Understanding PvP Taunt


black_barrier

 

Posted

The combat log says Taunt is auto-hit but I suspect it's lying to me. I've heard the Taunt portion makes a ToHit roll, but the -Range portion (the part I'm interested in) is auto-hit. In finalizing my approach to Taunt, I need to know if this is accurate or not.


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Posted

Taunt explicitely says that its is an auto hit except for player characters ie: requires a to-hit check in pvp. However I dont think its possible for a debuff to be applied if the power never hit


 

Posted

The taunt part has an acc check. The -range is autohit.

I only use it for -range myself, and without any acc slotted, it works 100% of the time.


 

Posted

Quote:
Originally Posted by Daemodand View Post
The combat log says Taunt is auto-hit but I suspect it's lying to me. I've heard the Taunt portion makes a ToHit roll, but the -Range portion (the part I'm interested in) is auto-hit. In finalizing my approach to Taunt, I need to know if this is accurate or not.
taunt works by GET THE F OFF YOUR SR AND ROLL A REGIN SON


 

Posted

Quote:
Originally Posted by black_barrier View Post
taunt works by GET THE F OFF YOUR SR AND ROLL A REGIN SON
It's true. +1 rep. But look on the bright side, I took Taunt at least. :grin:

OK so the Taunt does require a ToHit check. The -Range gets applied even if Taunt misses? One person so far is saying that, I'd just like some confirmation ("trust but verify" as we said back in the '80s).


The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
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Posted

I think it's stupid that there are two hit rolls for the power, but instead of showing both, it only shows the one that is autohit, because I have no way of telling what chance my taunt effect has to land.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

/threadjack (kind of)

PvP Taunt is easy to understand:

Taunt was reworked in PvP (autohit -75% range) so that you can put bad players on an AT that rarely dies and make them feel like they contribute something to a team.

IMO its pretty stupid that someone who is horrible (ie. Kat) can find a spot on a team putting one power on autofire and putting someone on autofollow and somehow that is contribution to a team.

Anyways, I digress...

Taunters are easily overcome by front loading offense, taunters are put onto a team in hopes of reducing the opposing teams offense by n-1 (where n is the number of taunters). The more blasters you front load the less effective a taunter is.

-Kiri


 

Posted

Good show, scrapper and tanker taunts have the same & debuff?


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Posted

In zone play, a melee without taunt is basically just a worthless bag of hp ignored until they're the last target left alive.


 

Posted

Quote:
Originally Posted by IcyKiri View Post
Taunt was reworked in PvP (autohit -75% range) so that you can put bad players on an AT that rarely dies and make them feel like they contribute something to a team.
Eh, you can say the same thing about Doms and Dominate.

The -75% Range thing was meant to make melees more viable, and it does. And in zones the whole "spike-x" thing is rarely an issue. Getting a PvP PuG to spike is like herding cats.

The only question remains: does the Taunt have to hit for the -Range to take effect?


The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.

 

Posted

it does not.


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Posted

Quote:
Originally Posted by Daemodand View Post
Eh, you can say the same thing about Doms and Dominate.
Err, wut?


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by Daemodand View Post
Eh, you can say the same thing about Doms and Dominate.
hmmm i wonder what AT you play. permadom used to be kind of an issue pre-i13 during duels... now it's practically not needed like most inherents.


 

Posted

Quote:
Originally Posted by Neeto View Post
hmmm i wonder what AT you play. permadom used to be kind of an issue pre-i13 during duels... now it's practically not needed like most inherents.
domination was an issue when you had downs syndrome and didn't pop a break-free or used one of the other 200 viable tactics to counter a dom.


 

Posted

Quote:
Originally Posted by lucas_NA View Post
the taunt change was a brilliant idea.



diamff


bish




Edit: I think daemonand is complaining about mind powers surpassing his sr's defense. I love people who cry like defense is underpowered. They are only a few head slams into the wall away from being the next zentry4.


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Posted

Quote:
Originally Posted by Elprede View Post
Good show, scrapper and tanker taunts have the same & debuff?
Tanker and Brute taunts last a base 10.25s (?) with a recharge of 10 seconds. Scrapper confront lasts 6.16s (?) but recharges in 3 seconds. They all have the -75% range debuff.