Claws for Tanks
@Rylas
Kill 'em all. Let XP sort 'em out.
I wouldn't see it as a big problem, I haven't heard any complaints Redside that the Brute is KBing the baddies.
@Rylas
Kill 'em all. Let XP sort 'em out.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I agree that the play style is somewhat different, but the Brute is still the AT going into the fray and absorbing the alpha. After that it's a free for all.
I think they should just tweak the Claws set all together and get rid of the KB component and replace it with KD like they did with BA.
It seems counter productive for a melee AT to have a KB component in any of thier attacks. Focus is the ranged attack in Claws and even though it's has a KB effect, my scrapper has seen it do more KD. I would guess mostly because the mobs are +2 +3.
I just think it would be fun to be able to play that kind of set on a tank. It's really not too much different then say BA or WM. I could see why the Dev's wouldn't want to give Spines to a tank, but Claws, come on, it's not that overly powerful of set to keep them from us.
Claws will eventually get proliferated to tanks, and I would think with minimal changes.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
It seems counter productive for a melee AT to have a KB component in any of thier attacks. Focus is the ranged attack in Claws and even though it's has a KB effect, my scrapper has seen it do more KD. I would guess mostly because the mobs are +2 +3.
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Shockwave is knockback
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
I would start playing Spines on a tanker at the drop of a hat if it were made available, but the issues seem to be fairly similar. On the other hand, the Kinetic attack set they're planning on introducing seems to have a number of short range attacks, and Stone Melee has always had one.
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I'm not saying it wouldn't be a fun set for a lot of tankers to play with. But it would need tweaks. Personally, I wouldn't be bothered with it being brought over, but it doesn't fit the Tanker concept in my opinion.
@Rylas
Kill 'em all. Let XP sort 'em out.
There really isn't much more for us to play. I have tanks with SS, DB, NrgM, FM, WM, BA,EleM and StoneM. I deleted my WP/Dark tank, never played him. I love the AT and would like some more choices.
I really don't think Claws should be out of reach for us. I can understad that it's not a "typical" tank set, but I have a great idea for a Inv/Claws. I have him rolling as a Brute which I plan to bring over Blueside, but I'd like the option to play him as a Tank AT.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
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.
That is true ND. You could start of with Shock Wave then SC your way into the mob.
Whoops, I totally zoned out on that. Thanks G.
I dunno, Claws doesn't feel very "tankerish" to me. I mean, I'd love Spin on a tank, but I don't think the concept works all that well. Then again, I don't much like DB on tankers either. Both seem like finesse sets much more suited to scrappers or even brutes.
Now Broadsword... there's a tank-like weapon. No Kat either (tho a superior set, numbers-wise, but also a finesse set), just BS. JMO.
An Offensive Guide to Ice Melee
I agree, BS is awesome, I have a BS/SD scrapper and he's really fun to play.
I wish I picked a better secondary for my Kat. He's 50 and IO'd out, but just very lack luster compared to his BS/SD counterpart. I think it I went Regen, I would enjoy him much more.
It no longer matters if sets feel "tankerish" or "scrapperish" or "brutish".
Every one of these ATs have a primary that throws that arguement out the window.
As for claws having too many ranged powers...
...look at the new Kinetic Melee set.
All the melee ATs should share all powersets.
It no longer matters if sets feel "tankerish" or "scrapperish" or "brutish".
Every one of these ATs have a primary that throws that arguement out the window. As for claws having too many ranged powers... ...look at the new Kinetic Melee set. All the melee ATs should share all powersets. |
Be well, people of CoH.
It no longer matters if sets feel "tankerish" or "scrapperish" or "brutish".
Every one of these ATs have a primary that throws that arguement out the window. As for claws having too many ranged powers... ...look at the new Kinetic Melee set. All the melee ATs should share all powersets. |
And no. All Melee AT's should NOT share all powersets.
... This. I heavily disagree with. It SHOULD matter whether or not a set feels Tankerish, Scrappish, Brutish, or stalkerish.
And no. All Melee AT's should NOT share all powersets. |
Scrappers *shouldn't* have gotten fiery or dark melee.
Brutes *shouldn't* have gotten claws or dual blades.
Tanks *shouldn't* have gotten dual blades.
But they did. The old "rules" are meaningless now. After GR, they'll be even more so meaningless.
All that's left is AT modifiers and inherents.
Want aggro control and higher base mitigation? Go tank.
Want steady high damage at the cost of somewhat lower mitigation? Go scrapper.
Want to be a scrapper solo and a tank that actually deals damage on teams? Go brute.
What reasoning is left for scrappers not to get ice and energy melee? They've already got dark and fire. What are brutes lacking? Broadsword and ice?
Why shouldn't tanks get broadsword?
Be well, people of CoH.
Just to make sure I'm not misunderstood: I'd like to see all of the sets ported. Barring the cases where blatant overpowering can happen, I support total proliferation. Tweak the numbers if you must, but every melee character should be able to hit the enemy with everything.
Where to now?
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Yes, the +def would be higher from Parry and Divine Avalanche. Far as I'm concerned, those are both overpowered now. But if I'm wrong and they aren't OP on scrappers, then they won't be OP on tanks.
Where's the balance? Tanks don't get crits and have a lower damage modifier. Does this mean that the defense based tanks would have a ridiculously easy time softcapping to melee and lethal? Probably. But the same arguement is being made on why they shouldn't get SR.... yet tanks, scrappers and brutes all got shield defense.
Be well, people of CoH.
Does anyone know if there has been talk of opening up the Claws set to Tanks? Also, will there be any changes to which sets AT's can take when the new issue goes live? Or do you think they'll save it for GR?
Thanks.