"You invised the tanker you fool"


Blue_Yin_EU

 

Posted

So heres a question thats been bugging me. Carni has Group Invis. Nice power, makes you see-thru and unnoticed until you kick off and then gives a defense bonus.

So why do Tanks give out about getting it. True it does give them a high stealth value, so they can run into a group without being seen. But isn't it the case that once they attack all Stealth is dropped anyway and the Invis doesn't affect their ability to gain and sustain aggro from the group as normal?

something I've always wondered and forgotten to ask.


 

Posted

Lol, did this a few weeks back when teaming with guys from my SG.

Got something to do with past reductions in taunt, or something, never played a tank though so maybe one can go through the numbers .

P.S. Ended up not using it at all as it helps so little and its almost impossible to time it without hitting the tank. Last time I try to make it look as if Im doing anything .


 

Posted

I found when I had group invis that it's not too difficult to just give out a call to gather for group invis, and warn people at the beginning of the mission to move away a bit if they don't want it.


 

Posted

Personally I don't like it because when I want to maneuver in the middle of 12 enemies, I really need to be able to see exactly where I am so I can use Combat Jumping to reposition.

Transparent self + AoEs exploding = invisible character.

Given that suppression is as you say it is ( I remember reading the same thing ) my other objection is unfounded, that not as many enemies will see me when I'm aggroing.


@Unthing ... Mostly on Union.

 

Posted

One of the main problems with invising the tank is when someone misses out on the invis .

I've read and posted about the group/grant invis dropping when attacking/spotted, and it doesn't make sense to me. I realise that when you aggro a group then yeah, they can see you, but then you can trot straight through the next one without another application without them seeing ya, or so it had always appeared.

If someone misses on the invis, then they are prime target and will usually take the majority of the alpha strike before the tank can get in and grab the full share of the aggro. That's always been the main problem, imo.

Shrug.


 

Posted

That makes sense I suppose. Although not really. Group Invis goes with Phantom Army so the tank won't usually be taking the Alpha anyway (unless they really want to, most are happy following the Phants though)

But it is the case that once spotted Invis makes no difference to controlling / holding aggro at all right?


 

Posted

If you're on a good rolling team then your phantom army will only really be out every 3rd mob or so, where the 2nd mob is decoyed by you running through them, dragging your army, which is a hassle for you too.

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But it is the case that once spotted Invis makes no difference to controlling / holding aggro at all right?

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Not sure, I don't think it should make a difference, but it really does feel like it's not working properly when you're invisible...

Will my illtroller I used to Group Invis everyone willy nilly, usually by hugging up to the tank, thinking that he'd appreciate the defence boost. Then after playing a tanker through, I now try not to (when I'm back as Skull Bender). I generally try to invis the rest of the team away from the tank (well, give warning so the tank joins in if it's his bag). In most cases the squishies are out near me, if I'm greening up the area with healing aura, so I can invis them without the scrapper(s) and tank(s) getting annoyed.

You sometimes get the odd female toon shouting how she can't see her fine [censored] anymore too

Shrug.


 

Posted

Last thing i want is my tanker invised, i am playing a tanker for crying out loud and i want to be sure its me seen first. I may taunt some and simply rely on being noticed to the rest to get the pull plus its a pain in the butt trying to see exactly where you are in a herd.

I would like to know if the stealth component affects the taunt component as i have been told it does and i may of even read it somewhere.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

So would a tank possibly screw his build over if they picked the Concealment power pool? This doesn't seem right to me, because I don't read 'Group Invis nerfs tanks even more' in the little status circles.


 

Posted

It depends on how you play the Tanker, and what AT.

Ms. P will leap into the middle and hit Taunt or Haymaker immediately, but if you're playing an Ice Tank or Granite - Mud Pots then there will be no initial Gauntlet/Prox-voke to re-direct the Alpha strike; so Mr. Blaster following up will take it instead.

Also, most minions will go "Hey, look at that Tank running towards us and waste time switching from ranged to melee", with the resulting animation times. With Invisibility, they'll switch directly to melee or Psi blast.

And it's also just not very Heroic


 

Posted

Think its more along the same lines as there are so many tankers who go for the largest looking char they can make and so really dont want not to be seen .

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I found when I had group invis that it's not too difficult to just give out a call to gather for group invis, and warn people at the beginning of the mission to move away a bit if they don't want it.

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Thing is when your team is dropping +3s in a few seconds nobody can really be bothered gathering around for something that adds nothing much to the team at all. I guess in bad teams it may stop unwanted aggro but apart from that dont see much use in it and its a waste of end PvE .


 

Posted

My tank is small and hard to spot in a large group at the best of times, making me invisible only makes it much harder for me. If I don't know where I am, I'm not as good at keeping aggro...

That said, I used to have stealth and loved it (before I5 forced me to drop it for more defensive powers). I could hold aggro on one group and not have to worry about accidentally getting too close to the next group and aggroing them as well.


 

Posted

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Last thing i want is my tanker invised, i am playing a tanker for crying out loud and i want to be sure its me seen first. I may taunt some and simply rely on being noticed to the rest to get the pull plus its a pain in the butt trying to see exactly where you are in a herd.

I would like to know if the stealth component affects the taunt component as i have been told it does and i may of even read it somewhere.

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Yep this is exactly what I'm wondering too, does invis affect Taunt / Aggro.

But the reasons given about the confusion in battle it causes make lots of sense. I'm pretty used to being semi-transparent (Esp with Steamy Mist constantly on too) but I'm not milling about in melee all the time.

So the general consenses is announce it first and probably just cover the fellow squishies?


 

Posted

Invis doesn't affect aggro at all. It's another of those stupid rumors like "rain of fire breaks aggro", or "high-damage blasters can steal aggro". My tauntless tank can hold almost all the aggro under a rain of fire while invis, TYVM. Oh, but I guess I suck because I haven't taunt. Heh.

Of course, it's better to announce it first. Some people are stubborn about that kind of thing.


 

Posted

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Invis doesn't affect aggro at all. It's another of those stupid rumors like "rain of fire breaks aggro", or "high-damage blasters can steal aggro". My tauntless tank can hold almost all the aggro under a rain of fire while invis, TYVM. Oh, but I guess I suck because I haven't taunt. Heh.

Of course, it's better to announce it first. Some people are stubborn about that kind of thing.

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Rain of fire breaks up groups, which makes keeping the aggro more difficult, it's not overly difficult, but it's a hassle, especially for tanks with no taunt and underpowered taunt auras (Inv has only one aura that taunts, and it's not a powerful one, where Stone, Fire or Ice for example have multiple, some really good ones). Any kheldian has a good chance grabbing the attention of a quantum/void, because they have high aggro multipliers for kheldian damage, especially for quants/voids who are only punchvoked or aura-taunted.

It appears that the 'invis breaks when you're seen' stuff is based on foes that actually see you. If a foe doesn't get hit by my taunt/taunt aura/punchvoke/attack, then they won't see me, and I'll remain invis to them, in which time they may see someone else, and start honing in on them. Good tankers would prefer this not to happen.

In saying all this, if someone invis's my tank, I'm not overly fussed. I'm pretty decent at my role and don't sweat the small stuff.

Shrug.


 

Posted

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"high-damage blasters can steal aggro"

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Not a rumour, Weasel can still steal it.


 

Posted

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(Inv has only one aura that taunts, and it's not a powerful one, where Stone, Fire or Ice for example have multiple, some really good ones).

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Stone's the only tanker set I'm at all familiar with, and even there I haven't quite reached SO levels.

But...multiple taunt auras? Stone had Mud Pots, certainly, but what else is there?


 

Posted

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"high-damage blasters can steal aggro"

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Not a rumour, Weasel can still steal it.

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Debuffs can also steal agro sometimes. Have stolen from a tank with Touch Of Fear on my scrapper, I know it would have been under gauntlet cause it was an AV and the only foe around


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

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(Inv has only one aura that taunts, and it's not a powerful one, where Stone, Fire or Ice for example have multiple, some really good ones).

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Stone's the only tanker set I'm at all familiar with, and even there I haven't quite reached SO levels.

But...multiple taunt auras? Stone had Mud Pots, certainly, but what else is there?

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Ah, well originally that didn't have 'have multiple' in there, is it safe to say that Mud Pots is considered a better taunt aura than Invincibility though? It appears to have a greater range, from teaming with stone tanks, and has more interesting aggro-inducing factors (doesnt it slow or damage - so punchvoke or something?)...

Shrug. Invulnerability is my bag, I don't know a great deal of the other sets, just from my observations (very few observations of fire tanks, I don't like to team with them).


 

Posted

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Think its more along the same lines as there are so many tankers who go for the largest looking char they can make and so really dont want not to be seen .

[ QUOTE ]
I found when I had group invis that it's not too difficult to just give out a call to gather for group invis, and warn people at the beginning of the mission to move away a bit if they don't want it.

[/ QUOTE ]

Thing is when your team is dropping +3s in a few seconds nobody can really be bothered gathering around for something that adds nothing much to the team at all. I guess in bad teams it may stop unwanted aggro but apart from that dont see much use in it and its a waste of end PvE .

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Doesn't it provide 12% defense across the board?


 

Posted

Mudpots slows and damages, but it's not autohit like Invincibility.


 

Posted

I think Invince and Chilling Embrace are the two best taunt auras, from the auto hit side and their secondry effects.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

[ QUOTE ]
Mudpots slows and damages, but it's not autohit like Invincibility.

[/ QUOTE ]

So would you say it has better tauntability? Just thinking if it hits a couple in range (no idea if the AoE is larger?), they get taunted, then punchvoke will aggro anything within range of them (if I understand Gauntlet properly, definitely don't think I do). So hitting just a pair would give you double-gauntlet taunt in a decent range (assuming gauntlet stacks with multiple applications), as well as them being taunted by the pots?

And the autohit, what do you mean, is it just the damage component that has an accuracy check? Do the foes only get taunted if they are hit (in which case does the above apply)? Does anything in range get slowed, or is that based on accuracy too? If something is slowed, is it taunted?

I really wish the devs would give out more information about powers

Shrug, might be taking this slightly off thread, but it was an aggro-based thread


 

Posted

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(Inv has only one aura that taunts, and it's not a powerful one, where Stone, Fire or Ice for example have multiple, some really good ones).

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Stone's the only tanker set I'm at all familiar with, and even there I haven't quite reached SO levels.

But...multiple taunt auras? Stone had Mud Pots, certainly, but what else is there?

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Ah, well originally that didn't have 'have multiple' in there,

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Checking back to your OP, yes, it did - and still does. (Unless you did an unmarked edit to add it, which IMHO still counts. )


 

Posted

The base is the autohit. Against Purple opponent(s), Invincibility wins as you've got the 'voke, never mind if you're invissed.

With Mudpots, the Invis will dissipate when you get close but you're not assured of anything until you get Gauntlet, which can be hard unless you've 2xacc'd.

Against Yellows down, Mudpots wins because the likelihood is they'll already be caught even if not near. Invincibility does take a slight time to kick in the shields due to CoX's 'attack before defences activate' programming.