Need help understanding shared damage.


CryoTech

 

Posted

The tool tip on supremacy just says damage will be shared by all henchmen in range in defensive mode will share damage. But it seems half the time they are not sharing damage even though they are less then 10 ft away and in defensive mode. Things that seem to turn off the damage share are giving attack orders <even though I've got it set so they stay in defensive mode> and if they leave and then return into my supremacy range. So what are the true requirements for the shared damage? Do they have to start combat in my supremacy range? Must they not be given attack orders? Ect.


 

Posted

The Supremacy description wasnt quite specific enough, they must be on Follow and defensive. So just click the, I think its blue if i remember right, defensive macro and run in with your debuffs/whatever, let the mobs attack you, and when your pets recieve the shared damage that will aggro them and they will go crazy and kill everyone. Actually, even if they miss, it will still aggro your pets and they will attack.


 

Posted

Quote:
Originally Posted by CryoTech View Post
The Supremacy description wasnt quite specific enough, they must be on Follow and defensive.
Despite the description, bodyguard mode will still work if the pets are in Defensive and given a Go To command as long as the player is still nearby.

And to address the OP's issue, giving an Attack command will take the pets out of Defensive, and therefore bodyguard mode is no longer in effect. Keep in mind than a MM can have some pets in Defensive mode, and still issue attack orders to other pets. For example, keeping Battle Drones in Defensive, while issuing an order for the Assault Bot to attack one target and the Protector Bots to attack yet another target.

Keybinds give the player much better control over their pets than the default commands, and allow greater tactical variation. There are some excellent bind guides here in the forum. Such as this one: http://boards.cityofheroes.com/showthread.php?t=117256


 

Posted

Giving an attack order only takes your flunkies out of defensive mode if you're using the (awful) default macros. It's possible to issue an attack order and leave them in defensive.

If you do that, then what happens is they attack whatever target you told them to shoot, and Bodyguard does not work for the duration. Once they drop their target, they revert to "follow" and Bodyguard immediately kicks back in. So a handy way to make sure your goons are in the fight without losing Bodyguard is to have them shoot a minion or what have you, and by the time it goes down, presumably they will have drawn some attention and be taking fire -- and, as a result, shooting back. But if something hits you, bodyguard will still work on that damage.


 

Posted

How does this work with the special +resist aura IOs? I slotted both of the defense and one of the resist special pieces in my Necro/Dark, but I still can't take an alpha - Fearsome Stare, queue up the heal, I'm dead before the heal can go off.

Actually, maybe someone can direct me to a recent tankermind guide that better explains these IOs and how to build?


 

Posted

Quote:
Originally Posted by Hart View Post
How does this work with the special +resist aura IOs? I slotted both of the defense and one of the resist special pieces in my Necro/Dark, but I still can't take an alpha - Fearsome Stare, queue up the heal, I'm dead before the heal can go off.

Actually, maybe someone can direct me to a recent tankermind guide that better explains these IOs and how to build?
Erm... you're not doing something right. With 6 pets, you have effective 75% damage resist. You should be able to survive just about any alpha.

Try starting off with darkest night to floor their -tohit.

EDIT TO INCLUDE: As far as the resist/defense IO's. They only work on your pets, they don't give defense and resistance to you. The pets cannot "dodge" shared bodyguard damage, and they do not resist it either.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
The pets cannot "dodge" shared bodyguard damage, and they do not resist it either.
@#$%. That's what I needed to know.

So what I actually need here is Maneuvers, Tough/Weave and my patron shield. Hard to fit in if I want Provoke, though.


 

Posted

Does my damage resistance reduce the total damage shared or only the portion I receive? Like if I get hit with a 100 point attack and I have 50% resistance, do we all share 100 points and I resist 50% of my share, or do we all share 50 points?


 

Posted

Quote:
Originally Posted by Emberly View Post
Does my damage resistance reduce the total damage shared or only the portion I receive? Like if I get hit with a 100 point attack and I have 50% resistance, do we all share 100 points and I resist 50% of my share, or do we all share 50 points?
You share the 50 points.

Let's say you AND your henchmen have 50% resist to smashing. A smashing attack hits you for 160 points, your resistance brings it to 80 points. That 80 points is then shared amongst your henchmen.

You get two shares of damage, so 20 points. Your henchmen each get one share of damage, so 10 points. (Add it up, 20 + 6*10 = 80 from above, just to check) That 10 points that each henchman takes is irresistible.


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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Thanks for the clear and concise answer!


 

Posted

Quote:
Originally Posted by Hart View Post
@#$%. That's what I needed to know.

So what I actually need here is Maneuvers, Tough/Weave and my patron shield. Hard to fit in if I want Provoke, though.
Meh, I'm not going to say you need Tough/Weave. -tohit is every bit as good as defense, except that some mobs (read AV's) resist it.

Don't get me wrong, those defense/resist IO's are wonderful when you're getting slammed with AoE's that hit your minions with damage and shared damage.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Meh, I'm not going to say you need Tough/Weave. -tohit is every bit as good as defense, except that some mobs (read AV's) resist it.

Don't get me wrong, those defense/resist IO's are wonderful when you're getting slammed with AoE's that hit your minions with damage and shared damage.
I dunno, I was getting slaughtered trying to tank +1/+2 longbow in a 3 man group. 2nd or 3rd mission of the Ghost Widow patron arc. I did okay for most of the mission, but toward the end I had to take the alpha for two packs at once.

That was all of maybe 8-10 targets, which is much less than I'd have to tank in a group of 8, and the flamethrowers and Spec Ops grenades went through the zombies like a hot knife through butter. That was the first volley. Even getting the one heal I queued up off, I didn't live through the second volley from the stuff I had missed with the fear.

Maybe what I need is an explaination of the term 'tankermind' - does that mean tanking for your own minions, or actually tanking for a team? Maybe I'm just trying to do too much?


 

Posted

Well, one thing you should be doing when facing AOE heavy opponents, is doing everything possible to keep the AOE's focused on you, and not your pets. This will require you to be careful with positioning, as well as the ability to not just get initial agro but to keep it as much of it as possible. A MM really can't 'tankermind' without taking the Presence pool, in my experience. Challenge is a single target taunt with a fast recharge, while Provoke is an AOE taunt with a much longer recharge time. Both need to make to-hit checks, so need to be slotted with accuracy.


 

Posted

Quote:
Originally Posted by Hart View Post
I dunno, I was getting slaughtered trying to tank +1/+2 longbow in a 3 man group. 2nd or 3rd mission of the Ghost Widow patron arc. I did okay for most of the mission, but toward the end I had to take the alpha for two packs at once.

That was all of maybe 8-10 targets, which is much less than I'd have to tank in a group of 8, and the flamethrowers and Spec Ops grenades went through the zombies like a hot knife through butter. That was the first volley. Even getting the one heal I queued up off, I didn't live through the second volley from the stuff I had missed with the fear.

Maybe what I need is an explaination of the term 'tankermind' - does that mean tanking for your own minions, or actually tanking for a team? Maybe I'm just trying to do too much?
Quote:
Originally Posted by Panzerwaffen View Post
Well, one thing you should be doing when facing AOE heavy opponents, is doing everything possible to keep the AOE's focused on you, and not your pets. This will require you to be careful with positioning, as well as the ability to not just get initial agro but to keep it as much of it as possible. A MM really can't 'tankermind' without taking the Presence pool, in my experience. Challenge is a single target taunt with a fast recharge, while Provoke is an AOE taunt with a much longer recharge time. Both need to make to-hit checks, so need to be slotted with accuracy.
I'm going to add to this. Granted, I am most experienced with bots/traps, so it may not be relevant.

I use Provoke to keep attention, and generally do ok, until the AoE's start dropping. I don't have to worry unless they're auto-hit patches. Longbow flamethrowers and Nemesis are particularly nasty in regards to this. Even the best tankerminds can faceplant if they're not being very specific with their pets.

What you need to do is use the goto command to keep pets out of AoE range when the enemies hit you, but they have to be close enough to be within supremacy for bodyguard mode. Stand too close to your pets, and they take two hits for every one, dying off quickly and leaving you to be shredded like you're the AT with the lowest hit points. Stand too far away, and you faceplant like you're the AT with the lowest hit points. Oh that's right, you are.

Luckily, Bots are ranged, so I don't have much trouble controlling them. With zombies, I imagine it's much more difficult to survive because they'll tend to run into melee, which will either be too close to you or too far away.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by Hart View Post
I dunno, I was getting slaughtered trying to tank +1/+2 longbow in a 3 man group. 2nd or 3rd mission of the Ghost Widow patron arc. I did okay for most of the mission, but toward the end I had to take the alpha for two packs at once.

That was all of maybe 8-10 targets, which is much less than I'd have to tank in a group of 8, and the flamethrowers and Spec Ops grenades went through the zombies like a hot knife through butter. That was the first volley. Even getting the one heal I queued up off, I didn't live through the second volley from the stuff I had missed with the fear.

Maybe what I need is an explaination of the term 'tankermind' - does that mean tanking for your own minions, or actually tanking for a team? Maybe I'm just trying to do too much?
Bear in mind as well nullifiers at 40+ let off nasty -res grenades, which affect quite a large area, and are auto-hit.


Legion of Valor / Fallen legion
Victory

 

Posted

easiest way to do it is to
1. leave your moronic minions in defensive and on follow
2. run right into the middle of the enemy group
3. you will abosrb alpha (half will be split between you and your posie)
4. your minions then will proceed to attack targets.

or you could be really cool and set up macros that have been posted somewhere in these forums. (I'm not cool..)


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484