Statesman and Tanks


Airman_America

 

Posted

I mainly see 2 glaring problems with tankers nowadays.

1. The advantages tanks have over scrapper(brute)s in defense is now small compared to the advantage that scrappers(brute)s have over tankers in the form of damage.
Scrappers(brute)s can have thier resistance/defense increased in forms of buffs and debuffs to a level that is powerful enough to overcome any obstacle. Tankers damage, for many powersets, is low already and with damage buffs being much less common and with lower caps tankers can't make up the shortcoming as easily as defenses can. More damage is always useful, more defense is useful, but not as much so in most cases.

2. still a very large gap in offensive powerset capabilities
Mace for instance only has 2 attacks up until lvl 20 when you get another single attack, then a fairly weak melee aoe at 28 then 2 good attacks in the 30's. Another note to mention being smash which is resisted quite a bit and the disorient effects of mace rarely stick as they are minor, knockup is on the lvl20 power which is good but the only other 2 powers with decent secondary effects come at 35 and 38 which have knockback.
Fire on the other hand, has their first 2 attacks doing more dmg, costing less, and recharging faster, then a very large radius aoe that recharges as fast as the maces aoe and yet does more damage, then a cone that does even more damage (this is all pre20), then a massively dmging aoe (I could solo on this power alone), then 2 very powerful single target attacks, all of this while being fire which is less resisted than smash.

I'm not anti fire as I have a high lvl fire tank. I use these as examples as these 2 power sets have a huge gap between them in terms of damage. Mace having almost no advantage in end usage, recharge time, utility, or secondary effects. (and if you say clobber is utility and an advantage I'm going to clobber you )


anyhow, without getting too far offsubject my point is .. umm, k what was my point.. err balance the offensive sets please.
Beef up mace, ice, axe and others to bring them in line with energy and fire and look into end usage across all tanker sets (I could burn a bar of end on my tanks in a few rounds). If this is done I could see tanks being balanced as an AT.


 

Posted

well i am at lvl 22 with both my invul/em tank and my spines/regen scrapper, that said my spines with the same healer can tank just as well as my tank can, he can hold same amount of aggro and he can deal a ton of damage. He gets hit but the healer hits me with the heal and i still standing with the whole group around me.


 

Posted

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anyhow, without getting too far offsubject my point is .. umm, k what was my point.. err balance the offensive sets please.

[/ QUOTE ] I would suggest posting your suggestions in JohnPreston's "Tanker Issues" thread. I'm quite happy with fiery melee, tho BoF could be improved. Other sets have status effects but DoT is fine with me.


 

Posted

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anyhow, without getting too far offsubject my point is .. umm, k what was my point.. err balance the offensive sets please.

[/ QUOTE ] I would suggest posting your suggestions in JohnPreston's "Tanker Issues" thread. I'm quite happy with fiery melee, tho BoF could be improved. Other sets have status effects but DoT is fine with me.

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oh yeah, don't get me wrong, I'm happy with fiery melee totally. I was trying to get across that fiery melee was actually a set that I see as balanced, energy melee as well. The other sets are the ones that need work (stone & superstrenth might be ok but havn't seen much of). I don't expect the damage of mace, axe, or ice or the others to be equal to the damage of fire, but in some cases, especially mace, the secondary effects are no where close to making up the damage difference.


 

Posted

True. Another poster just started a thread on ice/mace so it appears mace needs some love.

I started an Ice/Axe and I'm liking Axe, prob since I'm used to no status effects from fiery melee (Air Sup was my only KD power). Plus its kinda fun seeing blue/green minions being KB. Maybe not the smartest thing combat wise but it sure looks cool.


 

Posted

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States, I think the biggest issue that tankers seem to have is that scrappers appear to be able to find defenders to assist, and make the need of a tanker secondary. If you have a scrapper, defender and controller in a group, and you have an AV, why get a tanker when you can get a defender who can buff everyone's damage/debuff mobs, along with adding enough to make the scrapper be able to tank the AV?

Likewise, with the reductions in i5, scrappers got a 12.5% damage buff. Tankers got a taunt cap and agro cap in i6. Tankers are feeling neglected, and the climate here is bad. Offering us something, anything, that will buff our defenses comparable to scrapper offenses would be lovely. As it stands, many tankers feel they must have a defender to tank AV's. That's an inversion of what the climate was like in i4, when defenders felt that they were not needed. Likewise, with defenders and controllers both being able to buff, there is more than enough options to helping a scrapper do what a tanker could. While tankers do have an edge, some scrappers can have higher resistance/defense to some attacks and more HP than tankers (see Fire tankers opposed to Invuln scrappers against a S/L/Cold mob). And that's without any buffs.

We're trying to tank, States. Give us something to let us do our job better, and we'll be happy.

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No please dont bother. I deleted my 43 invuln tank, a friend of mine deleted his 42 fire tank. And at this point I see no reason to go back to CoH to play a tank. Please dont confuse me by giving tanks back something.
Then again I see no reason to go back to CoH for anything, no new content and it just reminds me of all the nerfs. Better to just stay in CoV.