One Wish for Tankers


Aett_Thorn

 

Posted

Quote:
Originally Posted by Fredon_Nod View Post
A shield for SD that looks like a side of beef, so I can literally be a meat shield
Rofl, This.. is awesome! I could see me charging down a mob of nemesis with a big ole slap of T-Bone

yes i'd agree to raising the agro cap, and/or the number of targets taunt hits.

more damage? eh i'd go for a slight buff to survival if anything, I find, depending on your set picks, you can get all the damage you need, both my fire/fire/fire and my shield/elec/body tanks just decimate mobs so dam quickly that I will set the pace on most every team they join.

if we were givin a buff to survival (even something like 5% resist or 2% defense per toggle) using set IO's you could give yourself more damage anyway


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

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Quote:
Originally Posted by kangaroo120y View Post
more damage? eh i'd go for a slight buff to survival if anything,
Wow. I never thought I'd hear anyone say Tankers did not have enough survivability.

I cannot remember the last time my Tanker's health went yellow.


 

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well, with some of the crazy situations you can create in this game....

for example, I've seen a granite tank one shotted (from the 2 different damage types to get around that rule >.> )
my shield tanker on liberty was running on a pug, even with 52%melee 52ranged and 48%AoE, was worn down to 50% health after one mob of +3 romans.

xD


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

If you want survivability regardless of situation, you should be playing Willpower (that's what I do.) It really has no glaring weaknesses, aside from a weak taunt aura.

Whereas the two situations you describe are pretty much "strong tanker runs up against the specific weakness built into their defence set", which I'm not sure really has, or needs, a solution.


 

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That we get Rage, Criticals, Scourge, and Vigilance built into Gauntlet at their current power levels.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

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FASTER I want to be able to move faster so I can kick my long running addiction to SB. LOL

NUKES give me a nuke so I can run in taunt like mad and then BOOM! Hey who needs a team? LOL

Okay Seriously I'd like Regen but only if they don't screw it up by removing QR like they did with Stalkers so they could add Hide. Quick recovery is one of the best portions of the set and when properly managed can eliminate the need for the fitness pool totally. And don't even try to tell me you tanks out there running multiple toggle sets don't have 3 fitness powers so you don't run out of end every 10 seconds. Of course with a Tank Regen would be the primary and TAUNT would be in the secondary [the attacks] so WHY they would need to remove QR to begin with would escape me.. but then why do the Devs do a lot of the things they do?


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

I have many tanks and all of them with taunt, I am not starting a taunt thread....
I am not a fan of guantlet, I wish it would be a AOE splash damage debuff rather than a taunt splash. Just think of how the fear of a moving smashing wall will affect the fighting spirit of that helion? He wont be near as hard hitting!


 

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It might have been said already but i want more defence (lol I am aware that is the definition of a tank) but I WANT MOAR! It gives me immense satisfaction to wade into vast mobs and just imagine all the frustrated faces on my enemies as they attempt to kill me

makes meh happy


In the beginning the universe was created, this upset many people and is widely regarded as a bad idea.

Dont hate the minty freshness

 

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Quote:
Originally Posted by KayJMM View Post
If you have one, and only one, wish for tankers... something to enhance your tanker gaming experience... what it would be?

For me... I want power customization to reach Granite Form. To the full spectrum of the other powers (Lava, Crystals). I am very visual-based... so that would be a major thing for me...

And you? What is your wish, Tankers?
I'm stealing your thing.


 

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My one wish for Tankers would be the ability to do more situational damage. I like the role Tankers were designed for, I hate that the very same design brings the ability to solo to a crawl (all be it a safe crawl at that).

I understand the entire balance issue with regards to the safety that a Tanker has (for most of the leveling experience) and that its designed to keep the attention of difficult targets, be it one or many. Still, I think there is room for the Tanker to have a little more damage than it currently has, and in my own humble opinion, the lower damage a Tanker has is probably a factor in its reduced presence in game (I realize that there are many aspects to the reasons behind this though).

So, I would like a system that works with the current Tanker inherent, gauntlet, and as part of that, Taunt itself. For every mob affected by gauntlet and taunt, the Tanker would do an additional X percent of damage. There would have to be a cap as to how many taunt-damage affects on an npc can be stacked, as well as the exact percentage boost to damage would need to be delicately balanced.

When a Tanker first engages without the use of Taunt, it would have almost no boost, but while attacking the same targets, or switching to targets affected by its taunt aura or aoe of taunt, there would be an additional boost. Teams with multiple tankers would also boost each others damage through this effect as well.


 

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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.
Perhaps a weak, slow-charging fury bar?

My more selfish wish is for Energy Transfer to get an alternate animation. I cannot stand the two-fisted forward push-smash. And I'd like to switch off the glowing part too.


Goldbrick 50 inv/ss tank
Other 50s: Power Beam, Rocky Mantle, STORMIE Agent, Matchless, Major Will, Knightmayor, Femstone, Space Maureen, Crimebuster Ako, Dr. Twilight, Doc Champion, American Gold Eagle

 

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I'd like to see more "low or no effect" power options. Ice Armor specifically in my mind, but I think low or no should be an option for almost everything.


 

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Originally Posted by Eiko-chan View Post
The Fury bar Brutes stole from us.
this and fire tanks to cap s/l resistance with tough..not much to ask really

oh and someone besides castle to be the one to make these decisions..


 

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My wish is that people would realize Brutes are more like Scrappers, they are NOT more like Tankers.

A follow up would be that people be happy with with their Tankers .

Seriously though, I think Tanker's possibly the only AT with a well defined role that just fills that role better than any other AT. Yeah, perhaps there's some mild variation on that point. Tankers are good enough at what they do to be boring in my opinion. Making them more fun would mean making them more like some other AT... then what's the point? Just play the Brute or Scrapper if you want to give up some survivability for damage.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

I've been spending some time red-side this last week, after perusing the Brute forums. I wanted to see what all the fuss was about Fury. Read some of the stats about how a full fury bar really pumped up the damage of their attacks.

So, I built a couple or three brutes with various primary and secondary power sets. The first was a dual blades/willpower build called Banished Caine, which was essentially a mirror image of a tank I have on Freedom with the same power sets. I went for offense first, with the first three attacks available for dual blades.

By level 10 the differences between the brute and the tank, in terms of damage, were not just significant, they were stark. True, the tank had more inherent surviveability, but when it came to sheer fun and the ability to pile bodies up quickly, there was no contest: the brute won, hands down. With a full fury bar I could take down even level cons with a single attack. Try doing that with the dual blades set on a tanker build, without IO enhancements, buildup, and all the other gimmicks available. It can't be done.

So, in retrospect, I'll modify my previous wish for tanks to be a wish for the inclusion of Fury in all tank builds....or at least a modified version of it.


 

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Tanker taunt cap increased, hands down the biggest thing Id love to see.... coming from a player who has played every single tanker there is to 50, and has been playing the same tanker for over a year now.

Ahh the good old days when I could play a fire/fire tanker and horde a whole map to one point and kill them all at once... how I miss it.

It wouldnt even be gamebreaking if they only increased it to say 20 or so


 

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Quote:
Originally Posted by Shuckins View Post
I've been spending some time red-side this last week, after perusing the Brute forums. I wanted to see what all the fuss was about Fury. Read some of the stats about how a full fury bar really pumped up the damage of their attacks.

So, I built a couple or three brutes with various primary and secondary power sets. The first was a dual blades/willpower build called Banished Caine, which was essentially a mirror image of a tank I have on Freedom with the same power sets. I went for offense first, with the first three attacks available for dual blades.

By level 10 the differences between the brute and the tank, in terms of damage, were not just significant, they were stark. True, the tank had more inherent surviveability, but when it came to sheer fun and the ability to pile bodies up quickly, there was no contest: the brute won, hands down. With a full fury bar I could take down even level cons with a single attack. Try doing that with the dual blades set on a tanker build, without IO enhancements, buildup, and all the other gimmicks available. It can't be done.

So, in retrospect, I'll modify my previous wish for tanks to be a wish for the inclusion of Fury in all tank builds....or at least a modified version of it.

Try to tank with a brute on level 10, its nowhere near as easy as tankers... there more like glorified scrappers with higher resist cap


 

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Ranged powers might be nice. Maybe replacing taunt with snipe as the normal taunt power with the current inherent is kind of obsolete.


 

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My one wish would be for Ice Armor to be re-modelled and perhaps proliferated. I generally enjoy the set but can't stand the look of it. I wish it was much sleeker looking and less bulky, like a fine layer of reflective ice. That would fully take advantage of the new environmental reflections too!

and if thats asking too much then i'd gladly settle for this...

Quote:
Originally Posted by Dromio View Post
I'd like to see more "low or no effect" power options. Ice Armor specifically in my mind, but I think low or no should be an option for almost everything.


 

Posted

I'd like Taunt to be added as an inherant power from level 1 as a part of Gauntlet, then where Taunt was to be replaced with an ally protect power of some kind, like a toggleable aura around a teammate which auto taunts anything that gets in range so they attack you.

Or an increase to a Tank's aggro cap, make it a part of Gauntlet even. Double the number of enemies a Tank can aggro and keep it as it is now for everyone else (maybe increase the aggro cap slightly for Brutes, say increase it for Tanks by 2.0 and Brutes by 1.5).

Edit: I would prefer the first one though, so I can look out for my squishy buddies while I'm on the front lines more easily.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Posted

A slight damage increase would be nice. One can only hope


 

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My one wish for tankers (and scrapper secondaries) in general and by armor type is as follows.

All tanks: raise Aggro cap to 20-24 for tanks only.

Stone armor

Take some of the speed reduction out of Rooted SO I don't need a kin to cross the Street.

Invunerability

Let it stay exactly the same

Shield defense

Don't nerf it before I get my Shield scrapper to 50.

Willpower

Like invulnerability just more so.

Dark armor

Change the Rez power to a rez or Self heal and increase recharge by 25%

Electric armor

I really have no clue.

Ice Armor

a little resist would be nice

Fiery aura

Wow

Where to start? Close the knockback gap, frontload damage on Burn, remove the fear on Burn, finally change the rez to a self heal or rez that triggers the explosion increase recharge by 25%