Don't use caltrops...?!?!


Adeon Hawkwood

 

Posted

The latter.

I guess... I could totally accept someone saying that they prefer I don't do trops, and possibly even agree, depending. In this case, I think they were doing more good than harm. On the other hand, when I pointed out that they were a source of mitigation and were only going down AFTER the tank had fully acquired hate, I was told "not a request". Yeah, whatever. I will totally take orders from you when you're paying my $14.95 a month.

I tend to feel that, unless the team is dying as a result of someone's actions, it's pretty much up to them how to play. I once told a fire/dark corruptor I was duoing with that he should maybe use his heal sometimes. He was really enthusiastic when I told him dark miasma was an amazing set and he should start using it. (He had, pretty much, the powers you take if you make it to level 20 and always pick from your primary if you can or else your secondary.) But I just told him that I found most people did it, and it seemed useful. I didn't make a fuss about the next 15 minutes during which he didn't heal me. And hey, by the end of the mission, he even did once, I think because everything else was recharging.


 

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Quote:
Originally Posted by warden_de_dios View Post
Try throwing the trops so only a part of them are in laying inside the mob. That will generally cause the mob to scatter in one direction. Throwing them in the middle of the mob is just gonna scatter them everywhere.

You should make a demorecord the next something like this comes up. You've made 2 threads today where we have nothing but your account of what happened and the accused doesn't get to tell his side of the story.

I agree with this.

Part of being a successful buff/debuff toon is knowing who you're buffing and what benefits them the most.

Caltrops used to create chaos is useful when you Don't have a tank. The OP isn't crazy or anything, and it sounded like his tank wasn't that great. However, when another toon has melee pbaoe aggro control Caltrops is probably better used as a buffer to keep guys from getting away from the tank rather than forcing them away from him.

Kinda like how I try to be careful with Hurricane when there's people trying to work with small pbaoes.


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

 

Posted

Quote:
Originally Posted by warden_de_dios View Post
Try throwing the trops so only a part of them are in laying inside the mob. That will generally cause the mob to scatter in one direction. Throwing them in the middle of the mob is just gonna scatter them everywhere.
Good point, although in this case, they didn't live long enough to scatter.

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You should make a demorecord the next something like this comes up. You've made 2 threads today where we have nothing but your account of what happened and the accused doesn't get to tell his side of the story.
And a demorecord is unfakeable? I guess I didn't see much need. I'm not trying to get people to tell me that I'm right, I'm trying to learn whether a given course of action is sensible or not. Any attempt to change the story away from what happened would make this useless to me.

I don't actually care whether people believe my account or not, as the goal is not to convince people that I'm good or someone else is bad; it's just that I want to know, in the scenario in question, which side would be right.

That said, you've alerted me to a possible source of bias, so any future such threads, I'll flip a coin, and on tails I'll tell it from the other side, just so I don't introduce a consistent bias towards or against "my" side of stories.


 

Posted

I don't see the benefit of using caltrops when they are in this nice little clump in the center of all your other debuffs, being taunted and ready to be nuked.


 

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Quote:
Originally Posted by Wavicle View Post
I agree with this.

Part of being a successful buff/debuff toon is knowing who you're buffing and what benefits them the most.

Caltrops used to create chaos is useful when you Don't have a tank. The OP isn't crazy or anything, and it sounded like his tank wasn't that great. However, when another toon has melee pbaoe aggro control Caltrops is probably better used as a buffer to keep guys from getting away from the tank rather than forcing them away from him.
That makes sense. I might even have thought of it eventually if anything had been getting away from the immediate kill zone. (Of course, PGT means nothing was moving anyway.)


 

Posted

In a team situation you don't want to chuck your 'trops willy-nilly. It can split up groups and make killing them off take longer.

If the tank wants to herd, wait till they're packed around him and drop the 'trops on one side of the mob. This way they're more likely to try and flee into the rest of the mob than if you simply drop them on top of the group as a whole (which can scatter them).



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Originally Posted by Schismatrix View Post
But i would advocate throwing them under this Tanker in particular. Especially since i have a hunch i know the Tanker's server and affiliation. Unless i miss my guess he's either a particular Tanker, or was tutored by a particular Tanker, who has a learning curve that resembles Kansas.

Pretty sure I do too. I have exactly one person on my zero star list, and it resembles this story so closely that I'm pretty sure its the same person or one of his affiliates. The only difference between this story and mine is in mine there were a pair of Defenders typing AM IN 5 SECONDS, STAY BEHIND THE TANK!!!, STAY BEHIND THE TANK!!!, and they actually kicked me mid mission when I declined to join their Super Group.


 

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Originally Posted by Call Me Awesome View Post
Hmm, well speaking as a tanker player I can see the scatter = bad, but 'trops should be slowing them down enough for it not to really matter. I'm not completely familiar with them, do they slow to the same extent that, say, Tar Patch does? If so then by all means once a tank has the group nicely bunched toss them out. If I'm teamed with a fire blaster for example I definitely have them drop Rain of Fire once I have the mobs grouped... they won't run far thanks to the slow in Rain.
Caltrops is 80% slow unslotted which is slightly less than Tar Patch, it's pretty hard to tell the difference though.

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An experienced, competent tanker will compensate and adjust his tactics based on the team and the situation. About the only real issues I have with players making life difficult for me are either the 'troller who immob's before I've bunched the group (and I can deal with that, I just have to work harder and it limits AOE usefulness) or the idiot Stormy I had on a TF awhile back who ran Hurricane at all times and insisted on standing RIGHT BESIDE ME. That was a fiasco and it took over a dozen tells and 7 missions to get him to quit 'caning the mobs away from me. Unfortunately he had the star.
I once teamed with a Fire Controller who insisted on casting Bonfire directly underneath me and scattering the group all over the place BEFORE using Fire Cages to immobilize them (and provide them with KB protection. I asked him why he was doing so and his response was "for the extra damage", I pointed out that since they were getting bounced out of the patch almost immediately it wasn't doing more than one or two ticks of damage, he responded that he disagreed with me but he stopped using the power so I let it drop. I don't mind knockback but use it sensibly.

Pop quiz, which of these would have been a sensible use of Bonfire under the circumstances (a full team with a mix of characters and a competent tank who can hold aggro and is tough enough not to need more mitigation):
A) Use Fire Cages to give the mobs KB protection and then cast Bonfire under the tank
B) Cast Bonfire a short distance (about 15-20 ft) away from the tank between him and the squishy characters
C) Cast Bonfire under the tank wait for mobs to scatter and THEN use Fire Cages


 

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Quote:
Originally Posted by seebs View Post
Yeah, whatever. I will totally take orders from you when you're paying my $14.95 a month.
And conversely you don't pay their monthly fee. The other people in the game have as much right to their play choices as you.

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I tend to feel that, unless the team is dying as a result of someone's actions, it's pretty much up to them how to play.
Yes and no. Yes if you aren't causing a team wipe, that's great. No if your actions are actively hampering someone else and the team. Scattering mobs on an AoE heavy team or KB with a melee-heavy team are two simple examples. May not cause a wipe but isn't very team-friendly.

From your version it doesn't sound like a great tank; anyone telling me where to stand/when to buff etc wouldn't be teaming with me for very long. I'd kick him or quit.

However ... he does have a point about the trops in my opinion. If I see a mob move away from me and towards the team I grab it; if the mobs are all moving and in various directions I have no idea which is going for the squishies and which are just running from trops. (I'm not a herding tank usually, closest I'll get is pulling on Master runs.)

Quote:
Originally Posted by seebs View Post
I don't actually care whether people believe my account or not, as the goal is not to convince people that I'm good or someone else is bad; it's just that I want to know, in the scenario in question, which side would be right.
Well there is rarely an unarguable truth or right; that's the point and can be seen from the various opinions above. It is possible to make a case for damage mitigation, it is equally possible to make a point that trops at the melee'rs feet is annoying, causes scatter contributes less mitigation that placing them between the mobs and the squishies or even partly under the mobs and in front of the squishies.

You seem to just want validation that you were right. I don't think you will get that. Focusing on "the correct playstyle" is misguided no matter who says it. Some TACTICS are a good idea in a certain situation. But no tactic is ALWAYS right. Team dynamic/player competency/type of team/run can all effect a tactic for a situation. Again, my opinion.

This is a MMO and part of that is playing nicely with others. I love wormhole; it drives most people crazy so I hold off on big teams. Same deal with the trops. I duo a lot with a guy who uses them a LOT and they are fantastic with a couple of squishies placed between us and th mobs. But when I'm in melee if he kept dropping them at my feel (which he doesn't) I'd ask him to stop. He may not agree but I'm pretty sure he wouldn't throw a hissy fit about it and would respect that 1 or 2 dot damage isn't that big a deal and he can get the same safety mitigation by a slight change in placement.

For the pop quiz I'd go B but frankly I probably wouldn't even bother with Bonfire unless we were in trouble. I'll probably be wrong though.





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Posted

I'm more interested in the tactics question than in "validation".

The conclusion I've come to at this point is that both the tank and I were probably wrong. The tank was missing the point about scattering vs. gathering -- the scattering effect wasn't affecting herding, because everything was already herded. However, I was probably over-estimating the utility of the mitigation trops provide. It sounds like people tend to view trops more in terms of controlling movement of mobs than in terms of the mitigation produced by the fear. I was mostly thinking in terms of the mitigation effect, and disregarding the movement as irrelevant; I didn't figure anything would move far enough for it to make any difference. So I was looking at mitigation and maybe a bit of free damage; sounds like I should think more about the effect trops have on where things go, not just whether or not they're attacking.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Pop quiz, which of these would have been a sensible use of Bonfire under the circumstances (a full team with a mix of characters and a competent tank who can hold aggro and is tough enough not to need more mitigation):
A) Use Fire Cages to give the mobs KB protection and then cast Bonfire under the tank
B) Cast Bonfire a short distance (about 15-20 ft) away from the tank between him and the squishy characters
C) Cast Bonfire under the tank wait for mobs to scatter and THEN use Fire Cages
Hmm. B would be rational in general, but is probably unneeded because the tank can hold aggro, so A might give some bonus damage, but unless the damage ticks are significant, it might not be worth it. I might go with B anyway on the grounds that it'd be useful if accidents happen. Or, don't cast it UNLESS something happens, and then use it to adjust the situation.


 

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lol @ herding tanks


 

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Quote:
Originally Posted by Capa_Devans View Post
For the pop quiz I'd go B but frankly I probably wouldn't even bother with Bonfire unless we were in trouble. I'll probably be wrong though.
Quote:
Originally Posted by seebs View Post
Hmm. B would be rational in general, but is probably unneeded because the tank can hold aggro, so A might give some bonus damage, but unless the damage ticks are significant, it might not be worth it. I might go with B anyway on the grounds that it'd be useful if accidents happen. Or, don't cast it UNLESS something happens, and then use it to adjust the situation.
A and B both work, it depends on how you've got it slotted and your personal preference. If you can keep the enemies with kb protection for the entire duration then the damage from Bonfire isn't that bad (although unfortunately it doesn't benefit from containment), it ends up being about one-third of the damage per second you'd get from Hot Feet so it's ok but probably not critical. Using it as a positional tool to help the tank hold aggro (either proactively or re-actively) is probably an easier option just because it means you don't have to remember to reuse Fire Cages every 12 seconds.

Quote:
Originally Posted by seebs View Post
The conclusion I've come to at this point is that both the tank and I were probably wrong. The tank was missing the point about scattering vs. gathering -- the scattering effect wasn't affecting herding, because everything was already herded. However, I was probably over-estimating the utility of the mitigation trops provide. It sounds like people tend to view trops more in terms of controlling movement of mobs than in terms of the mitigation produced by the fear. I was mostly thinking in terms of the mitigation effect, and disregarding the movement as irrelevant; I didn't figure anything would move far enough for it to make any difference. So I was looking at mitigation and maybe a bit of free damage; sounds like I should think more about the effect trops have on where things go, not just whether or not they're attacking.
The mitigation from the fear effect is useful, especially when solo, but on teams the positional control is generally more useful. The risk of using it for mitigation on a team with melee characters is that you can end up actually decreasing their mitigation. Most tanks have a Taunt aura that also provides mitigation (either by buffing them or debuffing enemies) so if the enemies move more than 8ft from him that is no longer having any effect.


 

Posted

The only tanks I've got a taunt aura on so far are elec/ (very slight end drain) and dark/ (where I think it's just damage, no other effect). But yeah, that makes sense -- keeping things near the tank is probably good if the tank can take the punches.

I've got a slightly biased view, because I mostly play at low levels, where a lot of players are squishier than they will be later.


 

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Invulnerability and Willpower are both good examples. Invulnerability gets defense from it's aura ranging from 9% with one enemy to 24% defense with ten (assuming ED capped slotting). Willpower gets most of it's regeneration from it's aura (even with just two enemies in range the aura makes up two thirds of it's regen) plus it applies a to hit debuff to all enemies in range effectively increasing it's moderate defenses.


 

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Ahh, good point, hadn't thought of that. This was an SD tank, though. But I was definitely not thinking about that, and I should have been. WIN! I get information that will allow me to play better.


 

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Now see, a true tanker won't tell you to stop using caltrops.



They'll just turn their taunt aura off.


 

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Keep in mind that caltrops especially shouldn't be used on certain enemies. Mainly, Warwolves. They are mostly immune to the slow effect and run very quickly so the Fear will send them running huge distances before it drops.


 

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Quote:
Originally Posted by Oedipus_Tex View Post
Keep in mind that caltrops especially shouldn't be used on certain enemies. Mainly, Warwolves. They are mostly immune to the slow effect and run very quickly so the Fear will send them running huge distances before it drops.
Ahh, yes. I'd noticed that during ToT. It was amazing how far they could make it on one tick of fear. We kept using 'em for the massive disruption of witches and vampires.


 

Posted

Once I was playing a tank, and I wasn't the lead tank. Lead tank was herding to this corner and all that and then we would all attack. He then asked me not to attack because "I was stealing his aggro".


@Joshua.

 

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Quote:
Originally Posted by Forefinger_ View Post
Once I was playing a tank, and I wasn't the lead tank. Lead tank was herding to this corner and all that and then we would all attack. He then asked me not to attack because "I was stealing his aggro".
I'd like to think you're kidding there but I've run into that personality on occasion myself; I can absolutely guarantee that the tanker in question there doesn't have a clue and is completely convinced that he's the best thing ever.

Assuming a tanker's even slightly competent it's very difficult to steal aggro from him as long as he gets there first. Even if you do get some aggro who cares as long as the mobs aren't pounding on the squishier teammates... it's nice to have a secondary tanker on occasion to snag extraneous aggro.


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Posted

I respect the requests of teammates... if they're dumb requests that leave me not having fun, I'll quit at the end of the mission... although usually in those cases, I don't have to quit because the team breaks up naturally anyway.

Caltrops specifically... I know all those little 1s may seem like it's a big deal... but in reality, you're not doing a lot of damage with them... it'd take 3-4 applications of caltrops to kill a minion.... that's like 2 minutes. Most teams kill a spawn in about 20-25 seconds... trops would not notably improve that time. People may argue against my logic, but seroiusly ... that blaster next to you is throwing fireballs into that spawn every 5 seconds. Like it or not, your 'trops aren't doing squat compared to that. 'Trops is, however, good for slowing movement... if the tank prefers to not have it, thats his choice... let him decide how he's going to do his job. Personally, I'd say the best use of the power is to throw the trops between me and the herd, so if a runner does break away, it's gotta cross the trops to get to the ranged fighters.

In my expierience, trops are a great power to use for damage mitigation and to help a team from levels 1 to 25 or 30. But once people start getting enhancements slotted and building up their survivabilty on their own, caltrops become obsolete.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

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Quote:
Originally Posted by seebs View Post
Ahh, good point, hadn't thought of that. This was an SD tank, though. But I was definitely not thinking about that, and I should have been. WIN! I get information that will allow me to play better.
I don't really agree with the Tanker, but I wasn't in the group either.

But just to make a counter point, SD wants mobs to stay close for AAO for the damage bonus as well as overall AoE efficiency.


 

Posted

See, if I'd been on a squishy and ToTing, making my wolves run off while ToTing would have been annoying. (By "mine" I mean the ones that come out of the door when I click.) Why? Well, they're aggro'd on me. Unless someone actually taunts them (with the power Taunt or one of its clones) they're probably going to flee out of range of lesser taunt effects, like auras. Any aura or similar taunts will likely wear off since they can't be refreshed on a distant foe. Now there's this wolf at range shucking boulders at me. When they're +3 (which is standard on a team of 8), that can be unpleasant. How unpleasant can depend on the team composition and my build - if I'm defense softcapped an/or DR capped, there's lots of healing or grantable mez protection around it's probably a minor inconvenience. If the team is less support-rich it can hurt a lot.


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Posted

You know, I'd noticed that wolves sometimes ran back and hit someone, but I hadn't figured out why. Now it makes sense. (It was easy enough to resolve, we just killed them faster, but...)