One Wish for Tankers
More damage so I can solo things more quickly and efficiently on my Energy/Invul tank please
More damage so I can solo things more quickly and efficiently on my Energy/Invul tank please
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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.
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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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)
All tanker primary powers for defense, resistance and mez protection are auto powers no toggles on tanks.
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. |
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.
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.
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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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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.
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On second thought, "NO."
@Rylas
Kill 'em all. Let XP sort 'em out.
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.
@Roderick
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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
Rage for all tanker primaries.
Two handed weapon set: polearm/long-axe/great sword
Broadsword
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