Why a tanker rather than a scrapper.


Acemace

 

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Which, totally on a non sequitor, is why I suspect we will never see Super Reflexes for Tankers, at least not in its existing form. If we do, it will probably be with reduced Defense, so Tankers can sit at the soft cap without exceeding it, and much greater values on the scaling resistance. A hodgepodge of powers like healing or a debuff/taunt aura might be possible, too.
I would have to disagree. I see no reason why tanks couldn't have a straight port of brute SR. The PSDR still won't kick in until 60% health. The tank will still suffer from tohit buffs, non-positional attacks and defense debuffs... heh... ok.. scratch that last one. Being defense based, even at tank levels, it will STILL suck until SOs. And, of course, it will still lack a self-heal.

Easy to soft cap early? Yes. REAL early. But that's all it has going for it.

I'd play it if tank damage didn't suck so badly. And I teamed more.


Be well, people of CoH.

 

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Originally Posted by Jade_Dragon View Post
I don't think you understood. Fury does effect psuedo-pets. The devs fixed that some time ago. So the problem now is that Fury is capped at 400% on psuedo-pets, instead of what it is supposed to be. (850%?) What I was saying is that getting about half of your Fury is better than getting none at all.

Also note that previous to this change, Tankers and Scrappers were doing Brute damage with Shield Charge WITHOUT the Fury bonus. So likely the reason you don't see Scrappers going around LR/SCing through groups is because the damage was minimal compared to a Brute with full Fury. Now that they do considerably more (~50% more?) you may actually see some of those LR/SCes through a spawn that way.
your math skills betray you. Also you didn't see scrappers and tanks L-rodding through groups because they didn't have the power and they were SC'ing through groups just fine albeit not with the same intensity as an elec/shield brute because again no L-rod blueside.

Old Scrapper
(1.95+.81+1)*133
3.76*133
500

~approx 32 damage away from SC cap

In fact because SC and BU are on the same timer, fury is largely wasted on a brute that uses AAO. Observe.

Brute
(1.95+.65+.8)*133
3.4*133
452

So a brute needs 30 fury to cap out SC, ya 30. What is nice on a brute is not needing to saturate AAO or even use BU (though you usually do anyway to make sure it hits everything) as sometimes it is nice to just rip off a full power SC from range.

The same scrapper will now to 752 damage with SC.

A much better case can be made for L-rod in that fury helps it perform much closer to the new scrapper version (other than on an elec/shield of course), but I think that is why the L-rod changes were welcome and the SC changes are causing some raised eyebrows.


 

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Originally Posted by Bill Z Bubba View Post
I would have to disagree. I see no reason why tanks couldn't have a straight port of brute SR. The PSDR still won't kick in until 60% health. The tank will still suffer from tohit buffs, non-positional attacks and defense debuffs... heh... ok.. scratch that last one. Being defense based, even at tank levels, it will STILL suck until SOs. And, of course, it will still lack a self-heal.

Easy to soft cap early? Yes. REAL early. But that's all it has going for it.
Tank SR would get 40.56% def just from primary powers alone. Slotted CJ would softcap it. Or unslotted CJ plus a Steadfast. I don't think Castle would allow a set to have that much mitigation base. (I have a feeling that despite peaking so easily, it'd plateau lower than other sets.)


 

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(I have a feeling that despite peaking so easily, it'd plateau lower than other sets.)
Which is precisely why I think Castle would allow it. If he were to decide on some tweak for the feel of the set or to make it more tanky, I'd expect one of the two following ideas:

PSDR gets the axe and replaced with static DR passives. This would lower base defense values.

Lower each toggle value and add heightened regen and/or hp buff to quickness and call it something else.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
Which is precisely why I think Castle would allow it. If he were to decide on some tweak for the feel of the set or to make it more tanky, I'd expect one of the two following ideas:

PSDR gets the axe and replaced with static DR passives. This would lower base defense values.

Lower each toggle value and add heightened regen and/or hp buff to quickness and call it something else.
Oh, I could see a modified SR being ported to tankers - just not a straight port from Brutes. If the game is balanced around SOs, then I think a straight port would be broken.


 

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I'm still forced to disagree. SR's shortcomings are going to be drastically exacerbated on a tank due to the amount of aggro that tank will be drawing in, especially when the tank version will have the same taunt aura on evasion that the brute will.

Getting missed a lot rocks... until you stop getting missed.

And, as mentioned, you're still talking about a tank that will have worse than paper thin mitigation for 21 levels.


Be well, people of CoH.

 

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"Yes, if you don't count the weaker protection a Scrapper is just as survivable as a Tanker. And if you don't count the weaker damage a Tanker does just as much damage as a Scrapper."
You're right, that's exactly what I meant. I didn't intend it as sarcasm though, these statements are pretty much true... They're also irrelevant, and wording it that way shows that well.


 

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Originally Posted by Bill Z Bubba View Post
I would have to disagree. I see no reason why tanks couldn't have a straight port of brute SR.
Unless I misinterpret what you are saying, your argument is, "Super Reflexes doesn't need to be changed for Tankers, because it would suck so badly no one would ever consider it overpowered." Correct?

That was exactly (well, not in those words) what I was saying. I can see that you would probably think the devs would be likely to just release an underpowered Set as it is. I am probably giving them too much credit in thinking they wouldn't, or maybe suggesting what they might do.

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Originally Posted by Frosticus View Post
your math skills betray you. Also you didn't see scrappers and tanks L-rodding through groups because they didn't have the power and they were SC'ing through groups just fine albeit not with the same intensity as an elec/shield brute because again no L-rod blueside.
I see what you mean. However, the OP did say "that Fury must be making a big impact in the game". You are making the case that much greater against him. I dropped the Fury down to half, you've eliminated it entirely.

I'll also add that the person that quoted me messed up his quote, and now it looks as if his words are what I said. This is made worse by the number of people who have quoted that response without correcting it.


 

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Originally Posted by Jade_Dragon View Post
Unless I misinterpret what you are saying, your argument is, "Super Reflexes doesn't need to be changed for Tankers, because it would suck so badly no one would ever consider it overpowered." Current?

That was exactly what I was saying. I can see that you would probably think the devs would be likely to just release an underpowered Set as it is. I am probably giving them too much credit in thinking they wouldn't, or maybe suggesting what they might do.
Noooo, SR only sucks until SOs. That's level 22. And that's if you didn't have a boatload of low level IOs sitting in your group enhancements bins with a level by level plot to crank up at least melee defense as high and as early as possible.

SR on a tank after SOs, *I* feel, would be comparable to the other tanker sets in exactly the same way that SR on a scrapper with SOs is comparable to the other scrapper mitigation sets.

You're still going to have crap damage output which will mean fights take that much longer which means that there's more chances for the RNG to say, "Today is not your day."

However, I am willing to listen to discussions on the topic.


Be well, people of CoH.

 

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Originally Posted by North_Woods View Post
Well I think I've been convinced to keep the toon as a tanker and I'm looking forward to leveling him up. I've been playing scrappers for awhile now, and haven't played a tanker seriously since EM got nerfed. My first tanker to 50 was an ice/em, and I really got spoiled with chilling embrace, hoarfrost, and energy absorbtion. I haven't heard any complaints about shield being squishy, so I assume that the durability comes in different forms, like HP and resistances like some people had mentioned.
Well, Shield CAN feel squishy (well, squishy for a tank)... if they can get through your defenses, that is. So the mobs to be aware of are Nemesis, Devouring Earth, and Cimerorans. Nems are interesting, as you can be fighting them just fine in a team and suddenly run into trouble when Vengeance gets stacked enough that they can hit you frequently through your defenses. Same for those quartzes or whatever that DE throw down: you want to destroy those ASAP, as that will let any DE in the area hit through your defenses. Cimerorans are only an issue if they manage to debuff you to low levels.

There are ways around those issues... being aware of your defense levels is the biggest thing. Grab Tough to help curb damage that comes through, more regen, or Aid Self. Popping One With the Shield preemptively is also key... if you're on an 8-man team and Vengeance is really stacked, you will survive if you hit OWTS quickly enough. If you wait until you're in the red... not quite a guarantee. For Cimerorans, just get out of melee range for a few seconds to shed all the def debuffs.

Other mobs will be pretty easy, which is why those three groups stand out (there are some Praetorian mobs that debuff defense, but I didn't notice them as much for some reason). Carnies were no issue at all, and Rikti are laughably easy... I hardly got singed on the couple of raids I was on with my Shield Tanker, and I helped out fellow raiders around me with my defense aura.

Probably the biggest thing I missed on my Shield tanker was a heal for when things went south. Other than that, it should be tougher than Ice Tankers, I would say (though Ice can handle things going bad a bit more easily).

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Another reason to pick a tank that I over looked, but was brought up a couple times, was teaming. My first IO'd toon was a fire/spines scrapper, and its amazing what it can do, but scrappers are often over looked for teams, and I enjoy teaming. Also, I like the mobs sticking to me when I'm thrashing them. The one thing I disliked about the scrapper was that, whatever didn't die in the first 3 seconds usually was running away from me. Now that isn't so problematic on a spines scrapper, but I could see it being annoying on a toon with no range.
I always feel bad when I'm scrapping and I see a squishy being attacked. Sometimes you can help by running in and attacking, but it's usually not enough. I try to maintain scrapperlock/scrapperfocus, but it's still hard... always makes me wish I was a tank.


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Originally Posted by Sarrate View Post
Tank SR would get 40.56% def just from primary powers alone. Slotted CJ would softcap it. Or unslotted CJ plus a Steadfast. I don't think Castle would allow a set to have that much mitigation base. (I have a feeling that despite peaking so easily, it'd plateau lower than other sets.)
I can't see a problem with a SR tanker tbh. It's resistances will kick in at low hp but atleast they'll kick in. It is one where once you add aid self to it *drools*. Oh wait the fact I might be drooling over it maybe why there maybe a problem.


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.

 

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Originally Posted by Bill Z Bubba View Post
SR on a tank after SOs, *I* feel, would be comparable to the other tanker sets in exactly the same way that SR on a scrapper with SOs is comparable to the other scrapper mitigation sets.
I think I'm more concerned about the high end performance. Once a Scrapper has softcapped SR with IOs and a Tanker has softcapped SR with IOs, what has the Tanker got left that continues to give him an advantage? Hit points, certainly. The magnitude of the status protection in Practiced Brawler. Possibly, that Evasion will come sooner, and in fact that all the toggles will come sooner since they will be in his Primary. Anything else?

Sure, the Tanker is soft capped with only SOs, but what do you do with the IOs then?


 

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Sure, the Tanker is soft capped with only SOs, but what do you do with the IOs then?
The performance on my SR scrapper is where it is because of his power buff accolades and setIO buffed HP and regen on TOP of the softcapped defense.

Since a tank won't have to put in near the effort to get softcapped, it will be able to work on even MORE HP, Regen and Damage.

My scrapper has about a 40% buff to base hitpoints right now.

If a tank gets the same amount, he'll be sitting at 2624 HP.

If I regen at 27HP/sec, the tank will be regening at 37.5HP/sec.

The PSDR will be kicking in at 1575 HP for the tank.

But that's with my scrapper's current IO slotting. Since the tank won't have to be working nearly as hard to hit the softcap, it will be able to crank those HP and regen levels higher.

I wouldn't be worried about end game SR tanking anymore than I would be about other tanking sets. It's going to be better than some and worse than others.


Be well, people of CoH.

 

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Originally Posted by New Dawn View Post
I can't see a problem with a SR tanker tbh. It's resistances will kick in at low hp but atleast they'll kick in. It is one where once you add aid self to it *drools*. Oh wait the fact I might be drooling over it maybe why there maybe a problem.
My problem/concern with SR being straight ported to Tankers is that it provides too much mitigation up front. SR would give as much mitigation as Invuln vs s/l with 4 targets and more mitigation than even saturated Invincibility vs the exotics. With slotted CJ, you could just about double that survivability too. (These numbers don't even include the scaling res, either.)

I just don't think it's wise to design a set that is that high on the mitigation curve out of the box, especially since it's all in one stat (def) and how it scales up exponentially.


 

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Certainly if an Ice or Shield Tanker can have problems sustaining damage over a large period of time where random spikes in the number of hits come into play, SR will increase those factors. Ice has healing and Hibernate, while Shield has a few resistances, and a Tier 9 which is Res based instead of Def based. SR has the scaling resistances, that's it.

If a Set had all Resistances, so that it capped out at something like 99% for a Tanker, I would bring up the same concern. At least there's no cap on Healing, except in PvP.


 

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Why not play both and then decide which one you prefer?


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Originally Posted by Malrathe View Post
If you want to hold aggro and lead/care for your team, then the tank build is the way to go.
This is the main point in this debate in my opinion. It's entirely a matter of preference and play-style. The scrapper's fine if damage is what you're concerned about, but you can't confuse their tanking abilities with an actual tank. There is no comparison there.