Buff Trick Arrows!


Adeon Hawkwood

 

Posted

Quote:
Originally Posted by EvilRyu View Post
When was the last time any TA defender soloed an av?
Or a GM.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Quote:
Originally Posted by Dispari View Post
Or a GM.
Now this is sidetracking and coming at things at a different angle. It's a bit like comparing an AoE heavy set to a Burst ST set and saying "When was the last time the AoE heavy set did what a Burst ST set does?" They have to differ or you'd end up with sets that essentially all do the same thing. The powerset has to conceptually tally up somehow. I've never bothered to think of creating a TA for the purposes of soloing an AV but then I saw other purposes.


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

Quote:
Originally Posted by EvilRyu View Post
The thing is there are very few great players in CoX. I pretty much build my toons around the fact that the majority of the players are idiots and dont know how to play well. I build my toons around not dying, like softcapping their defense or maxing out their regeneration or hitpoints. Having a good defender, controller and maybe to a lesser extent a dominator on a team pretty much means no one is supposed to die ever dispite the other 7 players being idiots. Back in the days before the nerfs we had more wiggle room for stupid players than we do now. All I am asking for is for TA to be brought up to par finally with all other defender primaries.
Surprisingly I build as though my cup is half full, and expecting everyone after being asked to put a round peg into the round hole to be capable of doing that so to speak. You can't always get what you want but there are some people, somewhere out there who can achieve things with SO built concept toons that super IO'd out numptys can't..if they had SO builds. I prefer people who have eachothers backs and not only have to think for themselves but for the man next to them. It's probably from RL that I think that this is what teams should aspire to do.

I agree on tweaks to improve the set, but I disagree on running the set down when its not the set, its the flexibilities that players TAs or team mates of, give themselves in order to see it shine in terms of survivability that is the problem.

It's a good set, it can do, it's not perhaps the best set for everyone is all.


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

With TA, if you're helping your team in an effective manner, no one will ever notice it. It's just how the set works in this game.


"the reason there are so many sarcastic pvpers is we already had a better version of pvp taken away from us to appease bad players. Back then we chuckled at how bad players came here and whined. If we knew that was the actual voice devs would listen to instead of informed, educated players we probably would have been bigger dicks back then." -ConFlict

 

Posted

Quote:
Originally Posted by Reiraku View Post
With TA, if you're helping your team in an effective manner, no one will ever notice it. It's just how the set works in this game.
I've seen this over and over. When a team with a decent TA breaks up everyone says "AWESOME team! We rule!" What they don't realize is how much the TA had to do with it.

The real problem with TA is that it has so many different debuffs and you have to get them all out there to make that difference: one debuffs damage resistance, another debuffs defense and damage resistance, another slows, another debuffs enemy damage, another debuffs to-hit, another does knockdown and damage (which often requires a second roll to ignite).

When you add up the activation times for all those powers, it takes 10 or more seconds to get all of them out there. Except for EMP Arrow, no single power in TA is obviously dominant; but taken all together, they shut down an enemy, leaving them unable to move, hit, damage, or defend themselves, while burning in flaming oil.

Perhaps the best way to buff TA would be to combine debuffs from some of the powers into fewer powers (Poison Gas and Acid Arrow are the obvious ones), and then add some kind of new utility power. The other alternative would be to speed up the animations for all the debuffs, but some of them are already only 1.16 sec.


 

Posted

This reminds me of a debate a few months back about "healer" characters, in which some were claiming healing is never, ever desirable and a Trick Arrow Defender could outperform an Empath on a sewer run. Supposedly there is a "secret" method to running Trick Arrow that makes it extremely effective; if this is true I haven't seen it.

To give the set a quick once over of my own:

Entangling Arrow - Single target immob. Similar to a Controller power except weaker all around. Has lower magnitude (3 instead of 4), no damage, shorter immob time, and half the -Recharge of the similar Ice Control power, Chillblain. Essentially it is one half as good as a power most Controllers skip.

Flash Arrow - -6.52% to hit and a blind. If blinds caused 1/10th of the inconvenience in enemies they do in players, this would be fine. As it is, it's marginal.

Glue Arrow - A quick examination of AoE slows puts this one near the bottom in power. The -90% run speed is okay-ish, but -20% Recharge is too minimal to mean anything. It does recharge quickly, but because this is an anchor power the actual duration tends to be shorter than advertised. (The anchor thing may be a bug, because it has come and gone over time). Powers that blow this out of the water are Shiver (30 second faster recharge on a Controller, and, for reasons known only to game developers, 48 seconds faster on a Blaster) Quicksand (which adds an auto hit 25% defense penalty) and Snow Storm (45% more recharge penalty and more AoEs to stack it with).

Ice Arrow - A single target hold on 18 second recharge. It's... well it's actually the worst single target hold I can think of in a support set. Recharge is 8 seconds longer and animation almost a second longer than the Blaster power Freeze Ray, even if hold duration is 3 seconds or so longer. Recharge is also 2 seconds longer than Defender Petrifying Gaze.

Poison Gas Arrow - A 30% damage penalty. Decent but not game changing. The first AoE so far that has provided a real survivability boost.

Acid Arrow - We're at a level now where we competing against Speed Boost, Dispersion Bubble, Fortitude, Freezing Rain, and Fearsome Stare for a spot on a team, and we're toying with a power with an 8ft radius. The effects are ok, the AoE is awful, and the effects aren't dramatic enough to compete with single target monster powers like Benumb and Heat Exhaustion. Falls into approximately the same category as the lvl 1 Cold Domination power Infrigidate.

Disruption Arrow - The extra 20% damage is nice. Of course, our Dark Miasma friends have been getting 30% since level 1 with the superior Tar Patch, which also happens to offer slow powers. Not sure why this costs 14.6 endurance to Tar Patches 7; at least it recharges 30 seconds faster.

Oil Slick Arrow - We're finally getting to something good. Too bad about the 180 second recharge and the fact that knockdown patches get cancelled out by Controllers trying to get containment (see: reasons the Ice Controller went to the corner to cry).

EMP Arrow - Again you're playing Controller, except not as good. Great size at least.


What it all boils down to for me: with TA you're playing a character who is trying to be a Controller, and failing. Where Dark Miasma, Storm, and Traps manage to blend controls, buffs, and debuffs effectively, TA is forced to rely almost entirely on Oil Slick Arrow for a reliable advantage. You have no way to restore HP, no good single target debuffs, no recharge boosters, no mezz defense or protection, no reliable knockback for soloing, no team buffs of any kind, some of the lowest debuff values of any Defender, holds and slows weaker than an Ice Blaster, and mezzes weaker than a Controller that take an average of 30-50% longer to recharge.

The shorter answer is I agree TA could use a buff. Love the concept. Don't like the implementation.


 

Posted

I don't play a controller when I play a Trick Archer. I play a debuffer mainly and as with many types of characters, at times, a limiter. Where I create limits, it's up to the rest of the team to monopolize to an extent on those limits. Even in certain extreme cases (where people may think this is impossible) the teams need for heals need not be there, the teams need for mezz protection need not be there. The Trick Archer may not be up to pace as some sets under certain conditions but it has the tools.

I don't think it's particularly easy creating a new defender set that has to stand out differently and work differently in order to be something that is innovational without being contraversial.

I could with an Icetank comfortably tank Lord Recluse for a Trick Archer. People shouldn't be asking me how, they should wonder what it is that an Icetank has and that a Trick Archer has that can be working together in unison to get things comfortable. When it comes to the rest of the team, things still can be comfortable, when Lord Recluse spawns his Banes the Trick Archer still has the tools.

Going from group to group in general gaming it is down to everyones actions on how well things go. For an example, often people will be better off generally, if they're attacking after Flash Arrow. I often see the difference that power makes ahead of my debuff chain in the health bars of people after the fight. I have aid other for the between parts if needs be but usually its from mistakes, mistakes that didn't have to be there, and it is as a pool power a helpful option. Haste is the best option.

Best thing I can say about TAs is it's not for whack a mole types. If you consider yourself intelligent then go for one.


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

Quote:
Originally Posted by Trickshooter View Post
It's been suggested before, and while it does seem cool, I think the devs would have a problem with dropping a -Range effect in to a powerset that never has to get closer than 60 feet to use all of its powers.
Possibly, but it seems like that would be a unique niche for it to maintain. The bigger issue is probably the concept that "it wouldn't matter" due to the ranged options COX enemies have.


 

Posted

OP, After reading your suggestions I honestly feel like you're approaching this more from a "buff us up just a little" than an actual balance perspective based on other powers.

In simpler terms, you're not asking for enough. I have a traps MM and a traps corr, and the amount of neutering I can do to a spawn combined with the synergy of the set, I've taken out half a spawn with that secondary before I started to touching my primary. Dark may not be able to destroy a spawn, but it makes sure the spawn can't destroy me either. TA by comparison does not neuter a spawn into helplessness and provides little to no personal survivability.

In particular.

Oil Slick arrow lowered to 60 seconds recharge. Its buggy as it is, have it up often.

PG arrow, duration increased to 30 seconds, recharge increased to 60 seconds, stacking allowed, -500%(or more, after all PG trap is -1000% and dark can stack more than -500%) regen added.

Ice arrow - Give chance to increase Mag by 1, lower cooldown to 15 seconds, increase base duration to 15 seconds. If you're going to give a hold to a debuffing set, it should be a hold that can actually be used for something, like a hold that gives you a chance to hold a boss and that with slotting can be easily stackable, maybe even on more than one enemy. For defenders and Corruptors, this change will do them a world of good survivability wise.

Acid arrow - To keep this power in line with other similar powers, increasing the recharge should increase the duration. I agree that the radius needs a bump, as do the debuff values.

Disruption arrow - I think that this should stack on some -tohit and -perception, and have a shorter cooldown. It would make sense for a disruption arrow to actually...disrupt...something. Loud *** noises make attention spans shorter and annoy the crap out of people so they have a harder time focusing on anything, and what they do focus on they're not very good at paying attention to it. In balance terms, you could make the thing have no aggro component, and that lets the set stack a ton of -tohit and -perception before the alpha is taken, and the -res component wouldn't hurt either. All you have to do is add "Emits sounds too high for humans to hear" in the description and make the thing drive warwolves crazy and you've got a winner.

The other option is to give this thing a taunt aura. Now wouldn't THAT be an interesting toy. Give it the ability to take about double the damage of a seeker drone, and a taunt aura, -res, and -perception. Makes enemies run in close to angrily try to stomp the thing to oblivion. Give it a decent range on that taunt aura, and you've got an alpha taker, or a handy positioning tool. I've always wanted a power that could pull enemies towards one point, this is a close second.

To be honest, /TA needs some cottage rule violations. I've always been frustrated with that perspective, if you make something broken you shouldn't be restricting yourself to tweaks to get it working. /TA out of the box was a bunch of great ideas marred by overzealous value reductions and bugs that have yet to be fixed (Oil slick, I'm looking at you). The set needs to be revamped as a whole to feature some stuff it didn't before. If nothing else, /TA needs to have some way to buff or help self.

I saw a joke about a "healing arrow" earlier. Maybe that wouldn't be such a bad idea. Hows this, we combine disruption arrow with flash arrow and keep the no aggro portion, and then we add a new "Aura buff" where you fire a slew of arrows with giant suction cups on the end upwards, and they fall back onto all nearby allies, with one flying straight up and landing on your head. Everyone gets a buff, arrows disappear, group moves on.


 

Posted

Quote:
Originally Posted by spiritfox View Post
I saw a joke about a "healing arrow" earlier. Maybe that wouldn't be such a bad idea. Hows this, we combine disruption arrow with flash arrow and keep the no aggro portion, and then we add a new "Aura buff" where you fire a slew of arrows with giant suction cups on the end upwards, and they fall back onto all nearby allies, with one flying straight up and landing on your head. Everyone gets a buff, arrows disappear, group moves on.
TA is the explicitly debuff/control based set in the buff/debuff power set group. As such, extending it to healing and/or buffing just isn't appropriate. What's appropriate is making it debuff and control better than sets that combine debuffs and controls with heals and/or buffs. Right now, it doesn't. Adding a healing arrow doesn't just violate the cottage rule, it violates the core power set concept.


TEH WERDZ ON SKREEN HURTZ MI BRANE!

 

Posted

The issue with Trick Arrow isn’t that it cant be played well in groups or that it doesn’t help teams, its that nothing it does do cant be done better by other more versatile primaries. Strictly speaking, specialization balances out utility. However with Trick Arrow it doesn’t seem to debuff as well as Radiation, or Dark, or Cold for that matter. So does it make up for it in other areas? If so I dont see it. Oil slick (bugs and all) and EMP arrow are effective 8/9’s tier powers and seem at least on par with the 8/9’s from the other sets.

However in powers 1-7 Trick arrow offers less utility than the other Control/debuff sets.
The options (from a mechanics point of view) seems to be debuff/control with shields, Debuff/control with heals/rez. Debuff/contol with heal, rez and buff; or Slightly Sub par debuff/contol with OSA.

The argument isn’t that TA cant be made to be effective, its that for the first 35 levels for a defender there appears to be nothing that TA does better than the other primaries and no real advantage in versatilityto make up for it. I love my TA/A defender. I played her to 50 on two servers but simply put Rad, Dark and Cold defenders appear to bring more to the table in terms of utility, functionality and effectiveness.

Maybe 99% of the players are playing with TA defenders wrong. If that’s the case and TA is a primary that only elite players can make blossom then let it be known through out Paragon. TA as a primary doesn’t currently appear as effective as other options and in a game that has modified power sets repeatedly over the years in the name of “Game Balance,” it seem time for the red-names to take a closer look at how TA is perceived, used, and plays out in the game.


 

Posted

Some people miss powers, just talking powers in general, because sometimes they do not see the utility. Maybe that utility would only be good in 5% of the game for 1% of the people who can make something of it but then some people may be doing that 5% of the game most of the time and priding themselves upon it. Especially those who love to do the things other people told them they couldn't do.

Most TA builds I wouldn't want for myself as I personally wouldn't be always comfortable tanking for them. The reason being, is that they may of skipped something they did not see the utility in. Perhaps every so often power designers sometimes make sets for dynamics that some of the population don't even think of, or care to get into, from their current standpoint. They looked at what they needed as far as the end of their own noses and took 6 out of 9 powers and go on to complain that they can't defend well enough.

I am all for a buff, but the right buff, not a buff that's there because people couldn't see that part of its difference is that one may play with someone of the set differently to how they may play with other defenders.

Subtle changes like halve PGAs rechg to 20 secs (good for fast teams and competes with the other defenders debuff toggles that are 8 sec rechg better) or make Ice Arrows Cast time 1 sec and rechg 16 sec would help the set in my book.


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

Quote:
Originally Posted by hewhorocks View Post
The issue with Trick Arrow isn’t that it cant be played well in groups or that it doesn’t help teams, its that nothing it does do cant be done better by other more versatile primaries. Strictly speaking, specialization balances out utility. However with Trick Arrow it doesn’t seem to debuff as well as Radiation, or Dark, or Cold for that matter. So does it make up for it in other areas? If so I dont see it.
This is my take on TA, to a T.

There's nothing wrong with a debuff heavy or even debuff exclusive set. Rad, Traps, Dark, Storm, and Cold are all really close. They aren't pure since each one has at least a couple buff/heal powers, but the debuffs they offer are very strong.

TA is pure debuff; not a bad thing per se. There's nothing wrong with this, except that it's not good enough at it that you can actually rely on it. It has very little in the way of actual damage mitigation. Mostly just a small bit of -DMG, a small bit of -ToHit, non-consistent knockdown (which Storm and Cold get), and a few mezzes which are either long recharge, unreliable, or single target.

As it is, I don't consider a TA toon to be "support." If I'm seeking support toons and I wind up with a TA, I continue to seek out another support toon. Because while the debuff contributions of TA are nice, they aren't going to keep the team alive to any decent degree. TA is fine for the -RES and other various things it provides, but it's n ot going to reliably keep the team alive.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

Posted

Something I'm wondering is why Trick Arrow was not given the ability to light its own Oil Slick. Even though it doesn't do damage, in theory Flash Arrow should be able to light it.


 

Posted

Quote:
Originally Posted by Rodion View Post
I've seen this over and over. When a team with a decent TA breaks up everyone says "AWESOME team! We rule!" What they don't realize is how much the TA had to do with it.

The real problem with TA is that it has so many different debuffs and you have to get them all out there to make that difference: one debuffs damage resistance, another debuffs defense and damage resistance, another slows, another debuffs enemy damage, another debuffs to-hit, another does knockdown and damage (which often requires a second roll to ignite).

When you add up the activation times for all those powers, it takes 10 or more seconds to get all of them out there. Except for EMP Arrow, no single power in TA is obviously dominant; but taken all together, they shut down an enemy, leaving them unable to move, hit, damage, or defend themselves, while burning in flaming oil.

Perhaps the best way to buff TA would be to combine debuffs from some of the powers into fewer powers (Poison Gas and Acid Arrow are the obvious ones), and then add some kind of new utility power. The other alternative would be to speed up the animations for all the debuffs, but some of them are already only 1.16 sec.
The only thing they contributed realistically is increasing kill speed. That team either already had someone to take care of the damage mitigation so they could actually take advantage of the resistance debuffs or they played powersets like WP or SR that little to no extra damage mitigation to not get scratched. Try this on all blaster team with 1 TA defender and he is liable to be kicked for something else.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Dispari View Post
This is my take on TA, to a T.

There's nothing wrong with a debuff heavy or even debuff exclusive set. Rad, Traps, Dark, Storm, and Cold are all really close. They aren't pure since each one has at least a couple buff/heal powers, but the debuffs they offer are very strong.

TA is pure debuff; not a bad thing per se. There's nothing wrong with this, except that it's not good enough at it that you can actually rely on it. It has very little in the way of actual damage mitigation. Mostly just a small bit of -DMG, a small bit of -ToHit, non-consistent knockdown (which Storm and Cold get), and a few mezzes which are either long recharge, unreliable, or single target.

As it is, I don't consider a TA toon to be "support." If I'm seeking support toons and I wind up with a TA, I continue to seek out another support toon. Because while the debuff contributions of TA are nice, they aren't going to keep the team alive to any decent degree. TA is fine for the -RES and other various things it provides, but it's n ot going to reliably keep the team alive.
A great post, now this is the stuff Castle needs to read. Really most of this thread Castle needs to read so they can decide if they are going to cut up the set and make it alot better. I think overall they need to get past this fear of it being overpowered crap because its so far from it even when paired with a controller set. Buffing TA isnt going to suddenly swing the balance of power to the point where it becomes flavor of the month anytime soon.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Quote:
Originally Posted by Dispari View Post
TA is fine for the -RES and other various things it provides, but it's not on it's own, as often as other defenders going to reliably keep the team alive when they are doing things wrong.
I took your comment and added to it for me to agree with and this is why I recently suggested:

Halve PGAs rechg to 20 secs to compete with the other defenders debuff toggles that are 8 sec rechg better.

Make Ice Arrows Cast time 1 sec and rechg 16 sec.


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

Quote:
Originally Posted by New Dawn View Post

Most TA builds I wouldn't want for myself as I personally wouldn't be always comfortable tanking for them. The reason being, is that they may of skipped something they did not see the utility in. Perhaps every so often power designers sometimes make sets for dynamics that some of the population don't even think of, or care to get into, from their current standpoint. They looked at what they needed as far as the end of their own noses and took 6 out of 9 powers and go on to complain that they can't defend well enough.
This seems a good an argument to work on the set as any. Respected and experienced players state they prefer not to play with the majority of TA defenders because the subtle effects provided by the set do not effectively allow for a varied play style.


 

Posted

My TA is very welcome around some people but not everyone. I'd be right in saying that some of what is the best that you can offer will only be there if what you are offered is ideal. A help me to help you scenario. I specifically said though that I wouldn't always be comfortable tanking for a team with just a TA. This can mean that 99% of the time I would love it. People behind a toon matter and the game keeps fresh when you vary your team make ups and the people behind the characters. I'll always try to man up to powersets rather than pick holes in them.


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

Quote:
Originally Posted by EvilRyu View Post
The only thing they contributed realistically is increasing kill speed. That team either already had someone to take care of the damage mitigation so they could actually take advantage of the resistance debuffs or they played powersets like WP or SR that little to no extra damage mitigation to not get scratched. Try this on all blaster team with 1 TA defender and he is liable to be kicked for something else.
I mostly agree with this argument. Sometimes, increasing kill speed is more than enough to merit a slot on a team. For example, if you're in your mid-20s and teamed with a pair of tanks, mitigation isn't worth as much as a boost to kill speed.

On the other hand, you're right that boosting kill speed isn't universally useful. I'd also argue that there are more situations where increased kill speed becomes redundant than there are situations where mitigation does

The problem I see is the same one that faces forcefields. TA/* does one thing, and it does it very well, but it sacrifices too much general utility to make it competitive with other sets which offer a broader spectrum of buffs, debuffs, and heals. A Rad/* will find him/herself in a better situation to deal with any team composition or any challenge than TA/*. This isn't to say that TA/* won't contribute to a team, but rather that it doesn't have a key for every lock, like Rad/* or Dark/* have.


My story arcs: #2370- Noah Reborn, #18672- The Clockwork War, #31490- Easy Money

Sartre once said, "Hell is other people." What does that make an MMO?

 

Posted

Quote:
Originally Posted by New Dawn View Post
My TA is very welcome around some people but not everyone. I'd be right in saying that some of what is the best that you can offer will only be there if what you are offered is ideal. A help me to help you scenario. I specifically said though that I wouldn't always be comfortable tanking for a team with just a TA. This can mean that 99% of the time I would love it. People behind a toon matter and the game keeps fresh when you vary your team make ups and the people behind the characters. I'll always try to man up to powersets rather than pick holes in them.
See thats the thing here, the TA defender is doing almost nothing to help keep you alive as a tanker. Its pretty much your defenses that are doing it, which means that slot could have just as easily been filled with a blaster. When a blaster can pretty much eclipse everything you do you know the set is broken period.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Im not sure that TA increases "arrest speed" more than a rad, who also buffs and has quality of life buffs, or Cold who has a wide array of buffs. One might even make an argument for Dark (or Kin increasing speed faster and given resists In many cases Debuff needs to have superior values than buffs for an equal effect on "Arrest speed")

It seems to me that the three methods of effective defending are weakening the opposition, increasing your teams effectiveness, and mitigation of incoming damage/effects. The issue with TA is that it focuses on just one aspect of defending and it doesnt seem to address this task any better than sets which address de-buffing in addition to other methods of defending.

Im not offering a solution though I think the set needs some tweaking not a major overhaul. I love the concept of the set but it captures a little too much of the "I'm not really a superhero" attitude for set parity. But maybe that WAI, I hope not.


 

Posted

Quote:
Originally Posted by EvilRyu View Post
See thats the thing here, the TA defender is doing almost nothing to help keep you alive as a tanker. Its pretty much your defenses that are doing it, which means that slot could have just as easily been filled with a blaster. When a blaster can pretty much eclipse everything you do you know the set is broken period.
In general though a TA Defender will increase the teams overall damage more than the Blaster would. The Blaster will do more personal damage but the one thing TA does do well is debuff Resistance which increases the teams damage.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
In general though a TA Defender will increase the teams overall damage more than the Blaster would. The Blaster will do more personal damage but the one thing TA does do well is debuff Resistance which increases the teams damage.
I don't really find that to be the case. The defender /Sonic secondary actually does a better job of -res than the TA/primary does.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by EvilRyu View Post
See thats the thing here, the TA defender is doing almost nothing to help keep you alive as a tanker. Its pretty much your defenses that are doing it, which means that slot could have just as easily been filled with a blaster. When a blaster can pretty much eclipse everything you do you know the set is broken period.
Well going from keys 1 - 9 isn't a lot...There is the potential to survive really well with a Tanker that's only got SOs in it. A TAs powers can stack to a Tankers build. Flash Arrow is like weave in a way, if you were at 36-39% defense on your own then FA has possibly effectively softcapped you. Poison Gas 31ish% Dam debuff can stack with Icetanks CE 14%ish Dam debuff. There is a little something for everyone.

If you as a Tanker can and be allowed to keep aggro directed away from or off of other people then their healthbars won't move. The trouble lies in applying debuffs to different +level mobs in which case buffs can be of more value but if that's an issue that needs addressing it's another issue. I have leaderships to compensate.

I maged for a Blaster once, +3 or +4 Crey, I found that without me he was toast and without him I was toast although the better fight duration was mine he did the most damage within his. I think everyone should be as equal as possible but we won't fully or exactly know where the equalities lie.


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.