Why do SoA refuse to get tactical training : Tactics and Tactical Training Maneuvers?


Alkirin

 

Posted

Sometimes it's fun to try something different, even if it's not the best choice... there are always other characters. Personally I'd find non-stop uber to be boring. It's way better to have to work for awesome.

If I was on a team and saw someone kick someone because they made a power choice they disagreed with, I'd probably leave the team... not the kind of team leader I'd like to play with. The only good reasons I find for kicking people is because they're jerks or terrible players.


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Posted

to the OP:
I've heard people give the excuse that they didn't have the end to run the toggles, I've heard people tell me that they didn't think the toggles made that much difference, and I've heard them claim that they usually soloed, so they didn't need to run the toggles. In any case, I've always taken the time to stop everything and try to get them to understand just what they are passing up. There doesn't seem to be a uniform response from the ones who I've spoken to, but it boils down to ignorance in the end. Failure to run TT:M is just inexcusable, and I cannot stand to be on a team with someone that out of touch.


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Posted

Just so you know I never kicked anyone for not having any of those powers or having really silly builds. o.o

The only time Ive ever kicked people are
a) they went afk in a mish and we couldnt set a new mish. HEre I send them a tell telling them ill reinvite them when I can.
b) *special case*
There was a defebder in our team who was emp/dark. This defender had all the empath powers he/she could get, dark blast, dark pit, and tenebrous tentacles. I didnt mind o.O Then this other /rad corruptor started being meanand calling the empath a noob o.o It got so bad that the empath quit team o.O I was afk ish at that time but when I got back I kicked the corruptor for being mean and an elitist (I mean srsly....the empath had the stun o.O and tentacles!)then I invited the empath back.

I then got called a noob for picking the healer over the debuffer then I put 1 star on him so i can see and kick him again if he joins my team~

But yes...I only kick people on the team for being mean. Idm if they asked for explanations or try to guide buut as long as its not in a mean spirited way


 

Posted

Quote:
Sometimes it's fun to try something different, even if it's not the best choice... there are always other characters. Personally I'd find non-stop uber to be boring. It's way better to have to work for awesome.
Thats my opinion too, much prefer the less obvious choices and having to work for it.


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Posted

Quote:
Originally Posted by EU_Damz View Post
Thats my opinion too, much prefer the less obvious choices and having to work for it.
That's cool for you but I don't wanna be subjected to sub par play just to suit your idea of what's "fun". It's your right and mine to do what we want in-game and not worry what anyone thinks.

I hear what everyone's saying about players who still contribute to the team without having what are commonly viewed as key powers. To some extent I agree. Will I be upset with a Force Field player who doesn't have Dispersion Bubble? No but if they don't have Deflection or Insulation shield that's another story. I won't kick such a player if we're just running normal missions but if it's a TF/SF/Trial they won't be stickin' around. To some that may seem unfair or excessive but my enjoyment of the game is based on performing well, not just sufficiently.


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Posted

TT:M is the only power I take, and will ever take on my PvE built characters.

I have my share of Mo badges, and when I did have TT:A and TT:L, they didn't make enough of a difference with a Mo quality team to keep them.

I generally assume or hope that most teams I'm with have enough damage and accuracy without my team buffs, in order to be capable of anything. If they don't, then they're probably home-grown AE farmed n00bs A.K.A. PL'd toons. In that case, they aren't worth teaming with, unless I'm farming AE on my Widow.


 

Posted

Odd, I have a a SOA with man, tactics and TT and at defense cap. I have it listed in my LFT comments and still just do not get that many team requests. I used to hear about people complaining about SOA not having these powers. I figured it would give me a team pick up advantage.

I think SOA were big in the beginning, but with all the changes the game has made, their necessity has dropped down.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by EU_Damz View Post
Question for anybody who kicks a player for not having that power.

Were you worse off? Did they contribute any less?
The team could possibly be worse off. Not taking TT:M could leave the team short of softcapping if that was the plan from giving the 8th slot to a SoA. Or it could mean the SoA needs more babysitting because they get hurt and die more often. Most likely though, they could just be that cluelessly stubborn that it is a reflection on their Leeroy Jenkins playstyle that is detrimental to any team. Either way, there is no clear indication that the team would be better off and lacking TT:M is a red flag that should be noted.


 

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Quote:
Originally Posted by tarrantm View Post
The team could possibly be worse off. Not taking TT:M could leave the team short of softcapping if that was the plan from giving the 8th slot to a SoA. Or it could mean the SoA needs more babysitting because they get hurt and die more often. Most likely though, they could just be that cluelessly stubborn that it is a reflection on their Leeroy Jenkins playstyle that is detrimental to any team. Either way, there is no clear indication that the team would be better off and lacking TT:M is a red flag that should be noted.

Or they could be softcapped with a couple of set bonuses and perma-mindlink and realized everything after 45% is just extraneous.

Seriously even the phrasing of the title is misleading....what player "refuses" to take TT:Manuveurs...they are either ignorant of game mechanics or build in such a way that is unneccessary. For the record my Fort carries double assault, double manuveurs and the TT:Leadership (so I can slot 6 Gaussians and the +Perception), but if there was something I wanted more than Manuveurs I wouldnt hesitate to swap them out and build to the soft cap with only IO bonuses, a supressed Mask Presence, Perma Mindlink and the auto powers. Really the +15% Def from Mind Link isnt enough to get me invited to a team, not to mention the controls and damage I bring?

Just last month we had a long arduous thread about not taking Mind Link and how people should be kicked from teams, and now I have to take Leadership and Manuveurs....?

I dont know, seems like people are being pretty free with other peoples power slots...


 

Posted

I think this is a Virtue thing.

I see Soldiers without TT:Maneuvers. I see Kinetics toons who skip speed boost. I see Force Fielders who skip Deflection and Insulation shields.

I don't kick them, but I do try to subtly make them aware that people notice when you skip powers that are individually more powerful than everything else you bring to the team.


 

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Quote:
Originally Posted by Hart View Post
I think this is a Virtue thing.

I see Soldiers without TT:Maneuvers. I see Kinetics toons who skip speed boost. I see Force Fielders who skip Deflection and Insulation shields.

I don't kick them, but I do try to subtly make them aware that people notice when you skip powers that are individually more powerful than everything else you bring to the team.
Those people should be kicked unless they have a second build with the key powers. Seriously, if you choose a support set or one with a team buff, you should know what you're in for.

It's the main reason I don't play support toons. I don't like buffing. However, if I play something like rad, I know darn well to take AM as soon as possible.


 

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Quote:
Originally Posted by leilaopkin View Post
So yah...90% of the SoA I run into or team with dont have that>.< Is there some sort of conspiracy?? T_T Its in virtue server btw
It's a huge end pig along with all leadership powers. I have it on my huntsman but I also have him slotted with end recovery. CT: Offensive gives decent accuracy to a VEAT and its not a toggle. So that maybe the reason why a lot of SoA don't take it and SoA are not meant to be buff bots. I have it on my Huntsman because I made that build to both solo and be an asset to teams.

If I was you I would focus on building my toon the right way and not worrying about how SoA's are built unless they totally suck.


 

Posted

Quote:
Originally Posted by dmcfarland907 View Post
It's a huge end pig along with all leadership powers.
It is? It uses roughly about the same amount of end as Hover. Now the regular Maneuvers from the power pool uses double that amount, but TT:M is not an end hog by far.


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Posted

Quote:
Originally Posted by EU_Damz View Post
I feel a need to create a SoA without any of these "must have or they will be kicked" powers.

Question for anybody who kicks a player for not having that power.

Were you worse off? Did they contribute any less?

I have NEVER joined a team that has kicked a player because somebody hasnt had X power This coming from a server which has many "different" builds. Can never understand why people say a character is less effective/not wanted if they dont. Sure they might not provide more stat buff to the team, but they might be contributing more to other aspects just as well.

Oh and for the record, my dom doesnt have a single target hold [grav/earth] and has had NO complaints

Suggest powers are more usefull/should be higher priority for X purpose for sure, but dont go around saying "you must have this power or your a noob and will be kicked", just makes it look like YOU dont know how the game works to be blunt.
Truly amazing.

Please don't ever team with me with your Dominator.

A GRAVITY Dom with no ST Hold. I think I pulled a muscle.

To answer your early question: YES, SoA without TT:M are contributing less and the team is worse off.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Frogfather View Post
Or they could be softcapped with a couple of set bonuses and perma-mindlink and realized everything after 45% is just extraneous.


And they'd be wrong in two ways:

1. More than 45% is NOT extraneous against anything with some decent +Tohit or -Def. That includes a LARGE number of AVs and even some standard mobs especially at the higher levels.

2. Does EVERYONE on their team have 45% with just Mind Link? If Not then they SHOULD have TT:M as well.



This is seriously exactly akin to a Dom or Troller not taking their single target hold, or a scrapper not taking his highest level attack, or a Tanker not taking his Mez protection. If you don't want those powers you should have rolled a different AT.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
And they'd be wrong in two ways:

1. More than 45% is NOT extraneous against anything with some decent +Tohit or -Def. That includes a LARGE number of AVs and even some standard mobs especially at the higher levels.

2. Does EVERYONE on their team have 45% with just Mind Link? If Not then they SHOULD have TT:M as well.



This is seriously exactly akin to a Dom or Troller not taking their single target hold, or a scrapper not taking his highest level attack, or a Tanker not taking his Mez protection. If you don't want those powers you should have rolled a different AT.

1. Really? Do we have to do this every permutation thing and nitpick...really?

2. And the only source of +def on this mythical team that youre kicking people from is the SoA? None of the other buffs this mythical SoA without TT:M brings is worth keeping around? This is the only one worth anything to you? So is the converse true....if this mythical SoA takes TT:M but takes 3 power pools worth of powers and is a dillhole besides is he now worth keeping? What level do this mythical SoA have to take TT:M by to fit your design standards....?

Sometimes I think people need to realize this is just a game and theres a certain amount of fun in just playing it...


 

Posted

Quote:
Originally Posted by Frogfather View Post
Sometimes I think people need to realize this is just a game and theres a certain amount of fun in just playing it...
Give it up. Build fascists are never going to change. Besides, if I get kicked from a team because I don't have a specific power, the leader of the team has saved me the trouble of figuring out what an idiot they are the hard way. Everybody wins.


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Originally Posted by Bloodspeaker View Post
Give it up. Build fascists are never going to change. Besides, if I get kicked from a team because I don't have a specific power, the leader of the team has saved me the trouble of figuring out what an idiot they are the hard way. Everybody wins.

This really. Fortunatly the rating system works both ways.

Damz, don't stress, I've not once been kicked for a bad build EU side (and I'm sure I have a few.) I think it's an NA thing. I have had some comments and I'm happy to listen to advice but don't tell me I'm wrong cos I have different priorities than you.


 

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Quote:
Originally Posted by Bloodspeaker View Post
Give it up. Build fascists are never going to change. Besides, if I get kicked from a team because I don't have a specific power, the leader of the team has saved me the trouble of figuring out what an idiot they are the hard way. Everybody wins.

So your needs to create a “theme” character is more important than the overall well being of the group? In the CoH I play, most people ask for VEAT’s for the 60’ toggles for the team buffs not their AoE, if I wanted just AoE I would advertize for a blaster or corrupter. You’re being just as much of a “ I play my way” nazi as he is for wanting the “key” powers from a specific class.

If I advertize for a /Rad its because of EF, RA and LR not because they add a nice tint of green to the team. What happens if we only have one debuffer on the team and we find out the /Rad we chose is playing a theme character with no toggles or LR. We then die 15 times because we cannot make a dent in the GM’s regen, how is this fair for the team?


 

Posted

Well what's nice about being a well-built SoA is that you can pick up a LOT of slack for themed characters who choose to be silly in their power choices and end up not contributing as much to the team. Whenever I see something like this, I don't kick or make a fuss, but I do make a mental note and move on. If a recruitment situation comes up in the future where I have to choose between said individual and someone else, I will more than likely pick someone else.


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Posted

Quote:
Originally Posted by Brakner View Post
So your needs to create a “theme” character is more important than the overall well being of the group? In the CoH I play, most people ask for VEAT’s for the 60’ toggles for the team buffs not their AoE, if I wanted just AoE I would advertize for a blaster or corrupter. You’re being just as much of a “ I play my way” nazi as he is for wanting the “key” powers from a specific class. ?
Really? Being perturbed over being kicked from a team is the same as kicking people who dont have a specific power? I just want to add no one is espousing not taking TT:Manuveurs. Least I havent garnered that.....the counterpoint to this hate fest is that theres more than one way to contribute to the team and if theres a couple other +Def sources (likely) on the team and the SoA in question has other bonuses (like perma-ML which is far more powerful than TT:M.) what the heck does it matter if youre not getting your 5% unslotted def bonus?

Quote:
Originally Posted by Brakner View Post
If I advertize for a /Rad its because of EF, RA and LR not because they add a nice tint of green to the team. What happens if we only have one debuffer on the team and we find out the /Rad we chose is playing a theme character with no toggles or LR. We then die 15 times because we cannot make a dent in the GM’s regen, how is this fair for the team?
Except that Rad is apparently your only source of -regen, and it in general is a rather difficult to find commodity. Theres so many other sources of +Def, and an SOA has an even better one in Mind Link and and +Def (unlike -regen) becomes pointless in most fights if stacked high enough

On the other hand, with the advent of I19 opening 3 power slots in most builds people are going to be hard pressed to justify not taking all the Tactical Training Toggles (for the record my Fort has double-manuevers and double assault) but the worst I would do is say "You might want to consider taking it" and I dont even think its noteworthy after that.


 

Posted

A minor point, but I think *most* of the dismay at missing TT:M is with Crab/Bane/Wolf rather than with Widows. i.e. there's not the alternative option of Mind Link and their TT:M is a base 10% unenhanced (for reference, a Super Reflexes toggle is 13.88% unenhanced). That's not to say that Widow TT:M isn't very nice, just that it's the Soldier one that's truly exceptional.

At least in the case of the Soldier version, at the level it's available there's just very little that provides as much of a boost - solo or teamed - as TT:M (which may or may not be a balance issue). Hell, at *any* level there's not much that competes with its effectiveness - certainly not so many equivalent alternatives that you need to sacrifice theme or utility to fit it in.



Also, while it is possible to find yourself on teams with so much existing +def that your TT:M isn't doing much (though the volume of -def out there means there's a fair chance it's doing *something*), unless you always know who you'll be teamed with it's generally a safer bet that +def will be helpful vs the other buffs (team or personal) open to an SoA. Struggling with survivability tends to hurt pickup teams more than struggling with dps (though obviously neither is ideal), and at least in my experience it's more common for a pickup team to be lacking in the former than the latter. And it's not like you can't overkill in every other aspect of a team too, anyway.


 

Posted

Quote:
Originally Posted by Frogfather View Post
what the heck does it matter if youre not getting your 5% unslotted def bonus?
5%? try 10% for a crab and its 15.75% defense slotted in a 60' radius. thats huge. Its almost as much as a bubbler or FF Gen and 3 x the radius too. Plus with 2 End IO's its only 0.11/s which is not much more than Combat Jumping and half as much as the Leadership Maneuvers.


 

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Originally Posted by Biowraith View Post
A minor point, but I think *most* of the dismay at missing TT:M is with Crab/Bane/Wolf rather than with Widows. i.e. there's not the alternative option of Mind Link and their TT:M is a base 10% unenhanced (for reference, a Super Reflexes toggle is 13.88% unenhanced). That's not to say that Widow TT:M isn't very nice, just that it's the Soldier one that's truly exceptional.

At least in the case of the Soldier version, at the level it's available there's just very little that provides as much of a boost - solo or teamed - as TT:M (which may or may not be a balance issue). Hell, at *any* level there's not much that competes with its effectiveness - certainly not so many equivalent alternatives that you need to sacrifice theme or utility to fit it in.



Also, while it is possible to find yourself on teams with so much existing +def that your TT:M isn't doing much (though the volume of -def out there means there's a fair chance it's doing *something*), unless you always know who you'll be teamed with it's generally a safer bet that +def will be helpful vs the other buffs (team or personal) open to an SoA. Struggling with survivability tends to hurt pickup teams more than struggling with dps (though obviously neither is ideal), and at least in my experience it's more common for a pickup team to be lacking in the former than the latter. And it's not like you can't overkill in every other aspect of a team too, anyway.

YMMV of course but Ive always found that too much team damage (or recharge) makes not enough team defense a non-issue far more often than the converse.

Not going to argue the other points because you showed a sense of moderation and perspective that I agree with.


 

Posted

Quote:
Originally Posted by Brakner View Post
5%? try 10% for a crab and its 15.75% defense slotted in a 60' radius. thats huge. Its almost as much as a bubbler or FF Gen and 3 x the radius too. Plus with 2 End IO's its only 0.11/s which is not much more than Combat Jumping and half as much as the Leadership Maneuvers.
Ive been referencing forts this whole time. Even that line which you took out of context speaks about Mind Link. Go build your strawman elsewhere.