Problematic mob types for tankers?
Malta and Carnies are both a pain, I have a macro setup that will target sappers, ring mistress, and cim healers. Malta can be really bad, sometimes if they spam enough tazer hits will stun a tank. Do you have touch of fear? Fantastic dark power that some people skip, it basically renders a particular enemy useless.
Personally I hate the eyeballs in rulu, for whatever reason they drive me crazy.
Some armor sets have resistance to endurance drains, so they aren't always an issue. Defense helps prevent sappers from draining because they have to pass a to-hit check first.
Heavy Psionic damage can be an issue for several armor sets, including Invulnerability and Stone.
To-hit buffs on critters causes issues for defense-based sets the most. Devouring Earth and Resistance Fighters can make a defense tanker take over 1000% more damage than they are used to, while resist-based tankers take only 100% more damage.
My lvl 50 Fire/Fire/Fire tank doesn't really have one. He's more of a scranker and basicly tries to kill things faster than they get him. I also never count the first faceplant on him as a defeat because of Rise of the Phoenix which I am happy to use
I had a lvl 44 Ice/Stone/Earth tank which I deleted. He wasn't soft capped and was completely terrible against the old radiation blasting Praetorian Clockwork and against Romans. It was painful going up against those.
My lvl 38 Shield/Electric tank (not softcapped) doesn't get on with Arachnos that well but even then I find he is generally the most all round tanker I have that doesn't have any major issues with any enemy group.
My lvl 30 Inv/Fire tank absolutely HATES Circle of Thorns. Most the time I wade through mostly anything without issue but CoT really really hurt him!
Resistance based toons are more likely to run into this than others, because defence works against most debuffs that are thrown around anyway.
If you are resistance and don't have inherent resistance to something, then that is your bane.
Example: Fire tanks vs -tohit, -recharge, -endurance, etc.
All good points.
Is there a generic name for the darned Devouring Earth pets they drop (Cairns, Trees, etc)? THose things, especially the cairns, annoy me to no end. Get two of those overlapping, and suddenly you are doing 3 damage on a hit to a Boulder. Painful!
Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.
All good points.
Is there a generic name for the darned Devouring Earth pets they drop (Cairns, Trees, etc)? THose things, especially the cairns, annoy me to no end. Get two of those overlapping, and suddenly you are doing 3 damage on a hit to a Boulder. Painful! |
- cairns: +50% resist to all (so 2 of them would cap resist on any DE)
- tree of life: +regen (i think amount similar to unenhanced spirit tree), prolly the least annoying of all the DE pets
- fungi: each one gives 10 pts of mez protection, these are only a real threat if you are a mezzing AT like controller or dom
- quartz: +100% tohit, which completely nullifies defense, these are prolly slightly more annoying than cairns but both together is just awful
It sounds like you got a bad roll on those sappers. They're generally not a problem for my Shield tankers because, as was mentioned above, they've gotta hit you to sap you.
Of course if they do hit you, you're probably gonna die. So it's always a good idea to waste them as soon as possible.
Psionic attacks are really where I find my Shield/SS main getting hurt. Particularly if I'm not paying attention and there's a Rikti Chief Mentalist or a couple Dark Ring Mistresses hanging out not getting attacked by anyone.
The best strategy for trouble mobs is basically to target them and kill them. So you've got the right idea.
All good points.
Is there a generic name for the darned Devouring Earth pets they drop (Cairns, Trees, etc)? THose things, especially the cairns, annoy me to no end. Get two of those overlapping, and suddenly you are doing 3 damage on a hit to a Boulder. Painful! |
It sounds like you got a bad roll on those sappers. They're generally not a problem for my Shield tankers because, as was mentioned above, they've gotta hit you to sap you.
Of course if they do hit you, you're probably gonna die. So it's always a good idea to waste them as soon as possible. Psionic attacks are really where I find my Shield/SS main getting hurt. Particularly if I'm not paying attention and there's a Rikti Chief Mentalist or a couple Dark Ring Mistresses hanging out not getting attacked by anyone. The best strategy for trouble mobs is basically to target them and kill them. So you've got the right idea. |
So yes, I am thinking a popmenu with a few menus inside it... should make targeting a lot more fun and a lot easier.
Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
All good points.
Is there a generic name for the darned Devouring Earth pets they drop (Cairns, Trees, etc)? THose things, especially the cairns, annoy me to no end. Get two of those overlapping, and suddenly you are doing 3 damage on a hit to a Boulder. Painful! |
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.
Another Fire/Fire/Pyre here, and I agree that there's no one enemy that makes you go "well, I guess I die now". The trade-off, of course, is that there are also very few mobs you can truly ignore. Sappers are a little unpleasant, but you have Consume, and can put out enough AoE hurt to drop them in a couple seconds. Just follow the blue lightning. DE aren't really all that bad either - Burn and FSC usually clears out the emanators.
The flipside is that any big fight is serious. Your mitigation doesn't scale well, so it's a question of whether you can survive the next 15-20 seconds to hit another Healing Flames. It's not like Invuln with S/L mobs, or Elec with Sappers or Super Stunners. There's not many "pure fire" mobs, and they tend to resist your damage, and thus your mitigation, almost as well as you resist theirs.
The one really unpleasant figt you have to do over and over, though, is fighting your double in the level 50 hero morality mission. It's incredibly boring, since both of you have only fire damage and 90% resistance to fire. Fortunately, you have FE and BU to get some burst damage out there.
A mob that's problematic for one tanker is cake for another; Malta Sappers generally are a non-problem for Shield or Stone tankers... with Shield what they can't hit they can't sap and Stone with Rooted just has such immense drain resistance that it takes a lot of them to be a problem.
DE Quartz on the other hand will completely DESTROY any defense based character almost instantly while a resist based character probably won't have any issues. On my Shield characters I exercise EXTREME caution with DE... if I see a Guardian I make damn sure that's my priority target. Unfortunately their pet summon doesn't appear to be interuptable and that's usually about the first thing they do on aggroing. Kill them or knock them on their butts before they aggro and be ready to instantly target and kill the Quartz. My Invuln and Granite tankers on the other hand don't worry about them since even with all the DE practically auto-hitting me they can't hurt me.
The Cairn pet is only a nuisance, not a true danger. They do buff the DE's resistance but they don't buff their own so they're easy to kill. Just kill them before trying to kill the DE.
Shadow Cyst Crystals are a potential pain in the @ss so it's good to find them before they see you, and they DO see invisible characters. They're not deadly to most tankers but the numbers of puffballs they spawn will put you at the slow cap in no time. They DO cause significant damage to any squishies when they explode on death so warn the team.
Speaking of Crystals any Kelds on your team will appreciate your attention on Quantum or Void mobs. Even though their special damage to Kelds has been nerfed into oblivion (Quant/Void mobs used to nearly one-shot Kelds) they still do considerable damage to them. On the other hand they're just another mob to a tank.
I always have my "finder" macro ready and edit it for mission objectives. As an example, you're looking for a Rikti boss named So'Tar on the burned forest map. You could go around and click on each mob to find the right one or you could make a macro to do it for you, just cruise the map and tap your macro until it targets your objective. This is also highly useful on hostage rescue missions.
Heh, I was just looking over all my old macros on CMA and noticed I still had a full tray of Hami Raid macros from when I used to Taunt Tank the Guardian raids in issues 4-8.
In any case, tailor your "problem mob" macro for your particular tanker. Heck, it only takes a few seconds to edit it so you can tailor it for the mission. No point looking for DE pets if you're facing Malta after all.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
I havent found anything yet that really makes me cringe on any of my tanks. The only sets I havent really played yet are Stone ( built one for the wife though ) and Dark ( hate the look ). I find the key is utilzing everything on your tank.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I havent found anything yet that really makes me cringe on any of my tanks. The only sets I havent really played yet are Stone ( built one for the wife though ) and Dark ( hate the look ). I find the key is utilzing everything on your tank.
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Caution is certainly in order facing DE with a Shield tanker while an Invuln can run and gun them without problem. Likewise a Sapper isn't really a huge threat to a Shield but they're a major concern for a resistance based tanker. Know the mobs you're weak to, find them first and deal with them.
There's ways to deal with problematic mobs with any tanker I've played, the methods and which mobs fall into that category vary from powerset to powerset.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
i really tried hard to think what gets me the most on my fire/fire tank and im gonna go with cots as well... not cause they can faceplant me or anything...i think its more cause they over indulge them in this game...lol
i do however hate night widows with a passion so ill throw that in there as well...stupid smoke!
Then I thought about making a macro combined with a popmenu.....
... I am thinking no more than 6-8 in the popmenu, just to keep it easy to navigate. |
/bind [key combo 1] beginchat /bind [key combo 2] targetcustomnext [insert target name]
So I hit my first bind to type in the threat I'm looking for (or hostage name, or objective, or whatever I want to find), hit ENTER and then I use the second bind it creates to look for whatever it is.
*I'm not at home and can't double check the bind I created. If anyone sees a mistake, feel free to correct it.
@Rylas
Kill 'em all. Let XP sort 'em out.
i really tried hard to think what gets me the most on my fire/fire tank and im gonna go with cots as well... not cause they can faceplant me or anything...i think its more cause they over indulge them in this game...lol
i do however hate night widows with a passion so ill throw that in there as well...stupid smoke! |
The flipside is that any big fight is serious. Your mitigation doesn't scale well, so it's a question of whether you can survive the next 15-20 seconds to hit another Healing Flames. It's not like Invuln with S/L mobs, or Elec with Sappers or Super Stunners. There's not many "pure fire" mobs, and they tend to resist your damage, and thus your mitigation, almost as well as you resist theirs.
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The one thing I really hate is Sappers , sure I can use Consume to get all my end back but if all my shields drop I am usually to stunned and held to click anything . I always take a row of Break Free's if I know I am facing anything that can drop my toggles.
The key to anything is always playing intelligently and using your abilities to their best advantage. Still there are mobs that one tanker can face and yawn that will send another tanker to the dirt... prudence would dictate being aware of your strengths and weaknesses and knowing when you're facing mobs that play to your weaknesses.
Caution is certainly in order facing DE with a Shield tanker while an Invuln can run and gun them without problem. Likewise a Sapper isn't really a huge threat to a Shield but they're a major concern for a resistance based tanker. Know the mobs you're weak to, find them first and deal with them. There's ways to deal with problematic mobs with any tanker I've played, the methods and which mobs fall into that category vary from powerset to powerset. |
My shield tank would woul to take out the self buff items first or I would direct the team to try and do that for me to aid my survival. However I also have Strength of Will which will help me survive as well.
My Ice Tank especially hates these as he doesnt have as much resistance. He will definitely utilize Hoarfrost and Hibernate to aid his survival.
As far as sappers.. in all honesty I pretty much ignore them on almost every tank. Most of my tanks have enough defense and end recovery or conserve power etc etc to deal with them.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
On my ELA/Dark tank, I absolutely hate -tohit and -recharge. No I seriously hate them!!!!
I can take on Toxic Tarantula bosses as long as theres only one per group (Dark attacks blind them enough) but the thing that really hurts me is when I get my recharge killed. That ice AV on level 30-40ish safeguard missions totally kept killing me because my recharge died and I was the only one who could heal myself (with siphon life). -.-
So far aside from those, I havent really had problems.
Here I was, happily soloing my alignment missions to get to villain and back (wanted to unlock the patron pools for my tanker) set at +0/8 (may as well get some tasty XPs while doing the missions after all) and cruising through everything on my Shield / Dark Melee tanker (currently at level 46). Soft-capped to all positions, and just blasting through things.
Then along comes a couple of Malta Sappers, and blammo, one dead tanker sucking carpet. I couldn't get accurate or quick targets on them, due to the huge mob size and that darned cloud the Malta rocket explosions make.
Then I thought about making a macro combined with a popmenu to allow me to instantly target the particular bad guys that cause the most problems. Malta Sappers topped the list for me at that point, but also Carnie Mistresses and a few others came to mind.
What are your "Achilles heel" mobs? I am thinking no more than 6-8 in the popmenu, just to keep it easy to navigate.
Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.