Claws for Tanks
Be well, people of CoH.
... 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. |
That has to be one of the silliest things I've heard.
This is a game where customization is huge. Who is to say what set feels tankish or not? Sure, the devs can say that the set doesn't feel tankish to them (Which I am not claiming they have), but that would be their opinion. To me a tank is something that can hold aggro and keep the mobs on them.
If a tiny catgurl Claws/SR tank is weaving around quickly dodging attacks, scratching everyone and throwing out profanities to keep the enemies attention I would say she is very tankerish. Because she just isn't going down.
I think that kind of creativity and customization is what the devs were going for. Not this whole "You are that and he is that and that is that" mentaility.
Basically. Harder hitting attacks get bigger aoe effects, so KO Blow will affect a sizable area. On the other hand, a quick recharging attack is useful for maintaining aggro since the tanker can just attack->tab and repeat. Both have their uses, although once you get actual aoe attacks, any gauntlet strategy is kinda pointless.
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Be well, people of CoH.
So yeah, Jab has a 3 foot radius, whereas KO Blow has a 17 foot radius. Whether it goes off damage, recharge, or some combination of factors, I dunno.
17 seems to be the upper limit with KO Blow, Total Focus, Midnight Grasp, and Seismic Smash.
I still fondly remember the old punchvoke bug that treated all tanker attacks as aoe's, not ST attacks with an aoe taunt. Hitting 13 guys simultaneously with KO Blow was a thing of beauty.
If you're advocating for all melee sets to be shared across the 3 melee ATs, I'm all for that. However, if we're only getting one or two new existing (for other ATs) sets, I have higher priorities than Claws for tanks: BS, as mentioned, and Spines for another one. Port Spines over and I'd finally reroll an Ice tank--Ice/Spines for the ultimate, aggro-magnet, porcupine build!
An Offensive Guide to Ice Melee
If you're advocating for all melee sets to be shared across the 3 melee ATs, I'm all for that. However, if we're only getting one or two new existing (for other ATs) sets, I have higher priorities than Claws for tanks: BS, as mentioned, and Spines for another one. Port Spines over and I'd finally reroll an Ice tank--Ice/Spines for the ultimate, aggro-magnet, porcupine build!
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Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
That has to be one of the silliest things I've heard.
This is a game where customization is huge. Who is to say what set feels tankish or not? Sure, the devs can say that the set doesn't feel tankish to them (Which I am not claiming they have), but that would be their opinion. To me a tank is something that can hold aggro and keep the mobs on them. If a tiny catgurl Claws/SR tank is weaving around quickly dodging attacks, scratching everyone and throwing out profanities to keep the enemies attention I would say she is very tankerish. Because she just isn't going down. I think that kind of creativity and customization is what the devs were going for. Not this whole "You are that and he is that and that is that" mentaility. |
I've often made the joke that "I feel like a blaster, just without all the defenses."
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Short ranged blasters... yeah, that's the ticket...
An Offensive Guide to Ice Melee
I play stalkers and I play blasters. While they fulfill the same offensive role (burst damage), there are no other parallels in their powers, effects or styles.
I couln't agree with you more Clouded. Why shouldn't Claws be an option for Tanks. Brutes aren't over powered with them. Sure there Res isn't capped like a Tanks would, but both AT's can soft cap their S/L Def.
Hopefully the Dev's will pick up on our requets and give us that set.