One Wish for Tankers


Aett_Thorn

 

Posted

Quote:
Originally Posted by Shuckins View Post
I don't think I can list just one. How about three....in order of preference?

Rage for all tanker primaries.

Two handed weapon set: polearm/long-axe/great sword

Broadsword
Can't agree on the rage thing, I personally hate rage, totally sucks the heroism out of it for me.


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Posted

More damage so I can solo things more quickly and efficiently on my Energy/Invul tank please


 

Posted

Quote:
Originally Posted by Arlow View Post
More damage so I can solo things more quickly and efficiently on my Energy/Invul tank please
Hmmm. I wonder if a feasable option here would be to scale Tanker numbers as team members are added.

For example. When solo, the tankers damage modifier would be say 1.5 of it's current value. While their defense/resistnce modifier would be 0.75 of it's current value.

As team mates are added, the damage modifer comes down while the defense/resistance modifer goes up.

This would essentially skew the tanker to the scrapper side of the spectrum when he has fewer team mates. Making the tanker less painful to solo but not overpowering him on a team.

Tankers may need such an adjustment to keep Brutes from taking their jobs.


 

Posted

Quote:
Originally Posted by JohnX View Post
Tankers may need such an adjustment to keep Brutes from taking their jobs.
This is almost getting to the point of being the CoX Godwin's law. I think you can find a good argument against your stance by searching Castle's post history for the word 'albatross.' I think.


 

Posted

What's something between a wish, and an absolute impossibility? Whatever that is, would be what it would take to get the following for tanks:

An inherent that modifies their primary, like EVERY other AT in the game.


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Posted

I was going to say a TF/SF that requires a tank (ya know some actually hard conent that would warant the need for a tanker, not something where a scrapper or a brute could tank but where you are going "tank needed for XYZ" in order just to think about starting it)

And then follow up with all this crap about people wanting to increase tankers dammage or getting rage for tankers being a load of crap; you want to solo faster then play another toon that's not what tankers are for. Though "JohnX" had an interesing idea -- though 75% effectiveness of the def/res is well clone to brutes but 150% dammage is laughable compared to brutes.
But then ya look at the fact tankers only hold as much aggro as ANYONE else and scratch your head going huh/that''s not right /etc. and have to agree with all those wants -- 17 for everyone else - ok make the brute have 20 and tank have 30.

Of course the point of the thread was to make a wish and mine would be:
To remove the movement penalty entirely from rooted.
(only dang armor set with its status protection tied to a power that shuts off movement powers) and increase granite's movement penalty (hey everyone else wants to play their harp for FA stuff I can for SA, lol)


 

Posted

All tanker primary powers for defense, resistance and mez protection are auto powers no toggles on tanks.


 

Posted

Quote:
Originally Posted by JohnX View Post
Tankers may need such an adjustment to keep Brutes from taking their jobs.
Not even the Brute forums think Brutes are as tough as Tankers. Brutes don't even come close to replacing Tankers.

Scrappers have far more to worry about from Brutes than Tankers do.


 

Posted

Quote:
Originally Posted by Eiko-chan View Post
Not even the Brute forums think Brutes are as tough as Tankers. Brutes don't even come close to replacing Tankers.

Scrappers have far more to worry about from Brutes than Tankers do.
Time will tell. And yes tanks are tougher. But don't forget that damage is a great form of mitagation. Just my opinion, but if a tank is needed in a given scenario, 95% of the time a Brute will be accepable or preferred.

However, it will obviously depend on the make-up of the team. A team that is "blaster/dominator" heavy will prefer the tank. A team that is heavy on defender/controller/epicAT/corruptor will prefer that Brute.

Brutes over Scrappers? Maybe a bit. I think in general, teams will see them as equivelent.


 

Posted

This actually is for all AT: have a lvl50 from each primary - at which point you could freely make that AT from a mix of any powers so long as you had to limit powers to that AT's power sets and primaries stayed primary and secondaries secondary.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by Kractis_Sky View Post
This actually is for all AT: have a lvl50 from each primary - at which point you could freely make that AT from a mix of any powers so long as you had to limit powers to that AT's power sets and primaries stayed primary and secondaries secondary.
An interesting idea. A tanker that had Fiery Aura, Death Shroud, Lightning Field, and Against All Odds all running simultaneously would either be very entertaining or very dull, depending on taste.



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Posted

And a Tanker with Rage, Build Up, Fiery Embrace, AAO, Shield Charge, and Lightning Rod wouldn't be broken or anything.


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Posted

Quote:
Originally Posted by Kractis_Sky View Post
This actually is for all AT: have a lvl50 from each primary - at which point you could freely make that AT from a mix of any powers so long as you had to limit powers to that AT's power sets and primaries stayed primary and secondaries secondary.
I think for anything like this to ever be acceptable is to also restrict it to tiers. You can only have one tier 1 power, 1 teir 2 power and so forth. Even then, the devs would have to go back through and make sure powers across the tiers lined up in a way to keep you from doubling up on similar powers. Oh, and they'd have to restrict Granite Armor from being an option at all.

On second thought, "NO."


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

My one wish would be to take away the accuracy check for gauntlet on AV's. Taunt should not be our only guaranteed way to get their aggro, and it would take some of the fuel out of flame-bait threads.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by sturm375 View Post
What's something between a wish, and an absolute impossibility? Whatever that is, would be what it would take to get the following for tanks:

An inherent that modifies their primary, like EVERY other AT in the game.
I'm sorry, but that wish can't be granted until EVERY other AT in the game has an inherent that modifies their primary. Because they don't.


@Roderick

 

Posted

Quote:
Originally Posted by Roderick View Post
I'm sorry, but that wish can't be granted until EVERY other AT in the game has an inherent that modifies their primary. Because they don't.
Which AT doesn't?


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Posted

Quote:
Originally Posted by Rylas View Post
My one wish would be to take away the accuracy check for gauntlet on AV's. Taunt should not be our only guaranteed way to get their aggro, and it would take some of the fuel out of flame-bait threads.
Would be nice not to need Taunt for AV/GM fights, but it'd never happen. Cause it'd make Tanks "Too powerful" or some such nonsense.


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Posted

Quote:
Originally Posted by Aett_Thorn View Post
And a Tanker with Rage, Build Up, Fiery Embrace, AAO, Shield Charge, and Lightning Rod wouldn't be broken or anything.
Don't forget Taunt. You'd likely get kicked from teams if you don't pick up taunt, the rest would be fine by most other team mates.


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Posted

Quote:
Originally Posted by sturm375 View Post
Which AT doesn't?
Defenders get an end reduction, which doesn't really modify buffing/debuffing/healing.

Controllers get a damage bonus that doesn't help mezzing.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by sturm375 View Post
Which AT doesn't?
[Conditioning] for Spiders and Widows.


@Roderick

 

Posted

Quote:
Originally Posted by Rylas View Post
Defenders get an end reduction, which doesn't really modify buffing/debuffing/healing.

Controllers get a damage bonus that doesn't help mezzing.
Defender's end redux (even if it is a sucky inherent also) modifies their primary. Controller's get 2x damage, and crit holds, both of which enhance their primary. Ask a fire/kin if that 2x damage is negligible.


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Posted

Quote:
Originally Posted by Roderick View Post
[Conditioning] for Spiders and Widows.
I am totally unfamiliar with red-side epics. Conditioning does what? Is it like Stamina?


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Posted

It increases the base value of their Regen and Recovery stats, which means that their Regen and Recovery start higher than most others' and Regen and Recovery buffs affect them more than they do others.


@Roderick