your team will experience a much more measurable impact.


    Lastly, looking at all the factors, *why* would I want to bring a tank on a high end team? We definitely don't need one on our teams. At best, it won't be a noticeable negative impact.

    I have yet to see a reason to actually bring a tank on a team which has no issues with survivability (particularly post i20); which is the basic logic behind my original statement, "I still wouldn't take a tank on my teams".
  14. Quote:
    Originally Posted by TamakiRevolution View Post
    Scratching my head, trying to come up with what was hard before incarnate stuff. Not sure why shaving off a little time from lvl 45+ tf/sfs is considered game breaking.
    Well this isn't just shaving off a little time. This is um, well these runs? None of us actually even 'tried'. We just went about a lazy set of speed runs to gather merits/HO's and just kept setting the MO settings to get our badges.

    This was on auto-pilot; shouldn't something require 'some' work in the game?
    The trials are also a joke. We do lambda in about 8-12minutes.
  15. I must reluctantly agree, but it has been harder and harder to log on.
    I really don't know what to do once I log on. It's either run incarnate trials over and over again and get more T4's than I really need or want; or to blaze through content without any concept of a challenge.

    The only way I keep the challenge alive is to try to break records and try to find a challenge. The other day for example, we ran a 5 man LRSF in 30 minutes. It was um, silly. It was us just waiting for stuff to die as we chatted about random stuff on vent.


    Even so, since this _is the only challenge that seems to be left for me and a lot of my friends in the game, I'd like to know, how fast are people doing these things
  16. Since getting T4's on their toons, a lot of our speedclub members (including me) really got sick and tired of the trials so decided to ditch them and do TF's for a while.

    It's surprising how absolutely over-powered toons have become with the Incarnate abilities. We ran a set of Speed MO TF's, these were the times we got.

    MoSTF: 28m41s
    MoLRSF: 28m18s
    MoITF: 17m58s
    MoTin: 21m29s
    MoLGTF: 28m34s (this one was really slow :-\)

    [I didn't post screenshots because it's an absolute pain - let me know if for some reason you really want to see the screenshot]


    These are not the best possible or even close to the best possible, so I was wondering what people run these things on now? I'm guessing a sub 20-25m MoSTF is quite possible, people managed it yet?

    I am particularly curious for MoLRSF times, since 28m has to be really slow post I20 considering MoSTF took about the same time.
  17. Just for the record, I don't believe that tanks are useless AT's or even one of the least useful. There always are emp fenders, masterminds, dominators, which really are much more of a waste of a spot for 'cherry picked' TF teams. In fact, a majority of the blasters on the server fall into that category (since there really are SUCH few well made and well played blasters).
  18. Quote:
    Originally Posted by Arcanaville View Post
    Let's assume I take all of the numbers above as given. Let's further assume that I start with a team in which every single player on it can outdamage a comparable tanker by 93% as the calculations above imply, and lets further assume Bruising has zero benefit.

    In a proportional sense, then, replacing one character with a tanker would be changing the damage output of the team from 8 * 945 = 7560 to 7 * 945 + 488 = 7103. That's a reduction in damage to 7103/7560 = 0.94, or 94% of the original. This assumes tanker aggro control has zero benefit, bruising has zero benefit, and everyone on the team outdamages the tanker by the same 93%.

    Now, bruising is a single target effect not an AoE, but what would the effect of bruising be if the entire team was focused on a single target? The net result would be, usually, that the total damage of the team would increase by 20% of their normalized output before any other resistance debuffs are counted. Which means in that specific case, total damage becomes 7103 * 1.2 = 8523.6, which is higher than the original. This is true even if the team itself is packing resistance debuffs, unless all the targets are debuffed to the resistance floor of -300%. What percentage of the total number of targets the team is engaging simultaneously would bruising have to hit for the effect to break even? Its about 30% of them. In an AoE-heavy environment even that might be difficult, but the odds are that bruising would still manage to close that 94% gap sigificantly.
    So I kinda understand the merits of resistance debuffs; which is why my teams usually run with approximately 150-250% or more in resistance debuffs (several colds, sonics, /sonics preferably). Our AV fights are with capped damage and typically a 30-80% final -resist on the AV (with reactive and other miscallaneous debuffs from non-debuff toons - > -50% typically on trials).

    Quote:
    Originally Posted by Arcanaville View Post
    In any case, its unlikely any team of any strength, and ironically especially very strong ones, could detect the difference between a single tanker and a single scrapper in normal play. The difference would be less than ten percent, and probably 5% or less most of the time. And it is mathematically possible that the tanker could increase total team damage by more than a comparable scrapper in situations where the team is focused on less targets at one time, particularly in situations such as the LRSF and the STF archvillain fights.

    That's the thing about -res debuffs that are dangerous to calculate around. +DMG only affects you (unless its a team-wide buff). But -RES affects the damage output of everyone that shoots at that target. That's why resistance debuffing defenders can have a much larger impact on total team performance than their own individual damage would suggest: in teams they are contributing their own damage plus a multiple of everyone else's damage. The same thing happens with bruising. 20% doesn't have to beat 93%, 20% is actually competing with 100%. Which is to say, if you are providing a resistance debuff that effectively contributes 20% of one player's damage per player, then in a team of more than five that debuff will equal the damage of any one player no matter how much damage they do. To put it another way, a defender that debuffed resistance of all targets by 20% is contributing by themselves 140% of the damage of a single player via that debuff in a team of eight even if they themselves do zero damage (7 x 20%).

    For a tanker to reach the same total damage contribution of a scrapper that does about twice its damage, all bruising needs to do is, factored across all the other players on the team, end up contributing half the damage of one player. Which is what happens when it affects about one third the targets the rest of the team is attacking at that instant of time.

    On average the scrapper might still end up contributing more damage than the tanker, but the difference is small enough that anyone discriminating between the two would be doing so for purely antagonistic purposes and not objective performance ones in my opinion. Even if you consider the numbers above to be the best case against tankers, that best case is not strong.

    You are assuming that AV's are really some sort of a slowdown for our teams.

    Let's take a few examples,
    STF:
    1st mish: AV1, 5-20s (since most people are still at parts when he spawns)
    2nd mish: each AV, ~10s (we pull them together and pound on all of them)
    3rd mish: Tree AV, 10-20s
    4th mish: 4 AV's, ~10s each, Aeon, 10-15s
    5th mish: 4 Patrons, 20-30s each (a collective time of 1-2 minutes), Recluse 30s'ish


    That's a collective time on AV's at maximum of 285s; assuming bruising, that's an additional 2.6-3.0% -resistance debuff; saving us what, 8 seconds?

    Most of the time, the entire team does not even get there from their individual tasks before the AV's are dead. So that kinda throws all those calculations straight out the window.

    So the same argument can be used for damage right? Since -resist (unless unresistable - which is very rare) might as well be the same as +dmg. But straight up damage dealers are much more useful in finishing off TF's fast and efficiently, and this is why,

    ITF: Shadow Cysts, Generals, last ~200'ish traitors
    STF: Vines, Chiefs
    Lambda: Temps
    LGTF: Hostages
    Apex: Champions, WarWorks

    In all these cases, these are the bottlenecks, where a tank helps very little. With good buffs, even a blaster (assuming a survivable build - for example, my blaster can solo cyst and generals) accomplishes these objectives faster than a tank does.

    I am speaking out of experience; I typically run between 2-8 speed TF's a day (except for days when I don't log on) and have been for 5 months or so. I am also obsessive about team makeup, so this is data I've gathered over hundreds of runs. I *have* tanks, why wouldn't I play them? They've all got billions of inf builds on them and frankly, are the easiest toons to play. They just "don't" help the team enough as any of my other toons.


    We've run our Speed STF's with the exact same team twice minus changing out a debuffer or scrapper for a tank, and lost time - enough to be not just chance (a 31m team ended up taking 36m with approximately similar amounts of chiefs).

    We also attempted many record breaking runs on some of the hardest TF's - whenever we take along a tank, we don't even come close to our old records, let alone beat them.


    Your math and arguments work for teams that 'need' to focus fire and actually take some time to kill off hard enemies, ours don't. So efficiency for our teams becomes often a function of what they can do on their own more than their 'small' contribution to the team. On non-optimized teams, bruising might even really be a contribution, but on teams super heavy on debuffs and buffs, it barely makes a dent at the cost of having a toon that contributes less in many other aspects.

    Edit: Antagonistic, nice euphemism
  19. Quote:
    Originally Posted by GI Justice View Post
    Bull, plain and simple. Then again, if you're talking in the instances in which killing mobs makes you more survivable, maybe; but if you don't kill -everything- there is a pretty good chance a Blaster is planting. Not only is a Blaster being "more survivable" than a Tanker completely subjective, you'd also have to be blatantly ignoring hard data to even attempt to supplement that statement.

    If your statement has even a spark of truth, the Tankers in question were doing something horrendously wrong, or the Blaster was playing completely to his strengths, whereas the Tanker was in a conflict in which he was weak. The job of a Tanker is simple--take, mitigate, or avoid damage while holding aggro, providing supplementary damage, and making sure you stay alive long enough to do your job.

    Sure, you can take content that has been done to death and make a team optimized for damage, debuff, et al., but I guarantee you weren't doing it when the BAF and Lambda first surfaced.
    BAF and Lambda? Not the first day, I did take my stone tank.
    That was also the last day I logged him on. It didn't take very long to realize that once you know how this works, you can 'optimize' the team.

    Regarding a blaster - a good blaster can be really survivable. Get it a self heal, capped range defense, some resistances and he can survive enough to not really need a tank in the team. My own blaster (though I rarely play him), usually out-survives quite a few tanks (he doesn't even have any incarnate powers other than his Alpha).

    Keep in mind, I don't run teams which don't have aggro management at all; our aggro management just comes at a lower cost to damage (via illusion trolls or brutes) and is used only when needed.

    Pre-i20, we've run a 29m STF with no deaths; post i20, with so many barrier's flying around? Survivability is a joke. That brings the only real value in a team coming from buff/debuff/damage. I am not even assuming this discussion is considering Incarnate powers and still survivability is not a concern, how can it be post i20?


    For the record, I always run speed teams - so we rarely kill everything; usually nothing other than what we need to for our objectives (even on MO runs).

    Edit: I didn't state all or even many blasters can out-survive tanks. If you actually read through my post, I said 'some' blasters can out-survive 'some' tanks; which is of course completely subjective, but what's your point? I didn't list a blaster as an essential, just a well built one being more useful than a well built tank.
  20. I hope this time they actually 'design' the game. A game that needs WINE to run on a Mac? Has a 32 bit limit on the market? Hell can't even fix the HO bug because of how the invention system is written?

    Seriously, who designed this game? rms?

    Here's to hoping they hire someone who knows how to write good software this time around.
  21. Quote:
    Originally Posted by Obitus View Post
    I was referring to the built-in 20% RES debuff in Bruising. That debuff ignores the purple patch. If your whole team is wailing on an AV or whatever, the Tanker will tend to add at least as much damage as a single Scrapper or Brute. Couple that with the extra built-in survivability and aggro control, and frankly no matter how uber your team is, if I had to choose only one melee AT, it'd be a Tanker. His defenses might turn out to be overkill, but a Tanker gives you more redundancy for when the crap hits the fan.

    Barrier Destiny is uber when stacked and staggered. Then again, it can't raise your RES cap, and the Incarnate-power argument swings both ways: with everyone packing a crashless nuke and an uber DPS pet, there's less need than ever for a team to seek damage output.

    YMMV. Obviously, you can construct a team that can trivialize the contribution of almost any singular build. We play a game that doesn't strictly enforce AT roles, and that's a good thing. I'll say this, though: a single Tanker is most definitely not a crutch on an LRSF, where even the most buff-heavy team can find itself losing squishies in an eyeblink to unwanted aggro. A single Tanker is most definitely not a crutch against Tin Mage's Bobcat, who, as Arcana memorably pointed out, could solo Hamidon in record time if you found a way to orchestrate that fight.

    The AT appears to be designed (at the moment) specifically for the hard-hitting, hard targets that most heavily resist debuffs. Whether that role benefits the teams you run, it is a useful role, certainly no less valuable than the role of any non-buff/debuff AT. I'm not surprised that your best time on an STF doesn't include a Tanker, but I also wouldn't bat an eyelash if you said the same thing about any other AT. What would surprise me is if you could demonstrate that replacing a Scrapper/Brute on your team with a single Tanker significantly lowers your run time.

    TL;DR: Your criticism of Tankers in this thread just seems to me gratuitous, and if you truly weren't aware of Bruising, uninformed. Your criticisms could be leveraged at almost anything; cherry-picked team compositions don't say anything about general team attractiveness.

    It looks like that you and I play the game at very different levels.

    A scrapper gets about 50% more damage per attack, along with that 100% higher damage cap. My teams are usually at the damage cap during combat.

    So let's talk numbers.
    A /DM tank, Midnight's grasp, capped damage,
    122 base * (100% base + 300% buff) = 488 damage
    A DM/ scrapper, MG again,
    189 base * (100% base + 400% buff) = 945 damage (93% more damage)

    ..of course, we often replace the tank with an illusion troll (ill/cold or ill/rad); I don't even want to begin to show how much efficient our team becomes with that replacement.


    So you're telling me that the 20% debuff is going to somehow make up for that loss of damage? You do realize when fighting +3 AV's (considering that everyone on my teams is +1 off-trial), that bruising is still only 50% more effective? Taking that and making it a 30% debuff, how do you plan on recovering the 60% damage.

    Also keep in mind, bruising is a single target debuff - the tank actually has to hit every target to debuff them all and he has to hit them within every 10 seconds.

    I am not sure how your 'high end' teams play, but my teams burn through mobs the second sleet/heat loss/other AoE -resistance debuffs are cast. No one is going to wait for the tank to go hit every target or even every boss to get the debuff on there. Hell, we kill the 4 patrons on the STF within about 2 minutes or less; Recluse takes about a minute - the 7 AV's on LRSF now take us about 2 minutes; all this without a tank - add a tank in, and our time inevitably drops by 10% or more.


    So any scenario I can think of, a tank is _still a waste of a spot. We've done record breaking speed and MO runs without a tank on every 50 tf in the game and now the trails; every time I take a tank along, our efficiency drops, particularly on TF's where we have only 8 spots and team composition can really make quite a bit of a difference.

    To address your point that the same can be said about any other AT in the game? Um, no.

    If we don't have scrappers or brutes, our efficiency suffers
    If we don't have fenders/corr's, our efficiency suffers
    If we don't have illusion trolls, our efficiency suffers
    If we don't have kins, our efficiency suffers, a lot

    Hell, even a well built blaster is more useful than a tank - I know of some blasters who survive better than some tanks and of course, do crazy damage. The ONLY time I'd take a tank on a team is if we want a very laid back and easy run where no one really has to think too much; or, if I am leading an average'ish team.


    (I apologize for the late reply btw, I don't visit the boards often)
  22. Quote:
    Originally Posted by Obitus View Post
    I'm not entirely clear about what you're tyring to say here, so if my forthcoming disagreement misses the mark, then I apologize.

    If all you're saying is that most of the teams you run would benefit more from an Illusion Controller and/or another strong buff/debuff build, then there's not much room to disagree. If you're saying that Tankers are categorically inferior to buff/debuff builds in teams, then I'd have to take issue. Moreover, if -- as you go on to imply -- you're saying that Tankers are categorically inferior to Scrappers and Brutes in teams, then that seems absurd. You make a point of talking up -RES debuffers, which is fine, but in case you weren't aware, let me remind you that nowadays, Tankers are RES debuffers in the situations where RES debuffs tend to matter most (against a single, hard target like an AV).

    As team size rises, in fact, the offensive contribution of a Tanker with Bruising begins to outpace the offensive contribution of a Scrapper/Brute against a hard target. Granted, Bruising doesn't stack, so multiple Tankers may well seem superfluous, but there's an upside, too: Bruising ignores the purple patch.

    Add to the above the obvious -- that Tankers have more stand-alone survivability and aggro control than any other AT -- and it's pretty clear that Tankers are at worst on the second tier of general team usefulness. In some of the higher-end content, in situations where even a fully buffed squishy can be two-shotted, where the foe is virtually immune to the defensive debuffs and/or controls at the team's disposal, a Tanker can be absolutely crucial. It's also worth noting that there are a growing number of situations in which the Tanker's much higher RES cap becomes relevant in the comparison versus Scrappers (most ATs, actually). Brutes have Tanker caps, but they also usually need more support.
    Let me put it this way; pre-i20, I'd take a solid tank along on the team unless we had really experienced illusion trolls; if so, the tank would be a waste of a spot considering that are teams usually consiste of high end builds.

    Post i20, I am less likely to take a tank since a couple of barriers on the team (on a well built team) makes it almost pointless to have an aggro sink; so we even run STF's (and other TF's and trials) without a single tank.


    Most other TF's and trials, we speed them in record time without a tank. Sure a tank 'can' out damage a scrapper since he can survive more easily, but when you have teams with 3 buffers, 3 debuggers, 2 scrappers/brutes, unless you really need someone to pull aggro off others, you're good to go without a tank. The team buffs on our teams usually make worrying about the purple patch superflous.


    Our fastest MoSTF (post i20, no temps) run is now 28m, without a single tank on the team.


    Hence my statement - tanks can solo GM's now, but that doesn't make them any more useful.

    EDIT: Again, this argument is only for ultra-high-end teams; most low to mid end teams stil benefit a LOT from a tank, and a tank that can do so much damage would be a boon for them.
  23. Good work
    Now bid the 2bil on a level 53 IO to keep it safe and start working on your next 2 bil
  24. Did he solo it? Of course.
    Is it an accomplishment? sure.
    Is it a 'great' accomplishment that others of the tanker class would find it very hard to do? uh.. well, that's where it gets complicated.

    If this were an argument about tanks versus Ill/Rad's or Ill/Cold's, it would be silly - everyone knows that Illusion trolls kick the crap out of almost every other AT in the game; but it is not. It seems to be an argument about,

    a.) Did the OP actually 'solo' the GM?
    b.) Was it cool?
    Yes to both.


    Does this mean I'd start taking tanks on my teams now by choice versus illusion trolls or -resistance debuffers? Uh, no. A tank is still the same thing; a crutch for weak to moderate teams to avoid aggro - it still doesn't help dps as much as a scrapper or brute (assuming the same incarnate level/abilities), and is in fact even less needed now that everyone and their mother has barrier.
  25. Wondering how fast it can be done.
    We've done about a minute with grenades (but that hardly counts) and with 9 minutes to spare with not using grenades (obviously for MoLamba).

    I am not a 100% certain but to my knowledge, our speed club team makeup for the Mo was,

    Ill/Cold
    Cold/Fire corr x2
    Cold/Psi corr
    Rad/Rad corr
    Dark Corr
    Widow x2
    Crab
    Kin fender/troll x3
    Scrappers/Brutes x3
    SS/Invuln Tank

    I think there were about 3-4 +3s, a couple of +2s, rest were +1s, one toon was +0.

    If you've done it faster, would really love to know the team makeup - trying to figure out to go faster, would we need more debuff, or more damage dealers. The 3 kins kept everyone damage capped almost all the time.